Question: Your opponent has Determination on a Decimator. Do you Palp to hits, or to crits?

By ParaGoomba Slayer, in X-Wing

Discussion.

Faced an opponent that had this. The crit that got through was a pilot crit and got discarded. Did I make the right call or should I have gone to a hit instead?

Let's assume that you don't need Palp defensively.

For the first few hull damage, do you try to score a particularly crippling crit and then once it's taken some more hull damage you go to regular hits for consistency?

For overall efficiency I think that hits are the way forward, you just need to burn it down as fast as possible.

Having said that, I'd go for Crits every time, it's more fun for everyone.

Rikk

It's 50% faster per simple obliteration

but you don't get the tasty 50% chance of Ship crits, that are truly monstrous in the new deck (ALL CARDS FACEUP!)

Even with determination I feel it's still better to go for the crits. There's 8 pilot crits, but also 7 direct hits, plus the major explosions, so I feel you're still breaking even.

There's a lot of ship crits that the deci particularly hates; Damaged Engine, Direct Hit, Major Hull Breach, Damaged Sensor Array. Getting one of these through can be crippling.

Edited by CRCL

Decimator has a lot of health (>8), crits. You arent taking him out anytime soon, might as well try for some modifiers

Deci has a medium amount of health left (~5 or 6), hits. You are going for the kill next turn, confirmed damage is better

Deci has 1 hp left, crits. Pray for a major explosion, dice gods hate greedy players so do not pray for direct hits

Going for MOV, hits. Since you are already losing, you want to guarantee the MOV points, no point getting crits

Depends on how much damage the Deci has. If you're pushing to take it off the table a hit is as good as a crit, if you're just starting then throwing crits onto it to start slowing it down and screwing it up will be more valuable then missing the odd crit because it's a Pilot.

Probably the average odds of damage are really similar anyway because there's 7 double damage crits in there

Depends on the weight of fire you're throwing for me. If you're chucking enough to take it down right now, guaranteed damage is better. If not, go fo the crit and hope luck is in your favour.

If you've been tracking any damage dealt to the other ship(s) in the list, you might be better off.

Alternatively, use Rexler and flip all the hits, then the pilot ones cannot be discarded :D

I've found when you use determination your guaranteed not to draw the cards it'll ignore.

So I say crit away.

Palp is broken and ruining the game. Throw him in the bin and run a real mans list.

Palp is broken and ruining the game. Throw him in the bin and run a real mans list.

MR. TORQUE APPROVES OF THIS!

A MANLY WAY IS DOUBLE DECI

OR WOLFPACK!

YOU KNOW WHY?

BECAUSE EXPLOSIONS!

High health, crits for the chance of crippling it.

Low health those crits have less effect (on the board less) so better to go hit.

Also consider whether or not you want to invite variance. The critical introduces the chance of getting screwed, or being greatly benefited. The average damage between your choices is pretty similar, so evaluate whether average damage is good enough to get you the win, or if you need to take risks. In general the player with a lead should be playing safely, and the player who is losing should try to create a high variance situation to attempt to even the odds.

Also fyi the rules state that destroyed ships reveal all damage cards on them, and this seems like the one time that looking at them to make your decision easier is actually reasonable.

Edited by PiebeatsCake

old damage deck? hits, theres quite a few pilot crits in there.

new damage deck? crits. Theres like what 8 cards in the entire deck that are pilot?

old damage deck? hits, theres quite a few pilot crits in there.

new damage deck? crits. Theres like what 8 cards in the entire deck that are pilot?

same amount of ship and pilot cards as far as I remember >_>

I'm a gambler. Crits are the way to Go. Except when theres a sure thing that the hit will kill it

sure as hell doesnt FEEL like the same amount. Ever since i swapped to the new deck i seem to rarely draw pilot crits. Except PS0, feth that card, lol

sure as hell doesnt FEEL like the same amount. Ever since i swapped to the new deck i seem to rarely draw pilot crits. Except PS0, feth that card, lol

they replaced Injured Pilot (lose pilot ability and EPT) with Shaken Pilot (don't go straight for a turn)

You notice Injured Pilot's effect on a game a lot more than Shaken Pilot, so it feels like there were more pilot crits.

High health, crits for the chance of crippling it.

Low health those crits have less effect (on the board less) so better to go hit.

Take to heart basically the only wise thing Qui Gon ever said

"Whenever you gamble, my friend, eventually you lose"

And then remove "eventually"

Never risk RNG

Edited by ficklegreendice

Determination on a Decimator probably go for the crit, on something with actual agility and less health maybe just the hit.

The crit, or sure.

There are 8 pilot crits which may count as zero damage, but there are 7 direct hits which count as 2 damage, so those two are almost a wash. The other 18 cards are ship crits with negative effects which will probably benefit you in some way, making crits the obvious correct answer. So like, roughly 24% of the time it'll be zero damage, 21% of the time it will be double damage, and the other 55% of the time it'll be a hindering card.

Deal the crit, unless the hit would be lethal damage anyway and you absolutely can't risk the shot doing 0 damage. Easy.

don't bring statistics into an rng match

you will only draw pilot crits and that determination will be worth many MANY times its point cost <_<

don't bring statistics into an rng match

you will only draw pilot crits and that determination will be worth many MANY times its point cost <_<

Again, the weird negative luck vortex that you exist in is not universal for all X-Wing players. If this were me, it'd be nothing but Direct Hits and other debilitating "Ship" type crits. I still advise crits for everyone who isn't FGD.

As given above the statistics heavily favor a ship crit. The correct decision is crit because statistically it is heavily weighted to benefit you. You should make gameplay decisions based on correct statistical choices because over the course of time they are correct. To not go crit should be only if you kill the ship regardless. Making decisions based on past 'luck' is bad and never tactically correct.