So, I've been working with AnyDice and made a short program to compare weapon killiness against various toughness and armour (by comparing the probability to both wound and get through armour). What I've failed to do is add the ability for it to calculate the probability for rapid fire weapons, so I have to manualy multiply the probability by 1.6 (average number of hits from rapid fire trait). If you want to mess around with it, change parameters in the Output line.
Originally my line of thought was to exclude to-hit chance in the calculations, since by making all weapons 'autohit', we can directly compare raw power of them. Also weapons have different short ranges, accuracy bonuses and shooter could have varying ballistic skill. However, accuracy seems to affect weapons somewhat unequally.
For example, a boltgun shooting at a T3 SV4+ target has a brutal chance of 70% to inflict damage. Lasgun is at 25% against the same target. However, if shooter, say, had a 50% chance to miss, then bolter's lethality would drop to 35% compared to lasgun's 12.5%, a lot less drastic difference.
Am I comparing weapons correctly? Perhaps multiplying a single hit probability by 1.6 does not reflect rapid fire properly?
Originally my line of thought was to exclude to-hit chance in the calculations, since by making all weapons 'autohit', we can directly compare raw power of them. Also weapons have different short ranges, accuracy bonuses and shooter could have varying ballistic skill. However, accuracy seems to affect weapons somewhat unequally.
For example, a boltgun shooting at a T3 SV4+ target has a brutal chance of 70% to inflict damage. Lasgun is at 25% against the same target. However, if shooter, say, had a 50% chance to miss, then bolter's lethality would drop to 35% compared to lasgun's 12.5%, a lot less drastic difference.
Am I comparing weapons correctly? Perhaps multiplying a single hit probability by 1.6 does not reflect rapid fire properly?