I love how people think the value of a ship lies in its hull and shields alone. The attack dice mean nothing. The defense dice mean nothing. Pilot ability and dial mean nothing. Congratulations Paragoomba, you know how to do simple arithmetic, but you are not truly calculating the value of Palpatine. You're grossly overestimating it.
Might he be undercosted? Yes, but not nearly by what you are saying.
Actually, that's kind of precisely what he is doing.
He's making an assumption that if Soontir costs 35pts and has 3 Hull/Shields then each point of damage he prevents is worth 11.7pts - those 11.7pts being the weighted cost of all the red dice/green dice/dial/actions etc of Soontir Fel.
I'm not saying his system is a good one, but it's at least doing that.
The best response I've seen is from the guy who said "yeah, that's great, now are you calculating the value you get from all your other synergies and upgrades?". Like, when you boost out of arc because of Push The Limit are you assigning a value generated based on average amount of damage you didn't take as a result? When you reroll a blank to a hit with Howlrunner are you assigning a value based on how much of your opponent's value you removed?
Without context to other common effects the 'value' generated by Palp is just a number.
PGS is using a different method to calculate Palpatine's value than I use.
First off, modeling synergistic effects such as Push the Limit with access to Boost and Barrel Roll is complicated, but it can be done. However that is an independent discussion. Regardless of what "extra stuff" a pilot can do beyond mere dice modification, a ship's value is roughly* proportional to the square root of: [(its expected durability) times (its expected damage output)].
Again, this holds regardless of the "non-jousting" factors such as boost, barrel roll, and many other pilot or ship abilities. Simply put, if a ship survives longer or puts out more damage, that ship is worth more**. Double a ship's durability, and its value is increased by a factor of 1.41x.
So lets take an example and say The Emperor is used as follows throughout the entire course of a game:
- Saves 35 point Soontir Fel from 1 damage.
- Saves 36 point Darth Vader from 2 damage. (LW+ATC+EU)
- does one additional shield damage onto an opposing 26 point Omega Leader.
We can get into some deeper discussion as to whether each of these ships is actually worth their points to begin with, but lets start with the simplifying assumption that they are exactly worth their points. So now lets estimate what these 4 dice mods are worth.
- Fel: 35*(4/3)^0.5 - 35 = +5.4 points***
- Vader: 36*(7/5)^0.5 - 36 = +6.6 points
- Omega Leader: 26 - 26*(3/4)^0.5 = +3.5 points
Total value: about 15.5 points. So, Palpatine should cost at least 15 points right? Not exactly. Once The Emperor upgrade card is equipped, the crew cannot be disassociated with the ship it is on (short of literal Boba Fett disintegrations). The Imperial Shuttle is the only ship that can carry The Emperor, and it is not worth anywhere close to its 21 point price of entry. The Shuttle is probably only worth about 16-17 points given its dial and recent additions that have increased the game's overall power curve (Inquisitor, Omega Leader, Contracted Scouts, Dengaroo etc). So, the total value of the Shuttle + Emperor for the above example, is around 16.5 points + 15.5 points = 32 points. The combo costs 29 points, so for this game the ship+crew was punching above its weight by about 3 points. That's good and can make the difference in high level games, but this particular example does not demonstrate that Palpatine is overwhelmingly broken.
However, most game logs will show that Palpatine when paired with Imperial Aces has a value well in excess of 15 points, and sometimes as high as 30 points. If Palpatine survives for many rounds, then his value becomes extraordinarily high. There is strong evidence that Palpatine is severely undercosted when paired with Imperial Aces based on analytical game theory, numerical analysis of actual game tape, and overall meta results (see below). Note that the ideal solution is not necessarily one that merely increases his cost, but that is an altogether separate discussion.
* For small-skirmish scenarios such as X-wing the cost : value curve is slightly more complicated than the (durability*damage output)^0.5 relationship above.
** This gets more complicated for support ships that derive most or all of their damage from indirect contributions, but in general, this too can be modeled.
*** The value contribution towards Fel is actually worth more than the calculation here, as his durability as a function of remaining hull is nonlinear: the first hit (which Palpatine generally protects) is worth more as it is behind 4AGI via Stealth Device.
It's simple, since game result for tournies are published, we have this magical thing called "empirical data" at our fingertips. If Palp Aces was truly as overpowered as PGS and others hypothesize it is, then Palp Aces should be consistently winning tournaments and much higher rates than other lists.
Oh wait, but it's not.....
First, some generalized fundamental rules:
- The more powerful a list is, the more often it should generally make the cut.
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There is an inverse relationship between how popular a list is, and how well it does after the cut. This is largely driven by several factors:
- Other players build their own lists and practice their tactics specifically against the popular lists. If a popular list has a weakness then other players will quickly find it and exploit it.
- Conversely, popular lists do not hold any "surprises" that can suddenly spring traps on unwitting opponents.
- As a list gains popularity more players play the list, so the player skill of the players playing the list generally goes down relative to the initial "pioneers" that make the list popular. The "pioneers" are generally high caliber players in their own right.
That said, I have been compiling Regionals squad archetype metadata results, but I have not yet published them. Here are the results for Palp Aces over the entire course of the Regionals Season:
- Palp aces represents 24.5% of the lists that make the cut, followed by Triple Scouts (12.6%), Miscellaneous Rebels (7.8%), TIE Crackswarm (6.8%), and then everything else.
- Palp Aces' performance post-cut (107%) is slightly higher than exactly "average" performance (100%), and a hair higher than the performance of the squads that have been reported (105.6%).
In other words:
- Palp Aces is making it into the cut at a disproportionately high rate relative to other squads.
- Despite all the negative feedback pulling Palp Aces down, the archetype is still performing slightly above average when it gets into the cut.
... the conclusion is that the Palp Aces archetype is extremely powerful and has no clear weakness. It is not necessarily the best archetype in the game, but no other list in the current meta has anywhere close to the same level of popularity or has made it through the meta gauntlet and survived. Dengaroo could be better, but due to its relatively new popularity it is difficult to make this argument based strictly on empirical data.
Edited by MajorJuggler