Kings of Hit Points

By Hobbyist, in X-Wing

I went over the HP/cost ratio of each ship, and came up with a quick list of the highest HP lists. I know as far as survivability goes, agility must be taken into account, as well as maneuverability, but the point here is to have the biggest numbers.

Here we go.

4 shuttles, 1 bomber. 46 HP 100 pts

5 Y-wings, 3 hull upgrades. 43 HP 99 pts

3 shuttles, 2 bombers hull up 43 HP 98

YT-1300, 4 ywings. 42 HP 99 or switch ors for bwing + 2 hull

1 Decimator, 2 shuttles, 1 bomber 42 HP. 98pts

Shuttle has the best cost efficiency at 2.1 pts per hull

Y wing is 2.25

Decimator is 2.5

Tie bomber is 2.67

Yt-1300 is 2.7

Bwing is 2.75

Z95, yt-2400 are both 3

Hwk w/o turret

Firespray is 3.3

Awing is 3.75

Tie is 4

Xwing tie adv. and hwk(w/ion) 4.2

Defender is 5

Ewing is 5.4

Ints 6

Phantom 6.25

Just in case anyon is interested!

If anyone wants to mathwing the best cost efficient SURVIVABLE list, taking agility into acvount, be my guest.

Need to get 3 more shuttle's

Seems to be completely tied to ship's maneuveribility agility in the most part. You can see that having a good dial, maneurability and good agility, the hull cost efficiency goes down.

Now if somebody datamined if there is any kind of coeficients and formula for that, it could be interesting, i doubt FFG developers do that entirely based on hunchs.

If anyone wants to mathwing the best cost efficient SURVIVABLE list, taking agility into acvount, be my guest.

Durability has already been calculated here:

http://community.fantasyflightgames.com/index.php?/topic/128417-mathwing-comprehensive-ship-jousting-values-and-more/#entry1356091

.. you just need to divide by ship cost. Hint: the TIE Bomber wins.

Relevant snippet:

Calculating Expected Durability

Durability was previously being calculated based on the ship's overall hit points, divided by its average damage intake. This was a good first-order approximation, but I am now using a more accurate method. Durability is now being based on the actual number of shots required to kill a given statline.

The net effect is that high hit point ships see an overall decrease to their durability compared to calculating it only based on average damage numbers. This is because the final "kill shot" never reflects the average damage number, since a ship with 1 hit point doesn't care if it takes 1 damage or 5. Lower hit point ships have more kill shots relative to their health, giving them an effective boost to overall durability. For example, a TIE Defender is slightly less durable than a pair of TIE Fighters, even though the Defender's has 3 shields + 3 hull vs 6 hull on the TIE Fighters.

The probability density function for the likelihood of exactly N number of shots killing the target is computed, so you get the entire curve, and then take the mean. Critical hits that do double damage are explicitly considered in the number of shots required to kill a target. Critical hits that do not do extra damage are weighted as one-third of a hit, resulting in the following two different critical hit weightings:

weighting #1: 2x damage only: 1 + 7/33 + (3/8)*2/33

weighting #2: All critical hits: 1 + 7/33 + (3/8)*2/33 + (1/3)*(33-7-2)/33

The average damage intake using each weighting is then calculated, and the ship's net durability is calculated as:

(mean rounds to destroy) * (avg damage intake w/ weighting #2) / (avg damage intake w/ weighting #1)

All results are then normalized to a x/3/3/0 statline (standard TIE Fighter).

The following action economy and meta assumptions were used:

  • The attacker has no action 1/3 of the time, and focus 2/3 of the time.
  • The defender has focus 1/2 the time.
  • The range bins probabilities are [30% 45% 20% 5%] for [R1 R2 R3 R3+obstacle].
  • The attacker base attack dice is meta dependent, see below.

The number of attack dice was evaluated in three different "meta" environments:

[{2 defense dice} {3 defense dice} {4 defense dice} {Heavy Laser Cannon}]:

  • low attack meta: [45% 45% 5% 5%]
  • "standard" attack meta: [35% 45% 10% 10%]
  • high attack meta: [30% 40% 15% 15%]

These numbers are based on the current wave 4 meta and extrapolating into the anticipated wave 5 meta. The Heavy Laser Cannon shot will exclude all range effects except for range 3 through an obstacle, which still adds one die. It is assumed that the HLC will still have an alternative shot while in the range 1 bin.

----------------------------------------------------------------------------------
Ship Durability
----------------------------------------------------------------------------------
| normalized durability | normalized std dev |
| vs attack meta | vs attack meta |
ship | low | std | high | low | std | high |
IG-2000 | 2.506 | 2.482 | 2.464 | 0.384 | 0.382 | 0.381 |
YT-2400 (Hi D) | 2.408 | 2.411 | 2.412 | 0.323 | 0.322 | 0.32 |
YT-2400 | 2.257 | 2.271 | 2.279 | 0.319 | 0.317 | 0.315 |
Firespray | 2.232 | 2.248 | 2.258 | 0.32 | 0.318 | 0.316 |
Named YT-1300 | 2.141 | 2.192 | 2.226 | 0.252 | 0.251 | 0.25 |
VT-49 | 2.006 | 2.085 | 2.139 | 0.197 | 0.197 | 0.197 |
TIE Defender | 1.925 | 1.91 | 1.898 | 0.437 | 0.435 | 0.433 |
ACD TIE Phantom | 1.855 | 1.817 | 1.791 | 0.553 | 0.552 | 0.55 |
Lambda Shuttle | 1.693 | 1.734 | 1.761 | 0.283 | 0.282 | 0.281 |
TIE Advanced (Hi D)| 1.796 | 1.772 | 1.754 | 0.482 | 0.479 | 0.477 |
ORS YT-1300 | 1.677 | 1.718 | 1.746 | 0.284 | 0.283 | 0.281 |
E-wing | 1.652 | 1.639 | 1.629 | 0.472 | 0.47 | 0.467 |
TIE Advanced | 1.617 | 1.607 | 1.6 | 0.475 | 0.472 | 0.469 |
StarViper | 1.581 | 1.573 | 1.568 | 0.478 | 0.475 | 0.471 |
B-wing | 1.395 | 1.429 | 1.452 | 0.311 | 0.31 | 0.309 |
Y-wing | 1.362 | 1.397 | 1.422 | 0.314 | 0.313 | 0.311 |
TIE Bomber | 1.34 | 1.357 | 1.369 | 0.407 | 0.403 | 0.401 |
A-wing | 1.343 | 1.336 | 1.33 | 0.522 | 0.519 | 0.516 |
X-wing | 1.188 | 1.202 | 1.21 | 0.435 | 0.431 | 0.428 |
HWK-290 | 1.164 | 1.178 | 1.189 | 0.438 | 0.434 | 0.43 |
Scyk | 1.033 | 1.031 | 1.028 | 0.593 | 0.589 | 0.585 |
TIE Fighter | 1 | 1 | 1 | 0.595 | 0.59 | 0.586 |
Z-95 | 0.988 | 1 | 1.008 | 0.478 | 0.475 | 0.472 |

Comments:

  • Ships with the "(Hi D)" flag are assumed to have a better defensive action economy, which is simulated by increasing the chance for defensive focus from 50% to 67%.
  • The normalized standard deviation is calculated as: (the standard deviation of probability density function of the shots required to kill the ship), divided by (the mean of the shots required to kill the ship).

Yeah, the TIE Bomber would have been my guess. Most cost efficient 2 agility. Not a terrible dial, either.