Noob Dice Question

By robertleegrant, in Star Wars: Armada

The concentrate fire command allows for an extra die. If given a choice between red or blue, or even red or black, what's the call? I like the two hit result of the red die, but the blue seems to have more critical results? Anyone run the math on the dice yet? Thoughts?

Blue Will always have something happen.

Black has the most damage potential of them all, but two blanks, same as red

It also depends on upgrades. VSD I with Assault Missiles is probably going to take a Black. CR90 with Dodonna's Pride is likely to take the Blue.

Here it is:

Black Dice:

4 x Hit

2 x Hit&Crit

2 x Blank

image.jpg

Red Dice:

2 x Hit

1 x Double Hit

2 x Crit

1 x Precision

2 x Blank

image.jpg

Blue Dice:

4 x Hit

2 x Crit

2 x Precision

image.jpg

Edited by InvisibleCalm

Hmmmm. So the black and red dice have a 25% chance to produce a blank result, while also having a 25% chance to produce a 2 hits/hit + crit result.

Meanwhile, the blue have a 0% chance of producing a blank, and produce one hit or one crit 75% of the time.

Seems like the blue would be old reliable.

Hmmmm. So the black and red dice have a 25% chance to produce a blank result, while also having a 25% chance to produce a 2 hits/hit + crit result.

Meanwhile, the blue have a 0% chance of producing a blank, and produce one hit or one crit 75% of the time.

Seems like the blue would be old reliable.

Almost, red only has a 1/8th chance to get a double hit. Across the non-blank sides for red and black of which there are 6 for each, black has 6 hits 2 crits while red has 4 hits 2 crits 1 precision. Across each entire blue dice there are 4 hits 2 crits 2 accuracies.

From this you can see that blue provides slightly better results on average than red, though red is better if you want a chance to reroll a blank or spend a blank to activate another effect like Admiral Screed. Black has the same number of total icons as blue, 8, while it has hits instead of accuracies which might be more or less useful situationally. Black has the same advantage of red here however in that the blank results can be rerolled for higher average damage while rerolling a blue isn't hugely useful. Black also has great synergy with Admiral Screed as you can spend any die (potentially a blank red or black) to change a black die (perhaps a blank) into a hit/crit, gaining you a significant amount of damage on average.

I would say if you have the choice, unless you really need to lock out defense tokens (which might sometimes be definitely valuable), damage wise you want to go with Black > Red > Blue, doubly so if you have access to rerolls or indiscriminate (not requiring you to spend a crit for example) dice spending abilities.

On the other hand, if you value an accuracy result as being straight up worth 1 hit, it's Black = Blue > Red, and if 1 accuracy is worth 2 hits it's Blue > Red > Black.

Edited by dmgcontrol

Hmmmm. So the black and red dice have a 25% chance to produce a blank result, while also having a 25% chance to produce a 2 hits/hit + crit result.

Meanwhile, the blue have a 0% chance of producing a blank, and produce one hit or one crit 75% of the time.

Seems like the blue would be old reliable.

Almost, red only has a 1/8th chance to get a double hit. Across the non-blank sides for red and black of which there are 6 for each, black has 6 hits 2 crits while red has 4 hits 2 crits 1 precision. Across each entire blue dice there are 4 hits 2 crits 2 accuracies.

From this you can see that blue provides slightly better results on average than red, though red is better if you want a chance to reroll a blank or spend a blank to activate another effect like Admiral Screed. Black has the same number of total icons as blue, 8, while it has hits instead of accuracies which might be more or less useful situationally. Black has the same advantage of red here however in that the blank results can be rerolled for higher average damage while rerolling a blue isn't hugely useful. Black also has great synergy with Admiral Screed as you can spend any die (potentially a blank red or black) to change a black die (perhaps a blank) into a hit/crit, gaining you a significant amount of damage on average.

I would say if you have the choice, unless you really need to lock out defense tokens (which might sometimes be definitely valuable), damage wise you want to go with Black > Red > Blue, doubly so if you have access to rerolls or indiscriminate (not requiring you to spend a crit for example) dice spending abilities.

On the other hand, if you value an accuracy result as being straight up worth 1 hit, it's Black = Blue > Red, and if 1 accuracy is worth 2 hits it's Blue > Red > Black.

I find your User Name to be oddly appropriate for this post. Best breakdown I have seen on this subject. Thanks!