Now supporting the simulation of arbitrary teams. Teams both try to bluntly kill each other, in order, but you can customize every parameter of both physical and mental attack, defense, weapon, armor, stress, as well as consequences.

The only rub is that additional consequences (which are usually limited to either mental or physical) aren't handled very well – specifically, we don't differentiate between mental and physical consequences, and players can't use multiple consequences of the same level in the same turn.

Latest statistical results:
Player vs. Mook: 
PvM with Guns:
Clone Team 1 dies: 8.43%
Clone Team 2 dies: 91.57%
Average # of actions before death: 4.8091
MvP with Guns:
Clone Team 1 dies: 15.25%
Clone Team 2 dies: 84.75%
Average # of actions before death: 6.6707
PvM with Guns Skill diff -1:
Clone Team 1 dies: 25.95%
Clone Team 2 dies: 74.05%
Average # of actions before death: 7.5461
MvP with Guns Skill diff -1:
Clone Team 1 dies: 35%
Clone Team 2 dies: 65%
Average # of actions before death: 8.9014

PvM with Hands:
Clone Team 1 dies: 13.01%
Clone Team 2 dies: 86.99%
Average # of actions before death: 9.4365
MvP with Hands:
Clone Team 1 dies: 17.43%
Clone Team 2 dies: 82.57%
Average # of actions before death: 10.6601
PvM with Hands Skill diff -1:
Clone Team 1 dies: 40.18%
Clone Team 2 dies: 59.82%
Average # of actions before death: 14.3436
MvP with Hands Skill diff -1:
Clone Team 1 dies: 44.24%
Clone Team 2 dies: 55.76%
Average # of actions before death: 14.721

Player vs. Player: 
PvP Weapon:2 Skill diff -2:
Clone Team 1 dies: 98.05%
Clone Team 2 dies: 1.95%
Average # of actions before death: 17.1021
PvP Weapon:2 Skill diff -1:
Clone Team 1 dies: 82.91%
Clone Team 2 dies: 17.09%
Average # of actions before death: 18.9045
PvP Weapon:2 Skill diff 0:
Clone Team 1 dies: 46.13%
Clone Team 2 dies: 53.87%
Average # of actions before death: 18.3911
PvP Weapon:2 Skill diff 1:
Clone Team 1 dies: 15.07%
Clone Team 2 dies: 84.93%
Average # of actions before death: 14.7033
PvP Weapon:2 Skill diff 2:
Clone Team 1 dies: 2.84%
Clone Team 2 dies: 97.16%
Average # of actions before death: 11.2964

PvP Weapon:0 Skill diff -2:
Clone Team 1 dies: 99.24%
Clone Team 2 dies: 0.76%
Average # of actions before death: 22.2726
PvP Weapon:0 Skill diff -1:
Clone Team 1 dies: 87.24%
Clone Team 2 dies: 12.76%
Average # of actions before death: 25.1848
PvP Weapon:0 Skill diff 0:
Clone Team 1 dies: 47.08%
Clone Team 2 dies: 52.92%
Average # of actions before death: 24.6782
PvP Weapon:0 Skill diff 1:
Clone Team 1 dies: 11.84%
Clone Team 2 dies: 88.16%
Average # of actions before death: 19.5366
PvP Weapon:0 Skill diff 2:
Clone Team 1 dies: 1.75%
Clone Team 2 dies: 98.25%
Average # of actions before death: 14.7603

PvP physical vs. mental – edge 2, weapons 2:
Clone Team 1 dies: 40.46%
Clone Team 2 dies: 59.54%
Average # of actions before death: 12.7734
PvP physical vs. mental – edge 2, weapons 2, defender +1 stress:
Clone Team 1 dies: 50.93%
Clone Team 2 dies: 49.07%
Average # of actions before death: 13.5499

Player vs. Multiple Mooks: 
Pv2M Guns Skill diff 0:
Clone Team 1 dies: 43.24%
Clone Team 2 dies: 56.76%
Average # of actions before death: 9.873
Pv3M Guns Skill diff 0:
Clone Team 1 dies: 80.41%
Clone Team 2 dies: 19.59%
Average # of actions before death: 11.3439
Pv3M Guns Skill diff 1:
Clone Team 1 dies: 58.73%
Clone Team 2 dies: 41.27%
Average # of actions before death: 10.9136
Pv3M Guns Skill diff 2:
Clone Team 1 dies: 37.81%
Clone Team 2 dies: 62.19%
Average # of actions before death: 9.904

Perl script for simulating fate core combat

These aren't the temperatures you're looking for…

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France rising?  What the hell happened to the cheese eating surrender monkeys of WWII, Vietnam, and the Gulf War?

A Malian official says that French military have arrived in the troubled West African country to help its military amid an advance by radical Islamists.

Interesting simulation findings from the fate combat simulator written in perl: https://gist.github.com/7780da3b19b7440f7e85

Against two mooks in a "fair" gunfight, the ability to take consequences to buy off stress keeps the probability of success pretty reasonable (player wins 43.42% of the time).  Against three mooks, however, a "fair" gunfight is almost always a losing proposition for the player.

However, if the player has just an advantage of 1 in guns on skill, it gets a bit closer to an even match.  Advantage past that seems to be overwhelming.

Player vs. 2 or 3 Mooks: 
Pv2M Guns Skill diff 0:
Blue team dies: 56.58%
Red team dies: 43.42%
Average # of actions before death: 8.3381
Pv3M Guns Skill diff 0:
Blue team dies: 90.66%
Red team dies: 9.34%
Average # of actions before death: 8.0528
Pv3M Guns Skill diff 1:
Blue team dies: 57.63%
Red team dies: 42.37%
Average # of actions before death: 9.8014

Now, this is straight shooting, without any attempt to create advantages – different strategies might end up with slightly different odds, but there you have it.

Perl script for simulating fate core combat

I wonder if it'll be open source.  I'm thinking they'll need a "global cooling" mod soon :)

A new video game featuring a black alien female superhero delivered to Earth to fight global warming is about to hit the market thanks to a $100,000 grant from the Obama administration.

I decided a good way to understand fate core combat was to actually build a simulator – it's messy and dirty, and not nearly fleshed out enough, but right now it can simulate two mediocre people shooting at each other or punching each other to death.

Eventually, I'll do a better job of handling boosts/advantages, and consequences, and fate points (currently, they're just mediocre mooks), but for anyone interested in a programmatic codification of Fate Core Combat, here's a start.

As I move forward, I hope to be able to test various combinations of opponents, skills, and AIs, to see which ones have the highest chance of survival.

Perl script for simulating fate core combat