So now that Wave 6 has officially launched, and I’ve retired my Psycho Tycho (Corran w/ VI, FCS, R2D2, EU, Tycho w/ PTL, DD, EI, Prockets, Prototype w/ CR) list (though not the man himself!), I wanted to take a minute to talk about something I haven’t heard discussed on these forums before – burst DPS (damage per second). For those of you that aren’t aware of the term, it’s used to describe a person who can do lots of damage in a very short period of time, contrasted by sustained DPS, a person who can sustain a decent amount of damage over a longer period of time.
How does this apply to X wing? Proton Rockets on an A wing is the perfect example of a ship with high burst DPS, but low sustained DPS. Normally, their 2 dice attacks don’t really do much damage, but the turn that they fire their TL+F 5 dice attack, they do A LOT, in no time at all. Likewise, the turn that Corran double taps gives a high burst DPS, but he himself has a good sustained DPS as well (thanks to the 3 attack).
My Psycho Tycho list had a relatively low sustained DPS, throwing a total of 7 dice a turn normally. But it had an extremely high burst, throwing typically 15 dice over 4 attacks in one turn. When I made the list originally, it was supposed to be a SnG list that wasn’t competitive. Heck, I played it against a relatively new player because I thought it would crumble and would be an interesting test of skill for me to see how long I could live. But then it was successful. And then it kept being successful. And then I won a SC with it. And I still couldn’t quite figure out how. I didn’t have a lot of health, while I did have a regenerating Corran, he wasn’t the annoying PTL type. And A wings are A wings… little gnats that annoy you… not worth spending 38 points on a single one. But as I started to analyze my games more in depth, I came to the conclusion that it’s successful because of its burst damage.
Wave 5 seemed to be all about the defensive ships. C3PO, R2D2 (crew and droid), MF title, Ysand and Whisper’s focus generating ability (and ACD) were all the rage. And each of them triggers once per round though. So while a standard list (except the defensive 2 ship lists) would be throwing ~10 dice each turn, they would only do ~4 damage or so to these defensive juggernauts. And my 7 dice were next to useless. Once you figure that I have to be defensive with my actions, I’m basically rolling 5 hits a turn, 3 of which are negated prior to the dice. But, when I choose to activate my burst DPS, I can easily do 10+ damage in one turn, greatly negating the effects of all of these defensive boosts. I’ve actually 1 rounded Han with this burst with some lucky dice and crits, though this is unusual.
So, we talk about red dice, we talk about total health, we talk about PS and movement actions, and we talk about defensive mitigation. Isn’t it time to talk about burst damage? Clearly my list isn't the only one out there that works well based on burst DPS. Corran has made the E wing relevant strictly based on his burst DPS. Shooting in the end phase doesn't technically increase overall damage (well, one can argue it does if you won't have a shot the next turn, or that it can kill something before it gets a chance to shoot back, but in the most basic terms, a shot is a shot), and yet his ability is really powerful, even if you're only paying "1" point for it (and then about 3 more for the overcost of the E wing itself). Sadly, the only other ship that really has a burst DPS potential at this time is the A wing with Prockets, though they are soon to be joined by the Advanced w/ Prockets. And I'll go ahead and add N'dru w/ Clusters in there for now since those 8 dice are much more potent than his usual 3.