I'm not sure I understand why Firestarter necessitates a multi-role attack resolution for physical attacks. It is not unheard of (in fact WOW uses two-roll system for magic attacks and one-roll system for physical attacks) to have magic and physical attacks work differently. The rules for drops also doesn't necessarily mean anything for attack resolution.
EDIT: Even with Split/Slug shots, they are procs, not attack resolutions. Why do they necessitate a multi-roll model?
And in my attack table method I already illustrated that it will give you the exact same results from your tests. WhenSheltronRaw Intuition is activated, in your multi-roll scenario it works like this: (let's ignore block for now because it's just a different form of parry for us)Parameters: Hit=85%, Crit=5%, Parry=100%.and in my attack table scenario it works like this:
Hit roll 56 (56<85, a hit) -> crit roll 3 (3<5, a crit) = crit, resolution complete.
Attack ends up as a crit even thoughSheltronRaw Intuition is activeParameters: Miss=15%, Crit=5%, Parry=100%.You see, when we say "roll", it means physically "roll a new random number". A multi-roll system means rolling a new random number each time you check for the next possible result. A single-roll "attack table" system means that one number is used to determine where your result is.
Roll 18.
Check miss 18-15=3, 3>0, not miss.
Check crit 3-5=-2, -2<0, a crit. Resolution complete
(It doesn't get to check parry, exactly the same as your model.)
Think of the attack table model like throwing a dart with the target circle divided into the different results.
Think of the multi-roll model like throwing a dart at several different target circles of varying sizes.
I think you misunderstand what I meant by the attack table system. Perhaps you know it by some other name. Or maybe I should call it the attack table model. As illustrated with my example above, all that is required are the exact same data your multi-roll model require. Do your multi-roll model not need to specify the hit rate for each level difference? That same hit rate is used without any additional processing requirement in the attack table model.
The attack table model is called not because we actually go list every possible roll outcome and do a look-up as if from a table of results. Actual processing requires only knowing the thresholds, and the only difference between your model and the attack table model is that when you are rolling new random numbers, we are doing a subtraction. We still go through the same if-else structure.
But what is easier is irrelevant. What we want is actual evidence of the system, and none of what you mentioned disproves the attack table method.
I'm saying that in a multi-roll model, the individual probabilities do not equal to the actual in-game result.
In your specific multi-roll model, a parry rate of 10% (let's again ignore block) is actually the event of "hit && not crit && parry", and using the above example parameters of 85% hit rate, 5% crit rate, this event has the probability of 0.85*0.95*0.1=0.08075, i.e. only 8.075% of the swings taken at you will end up as parries. Meaning when we take our data, with a 10% parry rate on our character info, our data will show about 8% parry rate instead. That is why it was suggested that we remove the misses and the crits when calculating the parry rate from the data.
In a single-roll model, 10% parry rate on our character info will give us about 10% of the swings ending up as parry from our data. Removing misses and crits from the data will actually skew our result.
So it is important to know what system we're working with, if we want to find out exactly what parry rate we gain from every point of parry.