MathWing: Accuracy Corrector

By MajorJuggler, in X-Wing

I would try it with an autoblaster on a B-Wing for fun. Not sure it's a great idea but it would be neat.

I wouldn't count it out. I think it is the best option for it to be fair. It gets rid of the pesky crits that can be cancelled thing, and means that you can use barrel roll/potentially boost to get into range 1, instead of focus/TL.

It all but guarantees 2 damage get through which is decent. Though at 8 points for the combo the value is questionable.

The other option might be in combination with Outmaneuver to try and sneak damage through weaker defences.

This card has pretty marginal utility.

So even on a 16 point ship, the improvement would be relatively small. If you ever saw a super-durable 2 point attack ship with a System Upgrade slot though, then that would be another story entirely.

It's crazy when you think about it, how much this card just provides options rather than any kind of overpowering improvement for the ships it can be put on.

Almost like FFG really playtested it thoroughly or something.

Pffft. Playtesting . Rookie mistake - you'd never see WizKids doing that with THEIR version of this game engine...

That it is an option is pretty awesome, even on a phantom, as it doesn't have to be used so if you whiff, or want to save focus for defense, it effectively guarantees a minimum of 2 hits. Sure, phantom is not the best place, but moving to the b wing, it means ibti can reroll when stressed, end up with 3 hits and keep it, or end up with 1 and say... Accuracy corrector for 2

I would try it with an autoblaster on a B-Wing for fun. Not sure it's a great idea but it would be neat.

I wouldn't count it out. I think it is the best option for it to be fair. It gets rid of the pesky crits that can be cancelled thing, and means that you can use barrel roll/potentially boost to get into range 1, instead of focus/TL.

It all but guarantees 2 damage get through which is decent. Though at 8 points for the combo the value is questionable.

The other option might be in combination with Outmaneuver to try and sneak damage through weaker defences.

This card has pretty marginal utility.

How does this work out w/ Corran? Any better with two attacks?

Edited by BaronFel

How does this work out w/ Corran? Any better with two attacks?

It gives him a minimum of 2 hits on each attack while allowing for maximum turtling, and has different limitations than Fire Control System. Its a good card on him, but does come down to preference.

I would try it with an autoblaster on a B-Wing for fun. Not sure it's a great idea but it would be neat.

I wouldn't count it out. I think it is the best option for it to be fair. It gets rid of the pesky crits that can be cancelled thing, and means that you can use barrel roll/potentially boost to get into range 1, instead of focus/TL.

It all but guarantees 2 damage get through which is decent. Though at 8 points for the combo the value is questionable.

The other option might be in combination with Outmaneuver to try and sneak damage through weaker defences.

This card has pretty marginal utility.

No it has fantastic Untility, just marginal offensive gain. There is a difference. Juggler's math is not counting in the defensive gains via action choice changes from having this card equipped(and can't without a ton of work.) It's a good card. Most likely not better than Advanced Sensors, and questionably costed in relation to Fire Control System against Durable ships, but it is still a useful card.

It seems like a reason the E-wing will really like this card.

starviper ONLY

Hmm so what you're saying is the Y wing title probably doesn't add a Sys slot. Will cross that off the list of possibilities.

Definitely like the idea of this on Corran.

starviper ONLY

AC isn't. Virago is.

I'm not sold on this for Corran. When I've played against Corran, a very skilled player uses him a lot and only uses his dual attack ability when in range one, really. 8 attack dice with FCS for the first (potentially) and the second vs the 4 guaranteed hits on autocorrector doesn't seem like a benefit. But, like everyone said, it's insurance from the dice gods which can help in a dire situation.

If this is the case, I really don't like this card.

First it seems to pigeon-hole possible new ships.

Secondly, it seems like a good card. It should be at least decent. Same thing with Vader.

When your cards are intuitively a trap, its just a really negative experience and drains confidence of the brand/company.

Magic has stopped doing that. It attempts to make it so that each card at least intuitively has an obvious positive use. More experienced players will find the more intricate synergies that allow for more advanced play.

So 36 points for a Blackmoon with ptl is too inefficient? Max turtle power or evade and br? Or am I falling in the "too much for a generic" category.

So 36 points for a Blackmoon with ptl is too inefficient? Max turtle power or evade and br? Or am I falling in the "too much for a generic" category.

Well, judging by some separate MathWing that I have done, and more importantly the Regionals results, 27 points is already too much for a PS1 E-wing, let alone 36!

So 36 points for a Blackmoon with ptl is too inefficient? Max turtle power or evade and br? Or am I falling in the "too much for a generic" category.

Well, judging by some separate MathWing that I have done, and more importantly the Regionals results, 27 points is already too much for a PS1 E-wing, let alone 36!

Edited by Nickotine42

So 36 points for a Blackmoon with ptl is too inefficient? Max turtle power or evade and br? Or am I falling in the "too much for a generic" category.

Well, judging by some separate MathWing that I have done, and more importantly the Regionals results, 27 points is already too much for a PS1 E-wing, let alone 36!

Blackmoon is PS3 no? Make any difference? On the right side of the predator swing.

Regionals results are a poor measurement of the effectiveness of high agility high cost ships. Over a series of games stolid reliable low agility tanky builds will perform more stably, and thus lose less matches in the hands of good players. They rely less on luck. In individual games E-Wings perform very well. In tournaments they are a disaster in the making. Thus they will be undervalued by large tournament statisitics.(I'm also saying they don't belong in large tournaments as they don't fit the meta.)

Edited by Aminar

Re: Ps1 E-wings

I found this a very interesting match to watch;

E-Wings have not caught on yet. In my experience they work best with Push and R2D2. Exploiting their tankiness works wonders.

The named pilots are both doing OK, Corran especially so.

The generics are doing abysmally though. Even when they do make it to Final Cut / Top Third, they aren't advancing well.

Generic E-wings' effectiveness (placement vs appearance) ranks 2nd lowest, only slightly above generic TIE Phantoms. HWK-290 and TIE Advanced have no generics in wave 4 Regionals, so there's no data to go on there.

Although if you look at all pilots, then the Advanced is in last, since Vader did make an appearance and immediately got knocked out of the Top 8.

Seems like this would work with outmaneuver pretty well

Edited by cjnj193

E-Wings have not caught on yet. In my experience they work best with Push and R2D2. Exploiting their tankiness works wonders.

The named pilots are both doing OK, Corran especially so.

The generics are doing abysmally though. Even when they do make it to Final Cut / Top Third, they aren't advancing well.

Generic E-wings' effectiveness (placement vs appearance) ranks 2nd lowest, only slightly above generic TIE Phantoms. HWK-290 and TIE Advanced have no generics in wave 4 Regionals, so there's no data to go on there.

Although if you look at all pilots, then the Advanced is in last, since Vader did make an appearance and immediately got knocked out of the Top 8.

:P

I think I will pair this with some auto-blasters. Then use my non-focusing actions to boost/barrel roll my way into range one all the time.

2 auto hits on high agility ships, say, the phantom/a-wing/interceptors can ruin their day.

Or try it with an Ion Cannon, might work.

Seems like this would work with outmaneuver pretty well

This! I was hoping to not see this yet but glad some one envisioned it as well.

My first thought for this was corran and outmaneuver; guaranteed 4 hits against any 1 agility ship.

Edit, as long as there are no evade tokens involved.

Edited by TheBlueMax

I agree. :P . Edits are great.

Regionals results are a poor measurement of the effectiveness of high agility high cost ships. Over a series of games stolid reliable low agility tanky builds will perform more stably, and thus lose less matches in the hands of good players. They rely less on luck. In individual games E-Wings perform very well. In tournaments they are a disaster in the making. Thus they will be undervalued by large tournament statisitics.(I'm also saying they don't belong in large tournaments as they don't fit the meta.)

Hm. High agility and high cost ships would include:

  • TIE Phantom
  • TIE Defender
  • E-wing
  • TIE Interceptor
  • TIE Advanced (medium cost)

If nothing else, ACD Phantoms with 4 agility are doing pretty well, so I would have to disagree. The variance is higher, which does hurt lower HP ships like the Interceptor, but the E-wing has 5 hull / shields.

This reminds me that I want to run calculations on the distribution for the number of attacks that are statistically required to kill a given stat line.

I agree. :P . Edits are great.

Regionals results are a poor measurement of the effectiveness of high agility high cost ships. Over a series of games stolid reliable low agility tanky builds will perform more stably, and thus lose less matches in the hands of good players. They rely less on luck. In individual games E-Wings perform very well. In tournaments they are a disaster in the making. Thus they will be undervalued by large tournament statisitics.(I'm also saying they don't belong in large tournaments as they don't fit the meta.)

Hm. High agility and high cost ships would include:

  • TIE Phantom
  • TIE Defender
  • E-wing
  • TIE Interceptor
  • TIE Advanced (medium cost)

If nothing else, ACD Phantoms with 4 agility are doing pretty well, so I would have to disagree. The variance is higher, which does hurt lower HP ships like the Interceptor, but the E-wing has 5 hull / shields.

This reminds me that I want to run calculations on the distribution for the number of attacks that are statistically required to kill a given stat line.

You might find this of use: https://gist.github.com/wickedgrey/9fbcffb3f33e26eb475c

For what you're wanting to do, call vs(attack(2, 1, False), defense(1, 0, False, 'E')) to get eg. the results of a TF with HR shooting at a Falcon with an evade, with no focuses on either side. The return value is the average damage, as well as a dict of damage totals to probabilities of that total. Feel free to PM me, etc. if you have questions.

Someday I'll maybe turn it into something a bit more fully featured, but... Pretend it is MIT licensed, if that sort of thing matters to you. :)

I agree. :P . Edits are great.

Regionals results are a poor measurement of the effectiveness of high agility high cost ships. Over a series of games stolid reliable low agility tanky builds will perform more stably, and thus lose less matches in the hands of good players. They rely less on luck. In individual games E-Wings perform very well. In tournaments they are a disaster in the making. Thus they will be undervalued by large tournament statisitics.(I'm also saying they don't belong in large tournaments as they don't fit the meta.)

Hm. High agility and high cost ships would include:

  • TIE Phantom
  • TIE Defender
  • E-wing
  • TIE Interceptor
  • TIE Advanced (medium cost)

If nothing else, ACD Phantoms with 4 agility are doing pretty well, so I would have to disagree. The variance is higher, which does hurt lower HP ships like the Interceptor, but the E-wing has 5 hull / shields.

This reminds me that I want to run calculations on the distribution for the number of attacks that are statistically required to kill a given stat line.

You might find this of use: https://gist.github.com/wickedgrey/9fbcffb3f33e26eb475c

For what you're wanting to do, call vs(attack(2, 1, False), defense(1, 0, False, 'E')) to get eg. the results of a TF with HR shooting at a Falcon with an evade, with no focuses on either side. The return value is the average damage, as well as a dict of damage totals to probabilities of that total. Feel free to PM me, etc. if you have questions.

Someday I'll maybe turn it into something a bit more fully featured, but... Pretend it is MIT licensed, if that sort of thing matters to you. :)

sometimes i think you "math wingers" just don't understand things on a functional level

though numbers do help and don't lie (i don't disagree 100%)

the high agility ships generally also come with a solid dial and ways to easily outmaneuver your opponent and not get shot at all while still having a shot (minus the E wing which is just an over glorified x wing)

so your numbers only work in games that are nothing but jousting

this is the reason why phantoms are dominating even over the lists with little to no agility but the hp's to stack up instead are that they are positioning themselves well that those "beefy" ships aren't shooting and are instead losing their sheilds and hull even faster than higher agility ships would in the situations where they have no shot at all

and though high agility ships are always a gamble, as flat blanks always manage to come up and bite you in the as s at one point or another; when in the hands of a good player being able to arc dodge will generally come out on top in the end

the only real up hill battle the high agility and highly maneuverable ships have to worry about is the turreted ships such as the falcon; which will ruin an interceptors day and make the game an uphill battle from the start

Edited by executor