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D&D 5E - Attack button creates a huge roll out of a simple dagger attack

That text when mousing over the too high dagger damage seems way off, anyone know why it's doing that?
1429258110
Lithl
Pro
Sheet Author
API Scripter
Most of that is coming from the calculation for your Finesse Mod, which is: (((ceil((@{strength_mod}/1e10) - (@{dexterity_mod}/1e10))) * @{strength_mod}) + ((ceil((@{dexterity_mod}/1e10) - (@{strength_mod}/1e10))) * @{dexterity_mod}) + ((1 - (ceil((@{strength_mod}/1e10) - (@{dexterity_mod}/1e10))) - (ceil((@{dexterity_mod}/1e10) - (@{strength_mod}/1e10)))) * (@{strength_mod}))) The first half is a circuitous way of using the greater of your Strength or Dexterity modifier. The second half (starting from the " + ((1 - " bit) looks like it will always reduce to either (1 - 1 - 0) * STR or else (1 - 0 - 1) * STR. Which is always zero. So, yes, it does appear to be approximately twice as long as it needs to be (at least the finesse mod portion of the damage roll; the rest of the roll is fairly straightforward), but does not appear to be incorrect. The finesse mod calculation could be reduced to: ((@{strength_mod} + @{dexterity_mod} + abs(@{strength_mod} - @{dexterity_mod})) / 2) If you were to look at that in the tooltip of a roll (using your 11 strength and 16 dexterity), it would be: (((floor((11-10)/2)) + (floor((16-10)/2)) + abs((floor((11-10)/2)) - (floor((16-10)/2)))) / 2) Much shorter. =)
1429260678

Edited 1429260759
Kryx
Pro
Sheet Author
API Scripter
Brian said: Most of that is coming from the calculation for your Finesse Mod, which is: (((ceil((@{strength_mod}/1e10) - (@{dexterity_mod}/1e10))) * @{strength_mod}) + ((ceil((@{dexterity_mod}/1e10) - (@{strength_mod}/1e10))) * @{dexterity_mod}) + ((1 - (ceil((@{strength_mod}/1e10) - (@{dexterity_mod}/1e10))) - (ceil((@{dexterity_mod}/1e10) - (@{strength_mod}/1e10)))) * (@{strength_mod}))) The first half is a circuitous way of using the greater of your Strength or Dexterity modifier. The second half (starting from the " + ((1 - " bit) looks like it will always reduce to either (1 - 1 - 0) * STR or else (1 - 0 - 1) * STR. Which is always zero. So, yes, it does appear to be approximately twice as long as it needs to be (at least the finesse mod portion of the damage roll; the rest of the roll is fairly straightforward), but does not appear to be incorrect. The finesse mod calculation could be reduced to: ((@{strength_mod} + @{dexterity_mod} + abs(@{strength_mod} - @{dexterity_mod})) / 2) If you were to look at that in the tooltip of a roll (using your 11 strength and 16 dexterity), it would be: (((floor((11-10)/2)) + (floor((16-10)/2)) + abs((floor((11-10)/2)) - (floor((16-10)/2)))) / 2) Much shorter. =) Again, great investigation and math. I'm going to reduce it on my shaped sheet. EDIT: nvm, already did. My math: ((@{strength_mod} + @{dexterity_mod} + abs(@{strength_mod} - @{dexterity_mod})) / 2) EDIT2: Lulz, it's the same as you suggest. :)
It is also worth noting that while this is an issue now, assuming sheet authors take the time to clean up their sheets, the nested rolls functionality on the DEV server will make this VERY, VERY nice, readable and simple!
Why does the Finesse mod include strength?
If you read about the Finesse property in the rules you can choose the higher of Strength or Dexterity, so all this equation is doing is making that determination for you. If you switch the weapon to DEX it will shrink the formula/tooltip some.