A while back I published a PR that made it possible to see the chance to succeed of a dice pool by means of simulation (#77). In the comments 'thirionlogan' pointed out at an alternative way of calculating the chance to succeed. I have since gone over the code he referenced and have created my own version. Basically the new method constructs all the possible permutations of rolling the dice pool, aggregating those that are similar. It then goes over every permutation and checks which meets a specific criteria and compares those to the total amount. This way we can get an exact value for the chance to succeed.
There are a few caveats:
The new method is inaccurate for pools with exploding dice, like those that use a super characteristic. For those cases the simulation could yield more accurate results.
Because the new method can be a little resource intensive I've delegated the work to a Web Worker. In the future I'll do the same for the "simulations" method.
The way I'm interacting with the game.workers API limits this feature to FVTT v11+
A while back I published a PR that made it possible to see the chance to succeed of a dice pool by means of simulation (#77). In the comments 'thirionlogan' pointed out at an alternative way of calculating the chance to succeed. I have since gone over the code he referenced and have created my own version. Basically the new method constructs all the possible permutations of rolling the dice pool, aggregating those that are similar. It then goes over every permutation and checks which meets a specific criteria and compares those to the total amount. This way we can get an exact value for the chance to succeed.
There are a few caveats:
game.workers
API limits this feature to FVTT v11+