100% Orange Juice

100% Orange Juice

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I'm Feeling Lucky: A Guide to Battle Rolls
By Finite State AutomaTurtle
Dodge or evade? Given the random nature of the game, you might not benefit from your choice. This guide will talk about the basics of rolling 6 to live... er, evaluating the odds.
   
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Introduction
Patch Revision notes:
  • v1.0 - created/published

This guide is going to just cover the mathematical odds. It is not meant to give situational advice, nor is it meant to be a foolproof strategy guide. See what it says and use your own discretion.

Be warned that this guide focuses more on the actual dice rolls than the final roll with modifiers, additive or subtractive. When I say someone rolls a 4, it means that the dice rolled shows a 4, not that they rolled a 2+2 or a 5-1.

Because rolls in combat are always effective when they're higher, you only need to be concerned with the odds of rolling a certain number or higher. For reference, if you want to roll a...
  • 6 or higher... you have a 1/6 chance. Pray to the dice gods.
  • 5 or higher... you have a 1/3 chance. Not likely, but still respectable odds.
  • 4 or higher... you have a 1/2 chance. Coin toss odds.
  • 3 or higher... you have a 2/3 chance. The odds are in your favor by a bit.
  • 2 or higher... you have a 5/6 chance. You're not likely to fail.
  • 1 or higher... you have a 100% chance. You're guaranteed it.
Defending
Defending allows you to reduce the opponent's attack roll by however much you roll. The damage can be lowered to a minimum of 1 damage, so the basic maximum effectiveness (the lowest you can get away with) is 1 below the attacking roll. Any higher roll will not reduce any more damage. Defending against an attacking roll of 5, for example, can be done by a roll of 4 or anything higher, resulting in only 1 damage taken. A roll of 3 would mean you take 5 - 3 = 2 damage, a roll of 2 means you take 3 damage, and so forth.

Defending Effectively
A defense roll is more viable the higher the attacking roll is. An attack roll of 2 can be reduced to 1 damage from any defending roll at all, but for higher rolls, you may want to defend unless you are saddled with a severe defensive penalty and at low health.

Defending is a safer and more forgiving method for survival. If you don't reduce the damage to 1, you may still survive with only taking 2 or 3 damage even if you don't quite reach the threshold.

At the very worst case scenario, you can reduce the attacker's roll by at least 1 no matter what your roll and modifier are. This means you can survive any roll that matches your current HP.

Defense Modifiers vs. Attack Modifiers
What really matters is the difference between the two modifiers. If you are going up against an attacker with +1 attack and you have +1 defense, the damage range is the same as if neither of you had any modifier at all.

With no difference in modifiers, to reduce the damage to 1 your dice roll must match at least 1 below the attacker's dice roll.

Yuki rolls a 4 for attacking Fernet. Since the +2 modifiers essentially cancel out, Fernet just has to roll a 3 or higher to take only 1 damage, a 2/3 chance.

When you've got a higher defensive bonus than they do an attacking bonus, the threshold lowers one for every point advantage you have on their modifier.

Marc rolls a 4 against QP, who uses Usabit. QP has a +1 advantage defending against Marc's attack roll (+2 compared to +1). QP has a near guaranteed chance to reduce Marc's attack to 1 damage because the requirement of rolling a 3 or higher is reduced by 1 to rolling a 2 or higher.

When you've got a lower defensive bonus than they do an attacking bonus, the threshold rises one for every point advantage they have over your modifier.

Hime rolls a 6 against Poppo. Poppo must roll 1 higher than Hime's roll because of the +2 advantage Hime has. That's impossible. Poppo is doomed to take at least 2 damage from Hime.
Evading
Evading allows you to nullify all damage if you roll higher (with modifiers) than the attacker's roll (with modifiers). It doesn't matter how much higher. a 4 evades a roll of 3 just as well as a 5 or 6. However, if you do not roll higher than the attacking roll, you take its full damage.

Evading Effectively
You may want to evade low rolls because they are relatively easy to roll higher than and less punishing if you fail to evade. However, depending on your evasion modifier, you can evade higher rolls more easily as well.

Arguably, evading is more sustainable, but riskier than defending. While defending guarantees at least 1 damage per attack, evading can nullify any number of attacks if you succeed. Of course, if you fail, you take much more damage than if you had defended.

Evading is an all or nothing gamble most of the time. You either escape completely unscathed or take heavy damage. There are two cases when you should always evade, no matter how low the chances of success are:
  • When the attacker rolls a 1 with modifiers - This means that by defending, you're guaranteed to take 1 damage, while by evading you might take 1 damage or you might not take damage at all.
  • When you're at 1 HP - Defending always makes you take at least 1 damage. If you defend at 1 HP, you're guaranteed to die. Evading may let you escape from the jaws of death.

Evasion Modifiers vs. Attack Modifiers
The difference between the attacker's modifier and your evasion modifier determines your threshold for success. if you have -1 evade but the attacker has -1 attack, then the chance to evade their attack is just as much as it would be if both of you had no modifiers.

When there is no difference between modifiers, you must roll higher than the attacker does to successfully evade.

Sora attacks Hime with a roll of 3. Hime must roll a 4 or higher to evade the attack.

When you have a higher evasion modifier than the attacker's attack modifier, the evasion threshold goes down for every point advantage.

Aru attacks Fernet with a 3 after playing Reverse Attribute Field. Fernet has a +1 advantage to Aru's attack roll, so she only has to match Aru's roll of 3 or higher to evade the attack.

If you have a lower evasion modifier than the attacker's attack modifier, the threshold rises for every point advantage.

Hime plays Big Magnum against Kai and rolls a 3, plus her +3 attack advantage. Kai must roll an unmodified 7 or higher to evade the roll. Kai cannot roll a 7. He is toast. Dead toast.
Evade or Defend?
You do get to see your attacker's roll before you choose to evade or to defend. This means you can assess your chances of survival for each option.

Positive defense modifiers are more effective than positive evasion modifiers of equal size, because of defending's already low threshold for maximum success. If your defense modifier is equal to your evasion modifier, you'd have to roll 2 higher to successfully evade than to reduce the damage to 1. Similarly, negative defense modifiers hurt your chances less than negative evasion modifiers.

Of course, most characters are either oriented towards defending or evading. Judge your odds at each and act accordingly.

Surviving might not be the best option, however. Maybe there is a rabid Tomomo right behind you, and you'd rather die to the attacking Fernet or survive unscathed to be able to defend better from the oncoming Tomomo attacks. Ultimately, I can't guarantee one option over the other. It's all situational, so take the risks at your own discretion.

Remember, have fun and don't die unless it's tactically advantageous.
Afterword
I don't know how much this guide helps, but hey I cranked version 1 out in the span of an evening. Don't judge. Actually judging is fine. Do whatever you want. I'm just the author of this mess.
12 Comments
Illius 20 Oct, 2016 @ 12:02am 
I would definitely suggest the odds of doing or recieving ___ amount of damage would be if you could,
SomeGuy712x 10 Sep, 2015 @ 10:52am 
I just noticed something that I feel is worth pointing out:

Under "Evasion Modifiers vs. Attack Modifiers", where it says, "if you have -1 evade but the attacker has -1 attack, then the chance to evade their attack is just as much as it would be if both of you had no modifiers.", that's actually not true. In such a case, if the attacker rolls 1 and the evader rolls 2, the evader still gets hit. So, if both players have the same negative modifier, it's slightly more likely that the evader will be hit.

For example, if you want to finish off the Store Manager boss (-1 EVD) with Poppo (-1 ATK), and you're holding Reverse Attribute Field (something that Poppo would normally love to use), you're actually better off not using it if the boss is at 1 HP and you absolutely want the kill, because your odds of delivering the finishing blow are slightly higher at -1 ATK vs. -1 EVD, than at +1 ATK vs. +1 EVD.
Lumi~♡ 17 Jul, 2015 @ 4:45pm 
Doesn't Big Magnum only add 2? And Kai has a +1 attack modifier. So it would be a +2 advantage. Unless Hime has +2 attack, which I can't remember if she does or not.
Gurthener 20 Oct, 2014 @ 3:52pm 
Hey, dude. We've made a short guide, what is better to choose in every situation. You can use it in "Evade or Defend?" section.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=329535973
I-Mah Mister Dummy 19 Oct, 2014 @ 3:18pm 
There, finally over.
I hope all this is clear enough ^^' I apologize once again for the length of all this. It may be considered as situational advice and may not have its place in this guide, but it actually is a rule which constantly applies to the game, and once you know about it, you know when you have to evade and when you're taking risks, even low ones.
Many people think Suguri can only evade no matter what, while she actually can survive a defense roll if she has 4HP, where the evasion would have gotten her killed.

P.S: Usabit got renamed into Rbits in the recent patch including Nanako and Syura.
I-Mah Mister Dummy 19 Oct, 2014 @ 3:17pm 
The exception to all this occurs if the enemy attack roll is equal to the threshold where evasion remains your only option, and if you currently have that much HP (3 for Suguri/Aru, 2 for Hime/chicken without stats altered).
Let's take Suguri, who has that threshold of 3HP (from where she can only evade). If the enemy rolls a 3, you can still fail your evasion roll if you roll a 1(+2), while rolling a defense of 1 will result in Suguri taking 2HP of damage and surviving with 1HP.
This is simply because by rolling a 1, the negative value of your defense is not applied (1-1 still results in a roll of 1), thus Suguri will be considered as only having 2 points of difference between defense and evasion.
It goes without saying that this exception only applies to characters with a negative defense value.
I-Mah Mister Dummy 19 Oct, 2014 @ 3:16pm 
For a roll of 4, however, the evasion of 4(+1)=5 would fail where the defense roll of 4(-1)=3 would result in their survival with 1HP left, thus putting that "evade-only" threshold at 2HP or less.

This also applies if you use the rainbow-colored circle card, which grants +2 evasion and -1 defense. Sora using this card, for example, will see her defense roll becoming (almost, see exception below) completely pointless, as her stats will become -1 defense and +3 evasion, which result in a 4 points of difference, which is her max HP. You can take an example and do the maths yourself (to see if you understood what I said so far :P ).

The threshold of HP where you can only evade, of course, is determined by your current difference between evasion and defense, card effects included, and if you have at least 2 more evasion points than defense points, because evasion obviously is the only option when you have 1HP left.
I-Mah Mister Dummy 19 Oct, 2014 @ 3:15pm 
Now, if Suguri has 3HP or less...
Since that against that attack roll of 5, evading works if you roll a 4(+2) and fail if you roll a 3(+2), you would want to defend in case you roll a 3. The problem is that rolling a 3(-1) means Suguri will suffer 3 damage... thus get KO'd.

This is why Suguri and Aru must almost (see exception at the end) ALWAYS evade whenever they have 3HP or less, without their stats being altered by cards.

The same thing applies for Hime and the chicken, except that since they have a difference of 2 points between their evasion and defense (-1 defense, +1 evasion), with the example that they have 3HP left, they can survive a defense roll where the evasion would have failed:
Let's take that same enemy attack roll of 5.
If Hime/chicken roll a defense roll of 3(-1)=2, they will suffer 3 damage (5-2), as shown in the previous exemple, and die. However, rolling a 4(+1) as evasion would still fail, and would result once again in your character's demise.
I-Mah Mister Dummy 19 Oct, 2014 @ 3:15pm 
If I may add, I have some advice to provide. This is rather long and may take 4 or 5 posts because of the 1000 characters limit, I apologize about this T_T
For characters having at least 2 more evasion points than defense points, such as Suguri, Aru, Hime or the chicken, evading is the ONLY solution whenever your HP is equal or lower than the difference between your defense and evasion (with one exception, which I'll tell at the end):

Let's take Suguri as an exemple: -1 defense, +2 evasion, so 3 points of difference between those two statistics, then let's take an enemy attack roll of 5.
If Suguri has 4HP, against that attack value of 5, rolling a 3(+2)=5 evasion roll will fail and Suguri will get KO'd, while rolling a 3(-1)=2 defense roll will be successful, as she will take 3 damage (5-2) and survive the hit.
If Suguri had rolled a 4(+2) evade, she would have evaded, where she would have taken 2 unnecessary damage points if she had defended. (4-1=3)
Wingwom 19 Oct, 2014 @ 12:11pm 
don't you dare scare my poppo with that +2 business, she has nightmares about yuki