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I gave up trying to make any kind of breakaway roll, almost since I started playing this game. It's because of my success rate, about 10%. I might even be overestimating. My low dice roll get me every time, it's the same reason I have to have PC on my team so I don't crit miss to death. How is your breakaway rate?
Just as terrible as my Leadership rolls are. I had two figures with Leadership on the team last night and after hitting just one to start with, I never hit anything until late game. My sole breakaway attempt also failed.
For the record, my Impervious/Super Senses/Shape Change rolls are FAR WORSE.
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Not really. The odds* of successfully breaking away are 50/50. That doesn't mean that every person who breaks away will do so 1 out of every 2 times. You could very easily have someone who breaks away 40% of the time and someone else who does it 60% of the time. Yes over time those numbers should trend towards the average but I still wouldn't expect it to be 50/50. Just like the odds of pulling a super rare are 1 in 3 boosters. Doesn't mean every 3rd booster you open has one in it. And it doesn't mean that one person won't open 10 boosters without a super rare while another pulls 3 in 3 boosters. I know it feels like my breakaway success rate is about 35-45% while my opponents' is around 75%. That's probably not true but that's how it feels sometimes. You've also got to take into account all breakaway rolls are not equal. Some mean much more than others. Breaking away to running shot a team's main attacker is much more important than trying to break away just for the heck of it after a successful shape change roll. It would be a fun experiment to track the breakaway rolls of yourself and your opponents.
*Note I'm using odds/probability interchangeably even though they aren't exactly the same thing... why? B/c it's shorter to type odds ;-)
Over time, the drift from the average comes out to around the square root of the number of rolls. So if you roll breakaway 100 times, 40% or 60% is more likely than 50%. Interesting, eh?
For the record, my Impervious/Super Senses/Shape Change rolls are FAR WORSE.
What's really funny to me is that, in my head, my Imperv and Super Senses rolls suck. However, I think I make Shape Change rolls pretty regularly, so I'll gladly take a figure with Shape Change over a figure with Imp/SS. And why I think Skrulls are pretty good, as I've got a chance to make that roll.
If you want to start making your breakaway rolls just play me. It seems as if I have rarely been lucky rolling for breakaway and that my opponents almost always make breakaway rolls.
A few months ago I was in Atlanta and played a Justice League team against against an X-Men team with Emma Frost, Esme Cuckoo, Regular Cuckoo(all with Mental Shields), Beast (with Brilliant Tactician) and Vet XP Iceman (with Construct).
The game started out fine for me as I wiped out Beast and the BT early. The rest was a disaster. I would be mind controlled and/or psychic blasted and then tied down with the construct barrier. I could NEVER roll breakaway despite many attempts and could not draw line of sight. I doubt if any other player would struggle so much but I honestly could not break away at all. I would not underestimate that combination of figures and feats again.
I gave up trying to make any kind of breakaway roll, almost since I started playing this game. It's because of my success rate, about 10%. I might even be overestimating. My low dice roll get me every time, it's the same reason I have to have PC on my team so I don't crit miss to death. How is your breakaway rate?
Regular Breakaway (needing 4,5 or 6) approximately 25% success.
Giant Breakaway (needing 3,4,5, or 6) approximately 15% success.
Plasticity breakaway (only fail on a 1) 0% - seriously, I have missed every Plasticity breakaway I have ever attempted (about 8 or so tries).
Breakaway versus opposing plasticity (needing a 6), 90% - its 100% if I don't know I need a 6.
Visible Dials and Pushing Damage need to be optional. This is the way.
Generally speaking, you can trust the dice to be truly random. The problem is that the human brain is not. This leads to something called "Confirmation bias". Once we think there's a pattern ("I get too many critical misses") our brain remembers all the misses better than the hits.
Our pattern-seeking ape-brains will come around to bite us in the behind every time. Science FTW.
However, I still almost never attempt a breakaway roll, because I always wait until it's a total emergency situation (it's a sickness of mine), and then when I inevitably whiz the breakaway roll it costs me dearly. I usually play a lot of characters with TK so I can just yank people out of danger, lol.
Oh man, we got a Negative Man and a Jimmy Olsen? Now I need to think of a new signature after all these years!
I distrust all my dice rolls...so much so that in a day of using Gamora, only once did I bother trying a BCF roll, despite the 66.67% chance that I'd still do 3 or better damage.
The one time I opted for it (either last roll of the game, or against a figure I knew was at end-dial) I rolled a 4. Sassafrassagaddum dice.
I tend to fail breakaway rolls; it's like I have an invisible -1 penalty to the roll.
I've also noticed that Probability Control doesn't help much with my breakaways. If I failed the first roll, I'll also fail the re-rolls!
Or it's a statistical anomaly. Those happen too.
Since the Fantastic Four rulebook, you still need to break away in order to TK a friendly character away from an adjacent opposing character.
A statistical anomaly may be responsible for the fact that I discovered early in Clix History that I couldn't depend on EVER getting a breakaway roll, so I stopped ever using them.
Besides, pretty much the only use of Breakaway that I've seen over the years has been to run away so someone can use Support on Firelord or some other such piece, and I'm not that guy.