Introduction
This is a mathematical approach to determine the brute force "jousting value" and total fair point value of every pilot in the game, and is an evolution of the work done in
this thread
. The underlying methodology is described in the
third post
in this thread, so the process can be reviewed and repeated. The "jousting value" is defined as the point value that a ship's stat line provides (
attack
,
agility
,
hull
, and
shields
) relative to a PS1 TIE Fighter, ignoring all other factors like the dial or actions. The "jousting efficiency" is the ratio between the ship's jousting value and its PS1 equivalent cost.
Designing an entire set of unique ships with balanced point costs relative to each other is hard. From looking at competitive tournament results, it appears that a ship needs to fall within about 5% of its "balanced" cost for the community to take it seriously at the highest levels of competitive play, and ships that are 10% overcosted are rarely used. The game designers have been very intentional about trying to avoid power creep, but a ship's true value is never 100% certain from playtesting. They have generally been erring on the side of caution when costing ships, with the unavoidable side effect of some ships being less powerful than the most commonly used "top tier" ships.
The predicted total point cost is less certain than computing the jousting value, because mathematically costing the dial, actions, and upgrade slots is difficult to directly quantify, unlike the probabilistic computation that can be done with rolling dice. For ships that have common functionality such as a TIE Fighter, X-wing, B-wing, and E-wing, the predicted point value correlates very closely with reality. For ships that have unique capabilities, such as the TIE Defender's white K-turn, the result is less certain. For these pilots, the value is highlighted
orange
, with an explanation in the commentary section describing why. The model's accuracy in predicting a pilot's total fair point value largely depends on how unique the pilot and ship is. However, the "required efficiency" still puts a mathematical restriction on the total predicted point value's possible range, and is extremely informative in determining a ship's overall cost effectiveness.
Mathematics is just one tool out of many from a design perspective, so the values presented here are not necessarily intended as suggestions on absolute cost changes. For a more thorough list of how I would use this data to re-balance some of the pilots, you can see my
House Rules
. All of the predicted costs here are based on the PS1 TIE Fighter which is a very efficient ship, so as long as a ship is costed within about 5% of its "ideal" target cost it should be reasonably priced. For example, the Blue Squadron Pilot is overcosted by about 1 point or less relative to a TIE Fighter, and since this falls within the 5% window, it is still competitive. However, the Rookie Pilot is overcosted by about 2.5 points, which falls well outside the 5% window, and its mediocre efficiency has caused it to fall out of the tournament scene now that better alternatives are available.
Definition of terms and Column Labels
Absolute Cost
(column "actual")
The printed cost on the pilot card, plus any applicable upgrades.
Predicted Total Cost
(column "predict")
The mathematically predicted total fair point value of a ship (and equipped upgrades if applicable) including all other factors, including its available actions, dial, and utility of its upgrade slots. When a ship's printed cost is significantly higher than its total value, it does not see much successful competitive use. Conversely, ships with printed costs near their actual value tend to be well-represented in the competitive scene.
"
PS1 cost
" (column "PS1")
The equivalent Pilot Skill 1 cost of the pilot. The relationship between printed cost and PS1 equivalent cost is more complicated than "+1 point = +1 PS". The formula used here for a PS X pilot is:
PS 1 equivalent cost = (base cost + upgrades - named ability value) / (1 + ( X-1 + EPT)/24)
Some of the named pilot abilities, such as Wedge Antilles, have effects that can be directly computed in terms of expected damage output and durability. In this case, "named ability value" = 0, because it is already implicitly accounted for. For all other pilots, a "named ability value" is assigned a numerical value depending on the effectiveness of the ability, with typical values ranging between 0.5 and 3. These values are marked after the pilot name in superscript.
"
jousting value
" (column "JV")
The absolute value of a ship based purely on its (
attack
/
agility
/
hull
/
shields
) stat line and cost, compared to a 2/3/3/0 stat line. Pilot skill, maneuver dials, and named pilot abilities are
not
considered unless the named ability can be directly translated to an increased expected damage output (like Wedge) or increased durability (like Kenkirk).
"
jousting efficiency
" (columns "std", and "range")
The jouting efficiency is defined as the jousting
value
of a ship divided by its PS1 equivalent
cost
. This tells you how good the ship is at throwing dice on the table for its cost, relative to a PS1 TIE Fighter. For pilots that have a higher pilot skill than 1, this is the jousting efficiency
provided that you are willing to spend a certain percentage of your points bidding up your pilot skill
. This says nothing about which pilot skill values are actually the most valuable, as that is completely dependent on the individual matchup. Because the named ability value is subtracted from the PS1 cost, a named pilot's ability will affect the jousting efficiency numbers even if it does not directly contribute to his own expected damage output or durability. For example, Dutch Vander's ability is essentially worth 3 points to a friendly ship, so his PS1 cost is reduced by 3 points, and jousting efficiency goes up as a result.
The "std" column refers to the pilot's PS1 equivalent jousting efficiency in a typical meta environment. See the second post for the assumptions used for the meta, action economy, and range bins.
The "range" columns indicates the expected minimum and maximum jousting efficiency, for a wider variety of metas than just the typical meta. For example, high attack ships are more cost effective when attacking high agility ships. Specific matchups for individual games can still fall outside this range, but the overall efficiency averaged across multiple games is virtually guaranteed to fall within this range.
"
required efficiency
" (column "req eff")
The required efficiency of the ship based on its
absolute cost
to break even with a PS1 100% efficient jousting ship such as the Academy Pilot. Higher pilot skill ships will always have a higher required efficiency, as they are paying points for their PS bid. This describes how effective the pilot's tactics, maneuvers, and good old fashioned luck must be to earn back its cost. For a PS1 generic pilot, the required efficiency is approximately equal to:
(1 / jousting efficiency )
2
.
For example, if a PS1 ship has a jousting efficiency of 80%, then it needs to increase its damage output before it dies by 1 - (1/0.8)
2
= 56% more beyond what its stat line alone provides.
Results
-------------------------------------- REBEL SHIPS ------------------------------------
----------------------------------------- wave 1 ---------------------------------------
----------------------------------------- X-wings --------------------------------------
Commentary
The generic X-wings are overcosted by about 2 points, and most of the named pilots also appear to be overcosted. This generally agrees with tournament results. Biggs is the exception, and his ability is almost impossible to mathematically model, but he clearly has a disruptive ability that is one of the best in the game.
Decreasing the cost of the Rookie Pilot to 20 or 19 would allow 5 of them in a list, which is almost certainly why they were initially priced at 21 points during wave 1. However, now that alternatives (B-wing, Z-95) are available, generic X-wings see almost no competitive use.
Most of the named X-wing pilots also appear to be overcosted, which is generally confirmed by tournament results.
Cost | | PS1 Jousting Efficiency | req
----------------------------------------- Y-wings --------------------------------------
Commentary
Y-wings simply need the turret slot filled to be competitive: their naked jousting efficiency is extremely low, and ordnance is still ineffective for its cost.
The total cost prediction on all of the Y-wings is uncertain due to the turret slot on a 2 attack ship, which is a unique feature. This analysis assumes that the value of placing an Ion Token on a target is an additional 2 points. It is clear, however, that the BTL-A4 modification will make the Ion Cannon turret more cost effective even though it locks the turret to the forward arc. The PS2 "Warthog" Y-wing (Gold+Ion+BTL-A4) at 23 points only has a required efficiency of 127% - 143% (depending on assumptions), which it can easily achieve in a proper control list.
The PS4 Grey Squadron Pilot falls into the "PS4 trap" where +1 cost over the PS2 would have been too little, but +2 cost is too much, so the pilot virtually never sees use.
Cost | | PS1 Jousting Efficiency |
Ship name actual|predict| PS1 | JV | std | range | req eff
PS2 Y-wing 18 |
15
| 17.3 | 14.4 | 83.5% | 82.3% - 84.2% | 149.7%
PS4 Y-wing 20 |
16.2
| 17.8 | 14.4 | 81.1% | 80% - 81.9% |
181.1%
"Dutch" Vander
3
23 |
20.4
| 16.6 | 14.4 | 87.1% | 85.9% - 88% | 233.5%
Horton Salm
1
25 |
19.6
| 18.6 | 14.4 | 77.6% | 76.5% - 78.3% | 271.3%
PS2 Y-wing + Ion
3
23 |
19.4
| 19.2 | 13.8 | 71.9% | 68.8% - 74.4% | 252.4%
PS4 Y-wing + Ion
3
25 |
20.7
| 19.6 | 13.8 | 70.6% | 67.5% - 73.1% | 293.6%
Dutch
3
+ Ion
3
28 |
25
| 18.2 | 13.8 | 75.9% | 72.5% - 78.5% | 359.9%
PS2 BTL-A4 + Ion
3
23 | 22.9 | 19.2 | 20.2 | 105% | 102.3% - 107% | 127%
PS2 BTL-A4 + Ion
3
(no R3) 23 | 21.6 | 19.2 | 18.9 | 98.2% | 95.9% - 100% | 143.4%
Ion Cannon Turret considered as additional 3 point value, which increases jousting efficiency.
BTL-A4: calculated 2 ways. 1st: assuming Ion always gets a shot
2nd: no Ion shot 25% of the time
----------------------------------------- wave 2 ---------------------------------------
----------------------------------------- A-wings --------------------------------------
Commentary
The A-wings have needed a 2 point cost reduction to be competitive since they were released in wave 2, and they now have that option with the Chaardan Refit. It is assumed that all pilots will take the A-wing Test Pilot if they are able. For calculating the PS1 equivalent cost, the 2nd EPT (when applicable) is counted as 0.5 PS, not the full 1.0 from the first EPT slot, to reflect diminishing returns.
The 15 point Prototype A-wings with Refit have the distinction of being a reasonably cost effective tank / blocker, while also having the boost action.
Even with Refit, Gemmer and Arvel are both overcosted by about a point, and Arvel also needs a base EPT slot and/or a change to his named ability to provide a compelling reason to take him.
Jake's ability to gain a free barrel roll has been valued at 2 points for this analysis, as gaining a free action is normally 3 points, but in this case the action type is restricted. He appears to be the only named pilot that is priced competitively.
Tycho's ability has only been valued at 1, because the ability to perform actions while stressed is less useful when already flying the ship with the most green moves in the game. His cost with Refit appears to be overcosted by 2.
Cost | | PS1 Jousting Efficiency |
Ship name actual|predict| PS1 | JV | std | range | req eff
PS1 A-wing 17 | 14.6 | 17 | 14.1 | 82.8% | 82.6% - 83% | 141.1%
PS3 A-wing 19 | 17 | 16.6 | 14.1 | 84.8% | 84.6% - 85.1% | 172.7%
Gemmer Sojan
1
22 | 19 | 17.4 | 14.1 | 80.9% | 80.8% - 81.2% | 225.2%
Arvel Crynyd
0.5
23 | 19.2 | 18 | 14.1 | 78.2% | 78% - 78.4% | 244.2%
Jake Farell
2
24 | 21.7 | 16.8 | 14.1 | 83.9% | 83.7% - 84.2% | 263.8%
Tycho Celchu
1
26 | 21.4 | 18.5 | 14.1 | 76.2% | 76% - 76.4% | 304.6%
PS1 A-wing + Refit 15 | 14.6 | 15 | 14.1 | 93.8% | 93.6% - 94.1% | 112.5%
PS3 A-wing + Refit 17 | 16.9 | 14.8 | 14.1 | 94.8% | 94.6% - 95.1% | 141.1%
Gemmer Sojan + Refit
1
20 | 19 | 15.7 | 14.1 | 89.5% | 89.3% - 89.7% | 189.7%
Arvel Crynyd + Refit
0.5
21 | 19.2 | 16.4 | 14.1 | 85.8% | 85.6% - 86% | 207.1%
Jake Farell + Refit
2
22 | 21.7 | 15.2 | 14.1 | 92.3% | 92.1% - 92.6% | 225.2%
Tycho Celchu + Refit
1
24 | 21.3 | 17 | 14.1 | 82.8% | 82.6% - 83.1% | 263.8%
----------------------------------------- YT-1300 --------------------------------------
Commentary
The named YT-1300 pilots are all quite good. The pricing structure of 1 PS = 1 point makes 46 point Han Solo a relative bargain if you are willing to bid up to PS9. On the other extreme, the Outer Rim Smuggler is unfortunately dramatically overcosted.
Note that this math does not consider the non-linear effects of fixed damage reduction per turn, such as the Millennium Falcon Title, C-3P0, or R2-D2 crew. This increases the ship value even further, and partly explains why Fat Falcons dominated the wave 4 meta.
Cost | | PS1 Jousting Efficiency |
Ship name actual|predict| PS1 | JV | std | range | req eff
Outer Rim Smuggler 27 | 21.4 | 27 | 16.2 | 59.8% | 59% - 60.4% | 253.4%
Chewbacca
2
42 | 41.7 | 33.1 | 24.8 | 75% | 72.7% - 76.7% | 256.8%
Lando Calrissian
2
44 | 44.5 | 32.5 | 24.8 | 76.3% | 74.1% - 78.1% | 278.7%
Han Solo
2
46 | 47.2 | 32 | 24.8 | 77.5% | 75.2% - 79.4% | 301.3%
*Simple estimate for all named YT-1300 pilots: ability is worth 2 points for all
----------------------------------------- wave 3 ---------------------------------------
----------------------------------------- B-wings --------------------------------------
Commentary
Generic B-wings have essentially replaced the generic X-wings in competitive tournament play. Now B-wing usage is gradually decreasing in favor of the slightly more cost effective Z-95's. The math here indicates that the generic B-wings are probably overcosted by 1 point, but since this only represents 5% of their cost, they are still a viable ship in competitive play.
This analysis assumes that the named B-wing pilot abilities are all quite weak, with the exception of Keyan Farlander. Ten Numb is of course the most overcosted pilot of the bunch. Nera Dantels' ability would be worth more in an alternate universe where ordnance is cost effective.
Cost | | PS1 Jousting Efficiency |
Ship name actual|predict| PS1 | JV | std | range | req eff
PS2 B-wing 22 | 21.1 | 21.1 | 19.6 | 92.7% | 90% - 94.9% | 123.5%
PS4 B-wing 24 | 22.8 | 21.3 | 19.6 | 91.8% | 89.1% - 94% | 144.5%
Nera Dantels
1
26 | 25.5 | 20.7 | 19.6 | 94.7% | 91.8% - 96.9% | 166.9%
Ibitsam
0.5
28 | 25.8 | 22 | 19.6 | 89% | 86.4% - 91.1% | 190.8%
Keyan Farlander
2
29 | 28.1 | 20.9 | 19.6 | 93.7% | 90.9% - 95.9% | 203.2%
Ten Numb
0.5
31 | 27.5 | 22.9 | 19.6 | 85.6% | 83.1% - 87.6% | 229.1%
---------------------------------------- HWK-290s --------------------------------------
Commentary
All of the HWK-290 pilots are nearly impossible to mathematically predict their cost for, because of the native 1 attack, and the difficulty in valuing placing an Ion Token on the enemy target. Roark and Jan appear to be the least overcosted pilots in the entire group.
Cost | | PS1 Jousting Efficiency |
Ship name actual|predict| PS1 | JV | std | range | req eff
PS2 HWK-290 16 | 9.22 | 15.4 | 8.37 | 54.5% | 53% - 56.2% | 325.4%
PS2 HWK + Ion
3
21 |
17.8
| 17.3 | 12.6 | 72.8% | 70.1% - 75% | 253.9%
PS2 HWK + Ion
3
+ Chewie 25 |
20
| 21.1 | 15 | 71% | 68.5% - 73% | 252.4%
Roark
3
+ Ion
3
24 |
22
| 16 | 12.6 | 78.6% | 75.7% - 81% | 323.1%
Kyle Katarn
0.5
+ Ion
3
26 |
21.3
| 18 | 12.6 | 69.9% | 67.3% - 72% | 373.5%
Jan Ors
4
+ Ion
3
30 |
26
| 17.3 | 12.6 | 72.9% | 70.2% - 75.1% | 482.9%
PS2 HWK + Blaster + RS 23 | 19.2 | 22.1 | 17 | 76.8% | 75.3% - 77.9% | 173.9%
Ion Cannon Turret considered as additional 3 point value
, which increases jousting efficiency
.
HWK + Blaster Turret + Recon Specialist treated as always attacking with 3 attack. This is optimistic since losing an action prevents activating Blaster Turret.
----------------------------------------- wave 4 ---------------------------------------
----------------------------------------- Z-95s ----------------------------------------
Commentary
The generic Z-95 has predictably become the backbone filler ship for Rebel squads, fundamentally and irreversibly changing Rebel squad building.This ship has had at least as much of an impact on the meta as the TIE Phantom, as the cost efficiency of Z-95's have enabled Fat Han lists, which would not have been fully possible with wave 3 ships.
Blount is almost certainly overcosted by a point, as I consider his ability to be worth very little. Crakcen has good cost effectiveness, provided you can keep him alive long enough for his ability to trigger and you can maintain formation around him.
Cost | | PS1 Jousting Efficiency |
Ship name actual|predict| PS1 | JV | std | range | req eff
PS2 Z-95 12 | 12.2 | 11.5 | 12 | 104.2%| 103.5% - 104.6% | 100%
PS4 Z-95 13 | 13.2 | 11.6 | 12 | 103.8%| 103.2% - 104.3% | 115.8%
Lieutenant Blount
0.5
17 | 15.1 | 13.2 | 12 | 90.9% | 90.3% - 91.3% | 188.5%
Airek Cracken
3
19 | 18.6 | 12 | 12 | 100% | 99.3% - 100.4% | 230.7%
----------------------------------------- E-wings --------------------------------------
Commentary
The generic E-wing pilots have an extremely low jousting efficiency that cannot be overcome by their dial and upgrade bar, as indicated by the very high required efficiency numbers for the generic pilots. A fair cost for these ships would be 24 and 26 points at PS1 and PS3.
Etahn needs a point or two shaven off his cost to be more effective in 100 point play, but he can be an effective force multiplier in 300 point epic games.
Corran Horn is the most cost effective E-wing pilot even before considering the synergy that Fire-Control System and R2-D2 provide with his ability. It should not be surprising that he is virtually the only E-wing pilot that sees consistent successful tournament use.
Cost | | PS1 Jousting Efficiency | req
----------------------------------------- wave 5 ---------------------------------------
----------------------------------------- YT-2400 --------------------------------------
Commentary
The predicted cost for the YT-2400 is fundamentally uncertain, as a cannon slot on a 2 attack ship with a 360 degree primary arc is a unique feature.
The YT-2400 discussion obviously revolves around the Outrider Title and the Heavy Laser Cannon, which dramatically increases its damage output, with the tradeoff of not being able to fire at range 1. This range 1 "doughnut hole" was not considered for this analysis, so therefore the jousting efficiency and total predicted value for the Outrider + HLC combination is intentionally an optimistic estimate.
The key number in this section is the required efficiency of 205% for 58 Dash. This is easily achievable with 3 actions per round, including the possibility of Boost and Barrel Roll on a large base ship to arc dodge, and the ability to maneuver over obstacles with no ill effect. However if the enemy can get within range 1 of Dash, he can still get burned up very quickly.
Cost | | PS1 Jousting Efficiency | req
Manlger Cannon + Outrider: not considering affect of free hit to crit
PS2 + HLC: no outrider title. Calculated assuming ship always gets a HLC shot, same action economy.
Arc coefficient reduced to 1.0 for total points prediction; total fair point value should probably be slightly higher as a result.
*Eaden Vrill calculated here as always using pilot ability (base 3 attack)
*All HLC Outriders calculated as always getting a HLC shot (optimistic)
54 Dash: free TL each round, and 2/3 chance of focus on defense
58 Dash: same as 54 Dash, plus Engine.
------------------------------------- IMPERIAL SHIPS ----------------------------------
----------------------------------------- wave 1 ---------------------------------------
-------------------------------------- TIE Fighters ------------------------------------
Commentary
The basic TIE Fighter has been the benchmark ship for singe ship cost efficiency since the beginning of the game. The math here agrees with reality that all of the PS6+ named TIE Pilots are very good. It is difficult to place an exact value on Howlrunner's ability, so a better approach is to view the increased efficiency that she provides to ships near her. The PS1 Academy TIE becomes 117% efficient when buffed by her. The 7-TIE Swarm is clearly one of the main central "pillars" in the game, as it is one of the most efficient squads in the game at simply throwing dice at the opponent.
Cost | | PS1 Jousting Efficiency |
Ship name actual|predict| PS1 | JV | std | range | req eff
PS1 TIE Fighter 12 | 12 | 12 | 12 | 100% | 100% - 100% | 100%
PS3 TIE Fighter 13 | 13 | 12 | 12 | 100% | 100% - 100% | 115.8%
PS4 TIE Fighter 14 | 14 | 12 | 12 | 100% | 100% - 100% | 132.5%
Night Beast
0.5
15 | 14.5 | 12.4 | 12 | 96.6% | 96.6% - 96.6% | 150.3%
Winged Gundark
0.5
15 | 14.5 | 12.4 | 12 | 96.6% | 96.6% - 96.6% | 150.3%
Backstabber 16 | 17.1 | 13.2 | 14.2 | 107% | 105.9% - 108% | 124.9%
Dark Curse 16 | 16.4 | 13.2 | 13.6 | 102.4%| 102.4% - 102.4% | 135.2%
Mauler Mithel 17 | 17.5 | 13.2 | 13.5 | 102.7%| 101.7% - 103.7% | 151.8%
Howlrunner
3
18 | 19 | 11.3 | 12 | 106.7%| 106.7% - 106.7% | 209.2%
PS1 TIE w/ Howl 12 | 14.1 | 12 | 14.1 | 117.4%| 116.6% - 118% | 74.7%
Backstabber
(approximation)
: 50% chance for attacking out of defenders arc
Dark Curse (approximation): 25% increased durability
-------------------------------------- TIE Advanced ------------------------------------
Commentary
The stock TIE Advanced is clearly overcosted by a wide margin. Vader is easily the best pilot of the group, as he has one of the best abilities in the game.
Analyzing the TIE Advanced Fix requires several different approaches to get a complete picture, since there are several different options.
Analysis #1: Free FCS
The first approach is to give the TIE Advanced a free Fire-Control System. Without an overall point cost reduction, it is still not an effective ship, particularly for the generics.
Analysis #2: Free Accuracy Corrector
The second approach is to give the TIE Advanced a free Accuracy Corrector. This dramatically increases the ship's damage output, while simultaneously allowing its action economy to be used for defense. To simulate the added durability, ships with the "HiD" flag have their durability calculated as if they have focus available to spend on defense 2/3 the time instead of 1/2 the time. This increases the TIE Advanced's durability by about 10%. With a free Accuracy Corrector, the generics have a jousting efficiency right around 100%. Maarek Steele's ability here is valued at zero points because he never gets critical hits. Vader is still obviously the best overall value, simply by valuing his ability at 3 points.
Note: the analysis below for ATC is simplified and treats the extra die result from ATC as a hit , not a crit . When attacking unshielded ships, it will perform even better than the numbers below indicate.
Analysis #3: Advanced Targeting Computer for 1 point, assuming 50% proc rate
A third approach is to give all the ships the Advanced Targeting Computer (ATC) for +1 point. Because the Target Lock is not spent during use, this makes it difficult to exactly calculate, since its effectiveness will largely depend on the tactical situation. The first analysis of ATC will assume that the ship has a 50% chance of having a Target Lock on the target, in addition to its normal 67% chance of having a focus available for attack. I may refine this approach later, but for now it should provide a reasonable estimation of how these ships should perform. With this upgrade, I have increased Maarek Steele's pilot ability to be valued at 2 points, contrasted with being valued at 0.5 points stock, because he will very frequently be getting a critical hit through his opponent. I have excluded Vader from this analysis, because I assume that he will always have a Target Lock on his target, since he is PS9 and gets 2 actions.
Analysis #4: Advanced Targeting Computer for 1 point, assuming 100% proc rate
The final approach is to give each ship ATC for one point, and assume that it kicks in for every shot. This is in addition to the 67% chance for having focus on offense, and so represents how effective a ship is after it gets the Target Lock queued up from a previous round, such as when firing on a high hit point ship. Vader is analyzed here assuming that he will always have target lock and focus available to use on attack. This is slightly different than the "stock" version of Vader, where I analyze his ability by giving him a free TL and then keeping the same focus action economy. However, the ATC TL is not spent during the attack, so Vader will not always need to spend his 2 actions on both TL and focus. Instead, he will sometimes be able to spend his 2nd action on evade instead. To simulate the potential for his added durability, I calculated his value twice: once with standard durability and once with "HiD" durability. Vader's resulting PS1 jousting value is between 24.5 - 25.8 points, which is an exceptional value for a 30 point PS9 pilot with an EPT slot, and corresponds to a PS1 equivalent jousting efficiency of 112% - 118%.
TIE Advanced Fix Summary
Generic Pilots
The generic pilots will be viable with a free Accuracy Corrector, which is almost the identical analysis as performed in this thread . Generic pilots can also work with the Advanced Targeting Computer, but if they can't get the Target Lock queue going they will be better off taking Accuracy Corrector.
Named Pilots (not Vader)
The named pilots will generally be better off with ATC. I believe the best way to evaluate Alozen and Steele with ATC is to use the 50% proc assumption, although if you can manage to get ATC to proc 100% of the time while still having focus available to spend on offense, then you will be doing significantly more damage. Predator is a reasonable upgrade in conjunction with ATC, but since you are only rolling 2 dice most of the time, it is not auto-include.
The Dark Lord Rises
Vader is still by far the best TIE Advanced pilot. Regardless of what fix FFG chose, this was nearly a mathematical certainty unless they simultaneously implemented a universal or generic-specific cost reduction. Vader is extremely good with a free Accuracy Corrector, but Advanced Targeting Computer is so good on him that it is nearly auto-include. Vader + ATC now has one of the highest PS1 equivalent jousting efficiency in the game. Conversly, his required efficiency is only somewhere between 131% - 144%, which should be attainable simply by shooting last at PS9. Almost any other pilot with an efficiency this high has a significant weakness that can be exploited, such as ACD Phantoms that are vulnerable to stress and higher pilot skill. Vader's only weakness is getting blocked during the activation phase to lose his two actions, which is not something that you can simply counter by list building. With this fix, Vader will undoubtedly become a prominent piece in many Imperial lists, and should see consistent and competitive high level tournament play. If anything, this fix could potentially make Vader too powerful, as many Imperial players will now be looking at ways to always incorporate Vader into their list.
----------------------------------- Stock TIE Advanced ---------------------------------
----------------------------------------- wave 2 ---------------------------------------
------------------------------------- TIE Interceptors ---------------------------------
Commentary
The low PS TIE Interceptor was one of the initial motivations for developing the "jousting value" metric, as I wanted a mathematical reason for predicting how well the ship would do. The answer now is the same as the answer then: the low PS TIE Interceptors are paying too much for the boost action. Other than a brief burst in wave 3 which revolved around formation flying with either Swarm Tactics or Stealth Device, low PS TIE Interceptors have almost never seen competitive use. The required efficiency of 122% is simply too large to overcome with a boost action at PS1. Being a glass cannon in a game where target selection is typically dictated by the attacker is also a significant liability.
The PS6 Royal Guard is a good value, but requires the wave 6 AutoThrusters card to offset its weakness to turrets. Soontir Fel, Carnor Jax, and Turr Phennir are all a good value, with Fel obviously being the best in a PS9+ environment, and all three should see more use with AutoThrusters.
The PS3 TIE Interceptor falls into the "PS3 trap" where +1 cost over the PS1 would have been too little, but +2 cost is too much, so the pilot virtually never sees use.
Cost | | PS1 Jousting Efficiency |
Ship name actual|predict| PS1 | JV | std | range | req eff
PS1 Interceptor 18 | 16.8 | 18 | 16.1 | 89.4% | 87.9% - 90.7% | 122.7%
PS3 Interceptor 20 | 18.4 | 18.5 | 16.1 | 87.2% | 85.7% - 88.4% | 148.5%
PS4 Interceptor 21 | 19.9 | 18 | 16.1 | 89.4% | 87.9% - 90.7% | 162.1%
Fels Wrath
0.5
23 | 20.4 | 19.3 | 16.1 | 83.4% | 82% - 84.7% | 191.2%
Lt. Lorrir
0.5
23 | 20.4 | 19.3 | 16.1 | 83.4% | 82% - 84.7% | 191.2%
PS6 Interceptor 22 | 21.5 | 17.6 | 16.1 | 91.4% | 89.9% - 92.8% | 176.5%
Kir Kanos
1
24 | 21.7 | 19 | 16.1 | 84.5% | 83.1% - 85.8% | 206.5%
Tetran Cowell
0.5
24 | 22.8 | 18.2 | 16.1 | 88.4% | 87% - 89.7% | 206.5%
Turr Phennir
2
25 | 24.3 | 17.8 | 16.1 | 90.4% | 88.8% - 91.7% | 222.3%
Carnor Jax
2
26 | 25.1 | 18 | 16.1 | 89.4% | 87.9% - 90.7% | 238.5%
Soontir Fel
3
27 | 26.9 | 17.5 | 16.1 | 92.2% | 90.6% - 93.5% | 255.2%
---------------------------------------- Firesprays ------------------------------------
Commentary
The Firespray's rear arc makes an exact cost prediction difficult, but the values should be within 2 points of reality. I personally believe that the generic Bounty Hunter should cost 31 points. The rear arc is nice, but not good enough to enable the ship to meet its required efficiency of 163%. I find the abilities of the named pilots lacking for their cost. Krassis' ability is nice, but effectively negates the usefulness of having a rear arc. Kath's ability is not reliable unless you spend more points on a sub-par EPT like Marksmanship. Boba's ability is marginal at best, but he is actually the best value of the group if you want a PS8+ pilot.
Cost | | PS1 Jousting Efficiency |
Ship name actual|predict| PS1 | JV | std | range | req eff
Bounty Hunter 33 |
30.5
| 30.5 | 25.2 | 82.6% | 80.9% - 84% |
162.9%
Krassis Trelix
1
36 |
33.9
| 30 | 25.2 | 83.9% | 82.1% - 85.3% | 190.2%
Kath Scarlet
0.5
38 |
36.9
| 29 | 25.2 | 86.7% | 84.9% - 88.2% | 209.4%
Boba Fett
0.5
39 |
38.1
| 28.9 | 25.2 | 87.1% | 85.3% - 88.6% | 219.5%
----------------------------------------- wave 3 ---------------------------------------
---------------------------------------- TIE Bombers -----------------------------------
Commentary
The TIE Bomber is a viable platform for carrying every kind of ordnance, but unfortunately ordnance is not cost effective. This makes mathematically pricing them almost impossible, as they fundamentally do not have a useful role. The FAQ update for Proximity Mines was a helpful change, but Proton Torpedoes and Concussion Missiles need to do more damage for their cost to make Bombers viable.
The PS4 TIE Bomber falls into the "PS4 trap" where +1 cost over the PS2 would have been too little, but +2 cost is too much, so the pilot virtually never sees use.
If Ordnance was actually useful, then a +1 point cost above the predicted costs here would be completely fair.
Even if ordnance were viable, Captain Jonus would still be overcosted by about 1 point, and Major Rhymer by about 4 points.
Cost | | PS1 Jousting Efficiency |
Ship name actual|predict| PS1 | JV | std | range | req eff
PS2 TIE Bomber 16 |
14.8
| 15.4 | 14.2 | 92.4% | 91.8% - 92.8% | 124.4%
PS4 TIE Bomber 18 |
16
| 16 | 14.2 | 88.7% | 88.1% - 89.1% | 154.1%
Captain Jonus
2
22 |
19.8
| 16 | 14.2 | 88.7% | 88.1% - 89.1% | 221.7%
Major Rhymer
2
26 |
20.4
| 18.6 | 14.2 | 76.4% | 75.9% - 76.8% | 299.8%
--------------------------------------- Lambda Shuttle ---------------------------------
Commentary
The Lambda Shuttle has the best jousting efficiency of any generic pilot in the game, but its lack of a K-turn or a even a white turn makes total cost prediction difficult. I would also argue that due to the Shuttle's lack of maneuverability, it gets less of a benefit from bidding to higher PS than any of the other ships in the game. This is not reflected in the predicted point value for the PS6 and PS8 pilots, so I believe that Kagi needs an EPT and/or 1 point cost reduction to be competitively viable, and Jendon needs a 1 point reduction along with a slight boost to his ability.
Cost | | PS1 Jousting Efficiency |
Ship name actual|predict| PS1 | JV | std | range | req eff
PS2 Lambda Shuttle 21 |
20.7
| 20.2 | 21.8 | 108.1%| 104.9% - 110.6% | 93.6%
Captain Yorr
1
24 |
23.4
| 20.4 | 21.8 | 106.6%| 103.4% - 109.1% | 119%
Colonel Jendon
0.5
26 |
24.5
| 21.1 | 21.8 | 103.3%| 100.2% - 105.7% | 137.6%
Captain Kagi
0.5
27 |
27
| 19.9 | 21.8 | 109.7%| 106.4% - 112.2% | 147.3%
----------------------------------------- wave 4 ---------------------------------------
---------------------------------------- TIE Defender ----------------------------------
Commentary
It is difficult to precisely value the TIE Defender's white K-turn, but the required efficiency provides some insight into the ship's total value. With a jousting efficiency of 76.6%, the Delta Squadron Pilot needs to do 61% more damage than its statline provides. The white K-turn does contribute to the game's highest dial coefficient of 1.23, but this is not nearly sufficient enough to do the required damage, and to overcome a jousting efficiency that is on par with the named YT-1300 pilots. The generic pilots are overcosted by at least 2 points, and possibly as much as 3 as these numbers indicate.
Not included in this analysis is weighting the value of the white K-turn inversely proportional to pilot skill. The PS1 Delta Squadron Pilot sees the biggest gain from the white K-turn, since the other pilots can be blocked.
It should be noted that Vessery can do reasonably well if you build a squad around him so his ability triggers on every shot.
Cost | | PS1 Jousting Efficiency |
Ship name actual|predict| PS1 | JV | std | range | req eff
PS1 TIE Defender 30 |
26.4
| 30 | 23 | 76.6% | 75.1% - 78.1% | 161.6%
PS3 TIE Defender 32 |
28.6
| 29.5 | 23 | 77.8% | 76.3% - 79.3% | 181.5%
Colonel Vessery
1
35 |
34
| 27.2 | 23 | 84.5% | 82.8% - 86.2% | 213%
Colonel Vessery* 35 |
40.6
| 28 | 28.3 | 100.9%| 98% - 103.7% | 146.8%
Rexler Brath
1
37 |
36.2
| 27 | 23 | 85.2% | 83.4% - 86.8% | 235.1%
*Vessery: always gets free Target Lock (optimistic)
---------------------------------------- TIE Phantom -----------------------------------
Commentary
The TIE Phantoms have been evaluated two ways. The first analysis is without Advanced Cloaking Device. This approach uses a fairly low coefficient for the cloak action, since it is only marginally useful without Advanced Cloaking Device. In this context, all of the TIE Phantom pilots appear to be slightly overcosted. Note that Echo's ability has been valued higher with ACD. This does not necessarily conclude that Echo and Whisper are overcosted, because this first analysis ignores ACD. However, a strong argument can be made that because the generics cannot reliably take ACD due to their lower pilot skill, they are both overcosted by one point. This generally agrees with tournament results to date, although a few generic Phantoms did make a brief appearance in the Worlds 2014 Top 32. The Phantom is inherently paying the privilege for having the System Upgrade and Crew slot, regardless if it is filled or not, so its jousting efficiency is expected to be fairly low. Even if the PS3 cost was reduced to 24, its jousting efficiency would still only be 89.6%.
Analyzing the pilot again with ACD is done by adding the cost of ACD (and VI for the named pilots), and assuming that they now have a statline of 4/4/2/2. The resulting jousting values are extremely good, over 100% in all cases. Since this is purely a jousting measurement, this still does not even consider the free decloak maneuver that is performed each round. These numbers clearly quantify why the Phantom + support has become a central pillar in the meta. The most effective way to counter an ACD Phantom is to simply shoot before it, so that it is reduced to a 4/2/2/2 statline.
Cost | | PS1 Jousting Efficiency |
Ship name actual|predict| PS1 | JV | std | range | req eff
PS3 Phantom 25 | 23.6 | 23.1 | 19.9 | 86.1% | 83.1% - 88.6% | 151.6%
PS5 Phantom 27 | 25.4 | 23.1 | 19.9 | 85.8% | 82.9% - 88.4% | 174.2%
Echo
1
30 |
28.3
| 23.2 | 19.9 | 85.6% | 82.7% - 88.2% | 210.4%
Whisper
2
32 |
30.2
| 23.2 | 19.9 | 85.5% | 82.6% - 88.1% | 236.3%
PS3 ACD Phantom 29 |
35.5
| 26.8 | 27.7 | 103.3%| 99.5% - 107.1% | 109%
PS5 ACD Phantom 31 |
38.2
| 26.6 | 27.7 | 104.1%| 100.3% - 107.9% | 122.8%
Echo
2
+ VI + ACD 35 |
44.3
| 25.5 | 27.7 | 108.2%| 104.3% - 112.3% | 152.7%
Whisper
2
+ VI + ACD 37 |
45.7
| 26.3 | 27.7 | 105.4%| 101.5% - 109.3% | 168.6%
All ACD Phantoms assumed to always be cloaked when shot at, so 4/4/2/2 statline
----------------------------------------- wave 5 ---------------------------------------
-------------------------------------- VT-49 Decimator ---------------------------------
Commentary
The VT-49 is a fairly straightforward ship to analyze using the same metrics as the YT-1300. The PS3 Patrol leader appears to be overcosted by quite a few points compared to the named pilots, due to the 1 point = 1 PS cost structure that does not translate well to expensive ships. On the other end, t
he abilities for both Kenkirk and
Chiraneau can be directly analyzed numerically, and they both appear to be a good value. The VT-49 has three crew slots, which should open up more options in the future as more crew are available. At present, the YT-1300 has access to 3 mechanisms of damage reduction (C-3P0, Millennium Falcon title, and R2-D2 crew), whereas the Imperials only have access to Ysanne Isard, so a "Fat Decimator" dynamic will certainly play differently than a
"Fat Falcon"
.
Expose has finally found a use on Chiraneau along with Experimental Interface, although this analysis ignores the resulting movement penalty from needing to clear stress.
Another fantastic option is Isard + PtL + Engine Upgrade, which allows a damaged named VT-49
to perform a boost action during the combat phase.
The combinations for different viable crew permutations should only increase with time. With 3 crew slots, and EPTs on all the named pilots, the named Decimators, particularly Kenkirk and Chiraneau, should become a consistent Imperial workhorse.
Cost | | PS1 Jousting Efficiency |
Ship name actual|predict| PS1 | JV | std | range | req eff
PS3 VT-49 40 | 33.6 | 36.9 | 24.1 | 65.4% | 62.9% - 67.3% | 247.4%
Captain Oicunn
2
42 | 38.1 | 34.3 | 24.1 | 70.4% | 67.7% - 72.5% | 269.9%
Commander Kenkirk* 44 | 43 | 35.2 | 26.8 | 76.1% | 73.6% - 78% | 242.8%
Admiral Chiraneau* 46 | 46.6 | 34.5 | 27.2 | 78.8% | 75.4% - 81.5% | 255.5%
Admiral* + Expose + EI 53 | 54.9 | 41 | 33.1 | 80.5% | 76.2% - 84.2% | 230.9%
Kenkirk (approximation): durability = 6/16 of Decimator + Shuttle
Chiraneau: damage directly calculated assuming Target Lock for action