For example, Subetalodge says Saggitarius Blade defends :block:dark: 2 or 5-8 :block:light: 2 or 5-8 (which I'm assuming is a duplication of the item's provided stats).
Does that mean it has a 50% chance to block 2 and 50% chance to block anything in the range 5-8? Or is it 20% chance each to block 2, 5, 6, 7, or 8?
Or is it 20% chance each to block 2, 5, 6, 7, or 8? --- It's this. A 50% chance to block 2 would be 2, 2, 2, 2, 5, 6, 7 or 8. Written another way 2, 2, 2, 2, 5-8
:block:dark: 2 or 5-8 :block:light: 2 or 5-8 (which I'm assuming is a duplication of the item's provided stats)---It means it blocks two icon types, light and dark. Each icon type has the same range options, see above.
I don't have this weapon, so I tried testing your question out with a Bloodied Sawed Off Double Barrel Shotgun with Machete instead. Its physical stats are 13-19 or 13-19 or 25 or 28 physical.
15 physical 13 physical 25 physical 19 physical 13 physical 14 physical 28 physical 14 physical 18 physical 25 physical ·13-19 physical occurred in 53 turns (26.5 turn average for both) ·25 physical occurred in 26 turns ·28 physical occurred in 21 turns
Since there are four different physical options for this weapon, we expect to see about a 25% spread for each option. So, your first assumption is correct. You would have a 50% chance to block 2 icons and a 50% chance to block anything in the 5-8 icon range.
Thank you so much for that data! In hindsight I totally could've done that myself ><
Knowing that, it looks like your weapon does 21.25 avg icons versus 17.3 avg icons using the other method.
Now to figure out how to represent this in my spreadsheet. D:
What bothers me is why there is a perceived need by the games masters to complicate weapon stats so. What statistical purpose does it serve in the game play?
It's just for weapon diversity. I suppose it could make the battles slightly more interesting if you don't know which icons you are going to get. For example, with Cobalt Eternal Scroll you could end up with one of the less favorable defensive icon outcomes and it would cost you the battle. Or you could get an ideal icon outcome and maybe win the battle where you otherwise wouldn't.
: I've struggles with this issue for many years now and your explanation was the best answer I've had so far that explains the rational for such stats. Thank you.
- It would also replicate "real life" battles. If you swing a sword you know you'll do a certain amount of damage, but it's not consistent. Adds a level of complexity so battling isn't just buying the best weapons and then clicking over and over.