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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?
If I make you a trade offer, even if you think it's ridiculous, please at least respond with a kind and simple "Thanks but no thanks."
Mine's probably in the 50/50 range. Just like any roll in the game, sometimes you get on a *hot* streak, and don't miss a roll, and sometime you can't make a roll of 4 or 5 to save your life.
Trade to Canada. We're friendly, and we love Beavers..........
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.
You might try actually keeping track. Keep trying to make breakaways for the next five months of games, and write down whether you succeed or not. You'll be surprised.
Everyone's breakaway is 50/50. If its not then there is a problem. If it is greater than 50% you have defective or loaded dice. If it is less than 50% you just have defective dice.
In addition to the confirmation bias noted above, you probably just aren't using a statistically significant number of rolls upon which to base your decision.
In time, over a long enough period of time, everyone's breakaway is 50/50.
Unless you're cheating.
May all your hits be crits!
On the whole, human beings want to be good — but not too good, and not quite all the time. - George Orwell
Everyone's breakaway is 50/50. If its not then there is a problem. If it is greater than 50% you have defective or loaded dice. If it is less than 50% you just have defective dice.
In addition to the confirmation bias noted above, you probably just aren't using a statistically significant number of rolls upon which to base your decision.
In time, over a long enough period of time, everyone's breakaway is 50/50.
Unless you're cheating.
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 ;-)
It's 50/50, of course, barring giants, plasticity, or other special powers.
You just notice the bad things. If Thanos needs a 4 to hit someone, you roll a 4 or higher, and you take it for granted. You roll a three, or worse yet a two, and especially if it costs you the game, then the only roll that you remember is that one.
It is rare that you ever try to break away for the heck of it. Break aways are done for specific reasons, and failure not only costs you the ability to do what you wanted, but there is no consolation prize. If the Thing is holding a heavy object and I want to charge Thor, but there is an Asgardian Warrior in my face, failure not only means that Thor is free to use running shot against me and do heavy damage, but I didn't even get to attack the Asgardian Warrior.
My breakaway roll chance of success can be summed up in a mathematical formula:
y = k/x
y = Chance for successful breakaway x = Importance of that breakaway to me winning the game
Because of my continued proving of this formula, I rarely even try to break away from my opponent... I'd much rather roll a die to try to smack them for damage than to get away. But that's just me, I'm an aggressive Clix player.
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?
I can personally confirm that his dice rolls suck for anything that hinges on a tactical advantage, so 10% success rate for breaking away might be high for him.
It's 50/50, of course, barring giants, plasticity, or other special powers.
You just notice the bad things. If Thanos needs a 4 to hit someone, you roll a 4 or higher, and you take it for granted. You roll a three, or worse yet a two, and especially if it costs you the game, then the only roll that you remember is that one. It is rare that you ever try to break away for the heck of it. Break aways are done for specific reasons, and failure not only costs you the ability to do what you wanted, but there is no consolation prize. If the Thing is holding a heavy object and I want to charge Thor, but there is an Asgardian Warrior in my face, failure not only means that Thor is free to use running shot against me and do heavy damage, but I didn't even get to attack the Asgardian Warrior.
I don't know, I see plenty of "Oh, you made Shape Change, I'll try to break away then I guess since I have to do something"... those are the ones I usually make.