shouri Wrote:After about 25 hits though, the uniform distribution on the dice rolls/rng which used to look like this:The problem with your approach is that it's not dynamic at all. After three hits, that square looks horribly disfigured. And after 100 hits, even though it looks a lot like a bell curve, it's still not exactly a bell curve. It's just a square wearing the bell curve over itself and you'll still be able to see the corners, if only slightly. So your approach should be a shape that can transform with by using the x hits variable, not a static one.
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becomes a normal distribution like so:
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This second one CAN be calculated. But only if we're talking about you taking 25 hits or more in the first place.
This would just barely a bit to calculate %4hko with something like savage blow since it hits 6 times.
I doubt most of you who use 4 hits skills would want to train on something that takes you 6 skill uses to kill. So it's pointless to look at a normal distribution.
EDIT: Here's what I did.
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And here's what I did as listed in my spreadsheet. It's a little more complex because it all has to be in one line, and I used different variables than above because I'm ripping this from when I posted it earlier in my Corsair Calc thread.
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