You're right! I overlooked that one somehow! I don't think there's any melee weapons with a surge for +3D, but we may need to revisit that threshold when we get to ranged weapons. Thanks for pointing that out!
The Galaxy's Fate in my Hand: An IA Probability Compendium
Oh okay, if you were just talking about melee weapons then yeah there aren't any 3+ damage surges. But you had mentioned ranged weapons too so I thought you were talking about both.
Oh okay, if you were just talking about melee weapons then yeah there aren't any 3+ damage surges. But you had mentioned ranged weapons too so I thought you were talking about both.
Nope, you were right. It was an absolute statement (and, as it turns out, an incorrect one). I'll try to be more precise next time!
That disruptor pistol was absolutely wrecking my troops in the last campaign I played.
It's tier 3 though, so with luck it doesn't show up until late in the campaign...
That disruptor pistol was absolutely wrecking my troops in the last campaign I played.
It's tier 3 though, so with luck it doesn't show up until late in the campaign...
I imagine it's particularly bad if your Rebs have Healbot on their squad to vape on other heroes and give them an extra yellow die.
That disruptor pistol was absolutely wrecking my troops in the last campaign I played.
It's tier 3 though, so with luck it doesn't show up until late in the campaign...
I imagine it's particularly bad if your Rebs have Healbot on their squad to vape on other heroes and give them an extra yellow die.
Thankfully they didn't. Mak had it, and with his easily accessible pierce I might as well not have been rolling defense dice most of the time...
I just wanted to drop in here and say that this series is FANTASTIC and I can't wait to read more! I'm waiting to fire up another campaign with a small group once I'm done painting all my minis and having this kind of meta knowledge going into it is so much fun. I love understanding how systems work and this is an excellent breakdown.
Looking forward to the next part!
The Galaxy's Fate in my Hand: An IA Probability Compendium
Part the Sixth : "Blast It! Part I" (in which we dive into the combat keywords found on our Starter and Tier I weapons, and ask some basic questions that will help us separate real gems from fools gold) .
- Topics Discussed : Starter and Tier I melee weapons, Stun, Weaken, Bleed, Cleave, surge probabilities, at-least damage probabilities, surge hierarchies, proc rates, recover.
We left off last time with a teaser about the Vibrogenerator , as well as an open-ended question about combat conditions like Stun , Cleave , and Blast . Unfortunately, combining both those topics proved to be biting off more than I could chew this week, so we're going to shelve the Vibrogenerator for now (we'll come back to it, though), and focus on that last component we need to start making educated comparisons between all these weapons available to our heroes.
- First, these keywords are usually interrelated with other concepts we've talked about. For example, we need to deal damage to the target to trigger these keywords with our hero's weapon, so we can't really assess the merits of the Vibro Blade's Cleave 2 before we know whether it can reliably deal at least 1 damage past defense dice. As we'll see, surge probabilities, opportunity cost, dice hedging, and the distinction between natural and surge damage can also impact the effectiveness of weapons when dealing these keywords.
- Second, the calculations for these keywords can be messy. At a bare minimum, in order to build a large enough sample size, we have to establish some sort of "surge hierarchy" for how a weapon will spend its surges. For some weapons (*cough* Gaffi Stick *cough*), this will be extremely simple. For others, like the Armored Gauntlets , the choices become much more difficult. As we'll see, decisions we make in this surge hierarchy have an impact both on overall damage and keyword application, sometimes severely so. So we'll need to spend some time before we run tests thinking through this hierarchy, and be sure we account those choices when analyzing our data sample.
- Third, none of these keywords (with the possible exception of Hidden , which we'll be considering in more detail later) are a clean fit to calculations of damage totals, which is basically the only metric we've been looking at (apart from some very slight dabbles in surge probabilities). What damage does a Stun contribute to an attack? Well, none, right? So in a calculation that looks purely at damage dealt, a Stun is a wasted surge. And yet we know from game experience that the ability to Stun can be extremely valuable (or frustrating), if not game changing (or devastating). Keywords like Blast and Cleave look like they fit better (they do add damage to the damage total, after all), but to make that damage calculable , we have to make a lot of assumptions--are there any eligible targets in range? If so, how many? And if I'm dealing 2 damage to 2 figures adjacent to the target, how do I work that +4D into my calculation? There's a reason why calculators tend not to account for Blast and Cleave .
- Speaking of calculators, the fourth and most important reason is that to run these calculations, I needed an upgraded Monte Carlo engine that could (a) account for all the data we'd need to input (attack pools, defense dice, melee mods, exhaust effects, added surge abilities, etc.) and (b) give us results in a format that we could use (i.e., break down the odds of scoring X-damage and triggering one, two, or at times even three keywords). I got that simulator on Friday, so now we're finally ready for a test drive.
- Applying combat keywords essentially comes down to surge probabilities and "at-least damage dealt" probabilities;
- The interrelationship between these two probabilities is often one of cannibalism;
- Testing "surge hierarchies" can help us gain important insights into a weapon's ability to inflict keywords;
- Mod choices can help (and hinder) our weapon's ability to inflict keywords; and
- Ultimately, determining the "value" of triggering a keyword is not an exact science, but perhaps is an adaptable one...
- The most basic, elementary rule that governs the application of keywords is this: "The keyword abilities Blast and Cleave, and any keyword that causes a condition, all require the target of the attack to suffer one or more damage to trigger" (RRG 6) (emphasis added).
- Note that there is also no inherent difference between "beneficial" conditions (like Focus or Hidden ) and "harmful" conditions (like Stun or Weakened ) (RRG 9). So weapons (and attack pools) that apply beneficial conditions still have to follow the "suffer one or more damage" rule.
- A condition is not applied until after the attack resolves (RRG 9). Keywords like Blast and Cleave are not triggered until after the target of the attack suffers 1 or more damage (RRG 6), which does not occur until the "calculate damage" step of an Attack (RRG 5). Similarly, a surge ability that relates to a keyword, such as Blast , Cleave , or a condition, does not apply until after the attack resolves (RRG 24).
- Beneficial conditions are applied to the attacker; harmful conditions and keywords are applied to the target figure. (RRG 9).
- A figure cannot be affected by multiple instances of the same condition (RRG 9).
- " Stun : You cannot attack or voluntarily exit your space . " The bearer may spend 1 action to discard this condition. Heroes (and figures in skirmish) can gain items or class traits (or command cards in skirmish) to remove this effect without spending an action. The big takeaway is that applying this condition (a) generally limits hostile figures to performing only 1 action; (b) can prevent a melee figure from attacking at all (if our hero withdraws more than 1 space away, or more than 2 spaces away if the melee figure has Reach ), © can force ranged figures to choose between attacking and moving (potentially exposing them to keywords like Blast and Cleave ), and (d) can prevent hostile figures from taking advantage of IP figure and class abilities that allow figures to perform out-of-activation attacks and moves.
- " Bleed : During your activation, after you resolve an action other than the action listed below, you suffer 1 strain . " The bearer may spend 1 action to discard this condition. As with Stunned , there are some ways for heroes and skirmish figures to remove this condition, but generally this will either limit a figure to just one other action, or will result in the target taking strain each time the figure performs an action other than removing the Bleed (which, for IP figures in a campaign, is taken as damage, see RRG 23). Although not as inhibiting as Stun , the potential for added damage can be almost as devastating for low-health imperial figures.
- " Weaken : While attacking, apply -1 surge to the attack results. While defending, apply -1 Evade to the defense results . " In many respects, Weakened seems like the red-headed step-child of harmful conditions. Unlike Stunned and Bleeding , this condition persists until the end of the target's next activation (although heroes and skirmish figures may be able to remove it before that in certain circumstances). That means it doesn't force the target to forfeit an attack or move (like Stun ), or even strongly discourage the target from moving or attacking (like Bleed ). That said, Weakened is the only harmful condition that has an impact on all of the damage calculations we've looked at previously, because it makes it easier for our hero (and any other heroes or allies) to deal surge damage past the white die's three Evade faces. This is no small thing in the world of damage calculations. Just to give some reference, attacking with a weapon that has Pierce 1 against a Weakened target will completely ignore 7 of the 12 faces on the white and black defense dice (all but the Dodge, Block 3 which is downgraded to a Block 2, and two Block 2s which are downgraded to a Block 1). That effectively gives the target a better than 1-in-2 chance of rolling a blank defense result. There's also the side benefit of making our heroes more difficult to wound while defending, by removing a surge result from the target if it attacks.
- " Cleave X : If the target of this figure's attack suffers one or more damage, the attacker may choose a different hostile figure or object that he could target for an attack. The chosen figure or object suffers the amount of damage listed . " Unlike Stunned , Bleeding , and Weakened , this time the negative outcome is applied against another figure who was not the target of the attack (which means that there has to be another target we can attack in order to take advantage of this ability). For melee weapons, in particular, where the universe of eligible targets is usually limited to hostile figures in adjacent spaces (see RRG 8), this will often be an important limitation.
- Bleed , +2D; or
- +2D, Bleed .
- The first three columns from left to right chart the results if our Vibro Sword prioritizes Bleed over +2D. The first of those three columns is the adjusted performance of the Vibro Sword (the average of the results vs. a black die and vs. a white die), followed by the results against 1 black die and finally against 1 white die. Columns four through six chart the performance when the surge hierarchy is reversed (this time +2D over Bleed ), again record against adjusted, black, and white defense dice.
- The back row plots the odds of scoring at least 1D against the target. Remember that the best chance at scoring at least 1D against a Black die is 100%, while the best odds of scoring at least 1 damage against a white die is ~83% (to account for that Dodge).
- Recall also that a Monte Carlo simulation rolls 2000 hypothetical dice, so while these figures should generally reflect probability trends, a Monte Carlo simulation is not an exact measure of probability, as it's always possible (even in a sample size of 2000 rolls) that the dice will roll "hotter" or "cooler" than their base probabilities.
- The very front roll plots our "Bleed proc" chance, or the odds that our attack caused the target to Bleed .
- The data table at the very bottom has the actual numerical rates for each data point plotted on the chart, if we're interested in precise comparisons instead of the chart's visual impressions.
- Our first batch of results (columns 1-3) prioritized Bleed over both +2D results. Our weapon still has a very good chance of scoring 1D+, but the odds of scoring at least 2 damage suffered a bit (though still in the mid-70s range). Our Bleed procs at an adjusted rate of 81.7%, which means we can count on it. Bear in mind that this data assumes we can exhaust Balanced Hilt for an extra surge, so this level of output isn't sustainable, unless we only plan to attack once per round.
- In the second batch of results (columns 4-6), we prioritized one +2D result over Bleed , but prioritized Bleed over the second +2D result. There's a noticeable uptick in damage, especially in the 2-3D range (the odds of 3D+ are now over 70%, instead of the roughly 50% odds of our prior batch). Note that even though we have Balanced Hilt , we're now just barely applying a Bleed at more than a 50% clip past defense dice (52.9%). The culprit is that annoying white die again.
- The third batch (columns 7-9) prioritizes both +2D results over Bleed , and the results are basically what we'd expect. Our odds at 3D+ are now at least 80% (and comfortably over 80% against a Black die). Having Balanced Hilt available also gives us a relatively decent chance of applying a Bleed as well (21.7%), with a third surge ability, at least against the black die. Again, this isn't sustainable because we have to exhaust Balanced Hilt to do it, but if we feel like playing the odds, this weapon can hit hard and leave a mark on the target.
- First, I found it interesting that the highest chance of applying the Stun to our target was from surge hierarchy #2, which prioritized +2D over Bleed . Now of course, we need to remember that these results were generated with a Monte Carlo simulation, which means they're not absolute probabilities but rather a dice rolling simulation (which means there's always a chance that the dice roll hotter than their average). There may be some of that going on here, although in this case, the results are for 4000 dice rolls instead of our normal 2000 sample size (2000 vs. 1 black die, and 2000 vs. 1 white die, averaged out), and a larger sample size usually evens out some of those spiky results. More likely, I think, is the fact that the odds of dealing at least 1 damage past any defense die improves tremendously from surge hierarchy 1 to surge hierarchy 2 (from 79.8% to 91.2%). Since dealing at least 1 damage is a necessary pre-requisite for triggering a keyword on a target, it makes sense that having more reliable damage would result in triggering that keyword more often. The difference isn't earth-shattering (an improvement from 73.3% to 82.9%), but it's significant and gets our weapon above that 80% probability threshold, which is a good indicator of reliability.
- Second, note that between surge hierarchies 2 and 3, there's very little difference in the probabilities of dealing 1 or 2 damage past defense dice, but a dramatic difference in the likelihood of triggering Stun (82.9% falls all the way to 51.0%). So what's going on here? Well, first of all, let's remember that in this particular surge hierarchy, the odds of triggering Stun are actually tied in some fashion to our odds of triggering at least two surges (because we're spending our first surge to generate +2D). So a 51% chance at landing a second surge ability (granted, with Balanced Hilt ) is actually pretty good. The odds of dealing top-end damage (3-4D) are obviously much better with this hiearchary, and with Balanced Hilt , there's even an outside chance of dealing 7 damage to the target, if everything breaks our way (we exhaust Shock-Emitter for +1D, roll 2D on the Green die, roll 2 damage on the Blue die, exhaust Balanced Hilt to surge for +2D, and the defender rolls a blank).
- Third, note that whatever route we choose, our third surge option (recovering 1 strain) hovers at about 14%, which interestingly enough is just a shade lower than the Vibro Sword 's native chance at rolling 2 surges (~17%). There are a few forces at work here. Exhausting Balanced Hilt is obviously the only way this particular weapon will ever have the third surge ability needed to recover strain in these hierarchies, so of course this isn't sustainable. At the same time, recovering strain is by far an easier surge result to trigger, because our target does not need to suffer damage in order to trigger recover. In fact, a recover can occur even when an attack misses (Dodge), which is something we ought to be taking advantage of as often as we can (RRG 17).
I look forward to the scientific journal version of this thesis once all the chapters are complete, I do research for a living so I can't turn my hobby into work by delving into all these specifics, but I am interested in the final results. I do appreciate all the work you've put into it as well.
bump to keep this thread higher
(and excitedly awaiting more)
Edited by Majushi- I'm back from a long hiatus.
- Mostly because I needed an updated calculator and life's been pretty busy lately.
- Holidays are fun. Friends, family, food... especially food.
- Did you have a good time? (You didn't spend all Christmas on the forums, I hope. )
- I'm into Star Wars Destiny now (leisurely... not the tournament scene).
- I have a Darth Vader. It makes me very happy. I know I should sell him, but I just can't bring myself to do it...
- I saw Rogue One , too. It was awesome.
- Maybe that's why I can't bring myself to part with Vader...
- (Wait, you wanted maths spoilers?)
- Both Gaarkhan's Vibro-Ax and the Tier I Gaffi Stick have a dice pool (Red-Yellow) that is set-up well to score at the top of both damage dealt past defense dice and inflicting keywords, even before we start adding surge abilities. Both of these are also low-cost weapons (free and 200 credits, respectively), although of course Gaarkhan's Ax will need an attachment before it can actually deal any Kewyords.
- Weapons with yellow-green dice pools (Diala's Plasteel Staff , Davith's Heirloom Dagger , the Armored Gauntlets , etc.) are certainly lurking, especially if we can improve their damage output. But we need to be careful: even though we can score 2+ surges, the odds of doing so still aren't great, especially if the target rolls an Evade. So whenever possible, we want to prefer automatic damage modifiers (+damage, + Pierce) over surge abilities; and if we can't find those, we want damage abilities that are paired with Keywords in a single surge; and if we can't find those, then abilities that will give us extra surges consistently.
- For Green-Green ( Vibroknife , Vibroblade ) and Green-Blue ( Vibro-Sword ), we can only ever "count on" rolling 1 surge that we can apply to a Keyword. If we have to split surges between damage and Keywords, we'll dry up pretty quick. Automatic damage upgrades, consolidated damage/keyword abilities, and extra surges are even more essential to this dice pool. The fact that these weapons all cost our heroes credits (150 for the Vibroknife , 300 for the Vibroblade , and 350 for the Vibro-Sword ) suggests some potential efficiency issues with these weapons from the get-go, just from their dice pools.
- Expected "at least" damage output is listed in the normal way: odds of 1D+ appear in the row furthest from us, and increase in one-damage increments as we creep towards the front (in this case, culminating in 4D+ (maximum output for a naked Plasteel Staff ).
- The pink column represents the percentage that the given data set triggered a given Keyword (in this case, Stun , because that's the only Keyword on the Plasteel Staff ). Some weapons have the ability to trigger multiple keywords, either through innate surge abilities or boosts, or through modifications.
- This data was drawn from Monte Carlo simulations involving 2000 dice rolls ("mc2000"). We'll generally be using these instead of straight probability calculations, so all the usual caveats about small sample sizes, "hot" and "cold" dice, etc., will apply to our data sets.
- Surge for +1D, then Pierce 2
- Surge for Pierce 2, then +1D
- Surge for +1D, then Bleed
- Surge for Pierce 2, then Bleed
- Surge for Bleed, then Pierce 2
- Surge for Bleed, then +1D
- The damage output of the Vibro Knife is substantially more reliable (above 95% against black dice and 80% against white dice) in our damage-focused surge hierarchies. Part of this is due to the fact that this weapon has two damage-focused surge abilities (+1D, Pierce 2) instead of one. Again, we've already seen this in some of our other charts, but it's worth repeating.
- Interestingly, the +Pierce 2 tends to outperform the +1D option against black dice (which makes sense, since it essentially converts the Black die into having an Evade, a 1 block, and 4 blanks), while the +1D option outperforms the +Pierce 2 option against white dice (which again makes sense, given that the Pierce 2 is never more valuable than the +1D option when it comes to the white die, plus the white die has two "blank" faces when it comes to blocks--a true blank and an Evade--where surging for +1D actually results in a net damage increase). The differences between the two aren't stark on the white die, though they are consistent. For the black die, prioritizing Pierce 2 over +1D seems to result in a roughly 6-10% increase in damage odds for 1-3D, which is much more pronounced.
- When it comes to keywords, the Vibro Knife appears to be an improvement over the Plasteel Staff , at least against black dice. Prioritizing Bleed and then Pierce 2 gives us the best results, with a 76.6% chance of dealing at least 1D (up from 58.1% on the Plasteel Staff ) and a 51.2% chance of triggering the Bleed (up from 41.2% on the Plasteel Staff ).
- Against white dice, however, the Vibro Knife does better than the Plasteel Staff when it comes to triggering damage (73.1% chance of dealing 1D+, vs. 68.1%), but worse when it comes to triggering the Keyword (33.4% when paired with +1D; 33.8% when paired with Pierce 2; compare with 42.1% on the Plasteel Staff ).
- In the same vein, the Vibro Knife's Keyword proc rate against white dice (33.4-33.8%) is basically identical with what we'd expect from a Green-Green dice pool (33.9%). This makes sense, given that (1) a Green-Green dice pool can only trigger a max of two surges; and (2) the white die, with its three Evades and the Dodge, has a very good chance of removing at least 1 surge result. In this case, the lack of a Yellow die hurts the Vibro Knife 's keyword output.
- At the same time, the Vibro Knife significantly outperforms a generic Greeen-Green dice pool's Keyword proc rate against Black dice. Prioritizing Bleed , then Pierce 2, improves our Keyword proc chance from a pedestrian 33.9% to over 50%, or an increase of roughly 16 percentage points. If we compare this to the paltry 2% increase we saw on the Plasteel Staff , it's clear that the Vibro Knife is getting a lot more out of its dice pool and surge abilities against black dice, than the Plasteel Staff got against either dice type.
- Finally, while the Vibro Knife is more effective at triggering keywords against black dice than white, notice that its odds of dealing at least 1D+ remain at ~70% better even when we prioritize the Bleed keyword (only one result--surging for Bleed , then +1D--falls below 70%, at 68.0% against a black die). This is within 1 percentage point of the Plasteel Staff 's best chance of dealing 1D+ while prioritizing a keyword (68.9% against a white die, prioritizing Stun, then +1D). In other words, for 150 credits more, the Vibro Knife deals better damage across the board, has a better chance at triggering its Keyword against black dice, and has essentially the same chance of dealing its Keyword against a white die.
- Three of our weapons ( Heirloom Dagger , Vibro Sword , and Plasteel Staff ) have just two surge hierarchies because they have only two native surge abilities. For all three weapons, our choice of surge hierarchy makes a dramatic difference in our keyword proc chance . For the Vibro Sword and Plasteel Staff , our choice of hierarchy also has a significant impact on our weapon's overall damage output. That impact is still there on the Heirloom Dagger , but it is much less severe.
- Three of our weapons ( Vibro Knife , Vibro Blade , and Armored Gauntlets ) have three or more surge hierarchies. There's quite a bit of variance between their hierarchies, although in general, a greater Keyword proc chance translates into lower damage output, and a higher damage output reduces keyword proc chance.
- Speaking of dealing damage, the Vibro Sword with Pierce 1 (350 credits + 1 strain) logs our fourth-best odds at triggering its Keyword ( Bleed , 46.2%), and is the only weapon that can simultaneously log better than 40% keyword odds and stay in the same general ballpark as the Gaffi Stick when it comes to dealing damage. The secret to this weapon--as we've talked about many times before--is that (A) it's rolling a Green-Blue dice pool, which has a relatively high chance at rolling natural damage, and (B) it's not reliant on a surge to Pierce 1, which is important because it's seldom getting to keep more than 1 surge (which it needs to trigger Bleed ). This would be a fantastic choice for a flexible weapon if the Pierce 1 was sustainable... but of course, as we know, it's not. Once we're strained out and that "free" Pierce 1 goes away, the Vibro Sword performs very poorly: just a 33.2% chance of triggering Bleed (even when prioritizing it over +2D), and damage odds of 72.2%, 46.7%, and 19.19% which, while not bad in themselves, are far below what the Gaffi is giving us, and even slightly behind Davith's Heirloom Dagger . Which means we're still looking for the Vibro Sword 's niche, given it's the most expensive Tier 1 weapon.
- Finally, it's worth noting that the Vibro Blade and the Armored Gauntlets each have a hierarchy that can trigger two separate keywords (Bleed + Cleave 2, and Stun + Cleave 1, respectively). But the damage-cost of doing so is quite high: a mere 64.6% chance of doing 1D+ with the Vibro Blade , and a worst-in-class 58.0% chance of dealing 1D+ with the Armored Gauntlets . Yes, you read that right: it's a lower damage output than Diala's Plasteel Staff , which has a 63.5% chance of dealing at least 1D if it prioritizes Stun over +1D). That's a good reminder for us if we're looking longingly at the Armored Gauntlets and its four surge options: yes, it'd be wonderful to deal lots of damage and Stun the target and deal damage to another target... but we only have so many surges to go around, and even if we do manage to get three surges past defense dice, we have less than a 1-in-3 chance of dealing 2 damage to our primary target (32.1%). Eeeeep...
- It has "high" odds of rolling multiple surges, with it's Yellow-Green die pool. A roughly 7-in-10 chance of rolling a single surge (69.5%) is excellent for a two-dice pool. And it's odds of rolling two surges, while less than 1-in-3 (32.2%) are quite a bit better than its nearest competitor (Green-Green, at 19.8%). Plus, there's always a chance of landing three surges (5.5%).
- Unlike the Gaffi Stick , which has only a single surge ability, the Heirloom Dagger has two surge abilities (surge for +1D, surge for Pierce 1 and Bleed ), plus a mod slot where we can add another. Hold that thought...
- That last surge ability (allowing us to convert a single surge into Pierce 1 and Bleed ) is what catapults the Heirloom Dagger into surge efficiency. For just a single surge, Davith can trigger two separate combat effects (Pierce and Bleed ). The fact that the Pierce helps to trigger the Bleed (because we have to deal at least 1 damage to the target in order to apply a keyword) makes the pairing extremely efficient.
bump to keep this thread higher
(and excitedly awaiting more)
Thanks for the bump. I got you, man.
Took a while to get through. Amazing read! Will you be looking at Davith's lightsaber too? Or does it fall out of scope because it's an XP upgrade?
Took a while to get through. Amazing read! Will you be looking at Davith's lightsaber too? Or does it fall out of scope because it's an XP upgrade?
Yeah, it was a lot this time, and I thought a lot about splitting it in two parts, but truthfully I'm ready to be done with this particular weapons batch and move on to some new shineys. As for Davith's lightsaber, it's coming, but probably after we do the Tier II weapons (along with Shu Yen's lightsaber). Otherwise those Tier II weapons look... underwhelming.
Edited by RythbrytYou have all my Internet likes my friend.
Keep the good work coming
- A new melee hero and starter weapon (which we'll talk about next time--Mandos for the win!);
- Two new melee weapons (a Tier II and a Tier III, so they're coming...); and
- A new Tier II melee mod, which is really the reason I'm deviating slightly from our wrap-up schedule:
STAHP!
I barely managed to read the previous one!
STAHP!I barely managed to read the previous one!
That one was inordinately long. :-P I'll try not to repeat that in the future.
While I rarely play Campaign and most of the time when I do I play as IP, I really appreciate these articles and an starting to use the "worst/average/best" rolls metric to evaluate units, especially in regards to seeing if a damage floor can reliably put damage through defense dice and how much damage can get through. I can't wait to see you get to IP/Skirmish oriented analysis (although with the depths you've been going into, I'll probably be waiting till 2018 ;P ).
I really need to get it into my head that changing a die can have more of an impact than adding a surge. It just feels wrong, but maybe it really is as good as advertised
I really need to get it into my head that changing a die can have more of an impact than adding a surge. It just feels wrong, but maybe it really is as good as advertised
It really depends on the surge and the die.
There are a surprising number of weapons that only have a single damaging surge result that only gives +1 damage:
- basically all the starting weapons that have damage-surges (and there are many that have no +damage surges)
- The Tier I Vibroblade, Tatooine Hunting Rifle, DDC Defender, and Vibroknife;
- The Tier II Deathhammer and BD-1;
- The Tier III Sporting Blaster.
For those weapons, slotting in a red die is usually going to result in at worst the same amount of damage, and generally better damage at a more consistent rate, because the red die has a 5/6 chance of dealing at least 2 natural damage, and a 3/6 chance of 3 natural damage (with a surge for +1D), whereas a green die with the same surge abilities will land 1 damage 1/6 of the time (single surge face), and two damage 5/6 of the time (double-damage and damage-surge faces). Blue and yellow will be behind that, just because of what they have on their faces and the surges they have available. For weapons that don't have damage surges (some starters, unmodified Gaffi Stick, and the Tier II T-21), there's basically no scenario where expected damage output will suffer by swapping in a red or green die for a blue or yellow one.
The weapons that tend to benefit more from surges are weapons that either:
- Have a +2 damage surge but don't have the right dice to land surges consistently (Tier I Vibrosword, Tier II Stun Baton, Tier III DXR if you have Saska);
- Have good surge dice, but too many surge abilities to resolve all of them at once (Davith's Shrouded Lightsaber [5 damage abilities, 3 max surges, but usually just 2 before defense dice... maybe 3 if you're Hidden ]; Tier III Force Pike with High-Impact Guard [3 damage abilities + stun; 5 max surges, but consistently just 2 before defense dice]; Jyn with "Gunslinger," the Sporting Blaster , and the DL-44 [4 damage abilities plus stun plus accuracy, 5 max surges, but usually just 2 before defense dice]); or
- Weapons that need surge to either manage strain to consistently chain-off high-strain abilities (Diala's "Sarlaac Sweep," Gaarkhan's "Charge," Biv's "Close and Personal," Verena's "Close Quarters") or need additional surges to trigger other class abilities (Davith's "Cloak and Dagger" and "Fell Swoop").
For the first group (weapons that only need 1 surge, but need it consistently), upgrading a die to improve base damage odds (swapping, say, a Blue for a Red) may still end up being the way to go--especially if we're attacking a target that rolls a white die (IOs, ISBs) or has a free Evade (Boba Fett)--but the math is closer. For the second (weapons with not enough surges), changing a die can still help if it involves upgrading a die to a more surge-friendly die (a blue to a yellow for full-surges, or even a green for more balanced damage-surge distribution), which is the beauty of the new dice swap mods--for just 250 credits, they give us unparalleled ability to adapt to a particular fight (granted, just once per activation, but still). For the third group, adding another surge heavy die to the attack pool is the best possible solution (Davith's "Falling Leaf"/ Focus / etc.), adding another surge to the attack results ( Balanced Hilt , Sniper Scope , Targeting Display , Hidden , etc.) the next best (because only the yellow die can give us more than one surge per roll, and then at just 1/6 odds; so if we're rolling just 2 dice, odds are that the only way our weapon can land 3 surge results is by adding one artificially to their attack results through a mod or ability). If we can't do either of those, then upgrading a poor surge die for a yellow one is a lower-percentage way of getting at the same result... but at that point, it's better than settling.
Those are my big-picture conclusions at this point, anyway. But the maths be coming, so this may all be subject to change.
The Energized Hilt looks very exciting for the Ancient Lightsaber: Davith and Diala can get a red die on their non-wounded side now, AND their wounded sides become so scary that IPs might want to wound other heroes first. Of course, Davith can also get a fourth dice added with Falling Leaf, there are surges from Hidden to consider. What if he gets his reward!?! Wow! And Diala can focus herself to add a green die. I also think Davith's own lightsaber and the electrostaff on Diala with this new mod are wet-my-pants exciting (and of course Davith's Shrouded Saber still has a mod slot left!). Good luck eventually doing all the math on these things. Give it four or five years and this thread can be used as a doctoral thesis!
The Galaxy's Fate in my Hands: An IA Probability Compendium
Part the Eighth : "It's so hard to say goodbye..." (in which we bid a fond bon voyage to our Starter and Tier I melee weapons (with three data deep-dives)).
- First, we'll dig into Shyla's Duelist's Blade , looking at the base weapon, it's special action, and what mods really make it tick.
- Then we'll look at the weapon+mod combinations that the data tells us are best at generating surges (top 10), triggering keywords (top 10), and dealing damage past defense dice (top 15).
- Because less than a quarter of the eighty-eight weapon+mod combos we tested made the top cuts, you'll find detailed data for all the rest after the main event, in several data deep dives for Unmoddable Weapons , Starter Weapons , and Tier I Weapons .
Finally, because not everyone might be interested in all the numbers ( Recover? Why would I care about recovering when I attack? I'm all about the damage, baby! ), I've embedded most of the data and detailed discussions in spoilers to reduce the amount of info you have to comb through. But if you really want it, it's all there--I promise!
The Duelist's Blade: Dice Manipulation at its Finest (or at least its Cheapest)
Here's how the numbers break down in a damage-focused surge hierarchy (Damage X, Pierce 1, Recover 1):
First off, regardless of the mods we apply, the damage totals are dominated by Red- dice pools (top-5), all of which have a 60% chance or better of dealing at least 3 damage past defense dice. In fact, only two Red dice results score worse than any Yellow results, and both draw damage only from their defense dice and the Duelist's Blade 's native surge abilities: the basic Red-Green attack pool with no mods (or a second Red-Green attack pool manufactured by putting the Energized Hilt on the Duelist's Blade , which would allow Shyla to attack with a Red-Green up to twice per activation) and a Red-Yellow dice pool with no mods (again gained from the Energized Hilt ). And the basic Red-Green dice pool essentially battles the most surge-dependent upgrade for Yellow-Green ( High Impact Guard ) to a draw when we factor in our 2.2% margin of error.
- What I've done is taken the eighty-eight weapon+mod combos we have for Starter and Tier I weapons, and ranked each combo's overall performance using a Monte Carlo simulator (2000 trials). For each weapon combo, the simulation measured the weapon's effectiveness in generating (1) raw surges, (2) keywords, and (3) damage past adjusted defense dice (the average of black vs. white) using three surge hierarchies: (1) surge hierarchy (surge, damage, keyword), (2) keyword hierarchy (keyword, damage, surge), and (3) damage hierarchy (damage, keyword, surge).
- Weapons were ranked both naked and with their "max upgrade potential" (i.e., the maximum number of upgrades they could sport). For every weapon but the Vibro Sword , that's one upgrade. The Vibro Sword can take two upgrades, so only the two-upgrade variants were tested (but don't worry -- there were a lot of them, so the Vibro Sword is still very well-represented).
- Once I collected those data points, I ranked our results for each hierarchy (for damage hierarchy, ranked weapons with the best surge output, keyword proc, and damage output; for keyword hierarchy, ranked weapons with the best surge output, keyword proc, and damage output; for surge hierarchy, ranked weapons with the best surge output, keyword proc, and damage output). Because the goal of this series is to reduce randomness by making weapon performance more consistent , the best "damage" weapon is the weapon that produced the best collective "damage" results no matter what surge hierarchy we used. This means that other weapons may have the outside potential to generate even higher damage results if all conditions are right (i.e., a higher damage ceiling), yet not ultimately prove the "best" weapon for generating weapon over the course of a campaign. The same is true for our "keyword" and "surge" weapons.
- We have a total of 88 candidates, which is way more than we could talk about without boring everyone. So for the sake of keeping things moving, we'll confine our discussion to the top 10 weapons for generating surges, keywords, and damage, in that order. We'll hit the high points of 6-10, then dig deeper into our top 5. ( *Spoiler* There are some weapons that made more than one list.)
- 10th : Heirloom Dagger (Starter, Davith Elso, 0 credits) [ 0 Credits ]
- 9th : Vibro Sword (Tier I, 350 credits) + Balanced Hilt (Tier I, 300 credits) + Energized Hilt (RG) (Tier II, 250 credits) [900 Credits]
- 8th : Duelist's Blade (YG) (Starter, Shyla Varad, 0 credits) + Balanced Hilt (Tier I, 300 credits) [300 Credits]
- 7th : Vibro Sword (Tier I, 350 credits) + Balanced Hilt (Tier I, 300 credits) + Shock Emitter (Tier III, 500 credits) [1150 Credits]
- 6th : Vibro-Ax (Starter, Gaarkhan, 0 credits) + Balanced Hilt (Tier I, 300 credits) [300 Credits]
- First off, it turns out we don't have to invest much to have a top-10 weapon for generating surges. Three of the five entrants are starting weapons (Gaarkhan's Vibro Ax (6th), Shyla's Duelist's Blade (the yellow-green variant) (8th), and Davith's Heirloom Dagger (10th)), and it's worth noting that Diala's Plasteel Staff , which came in 11th, has the same dice pool as Davith's Heirloom Dagger but lost the nod due to slightly cooler dice in its 2000 Monte Carlo simulations. So if we're running a hero who only needs a weapon to clear strain or generate surges, we may not need to invest much at all (0-300 credits) or proceed far up the upgrade ladder (Starting weapons and/or Tier I upgrades).
- Conversely, if we want to sink a lot of credits into a surge-generating weapon, we can do that too! The Vibro Sword price-points on this chart are a little deceiving, because what's really giving it a 7th and 9th place finish is the Balanced Hilt (300 credit upgrade, 650 credit total cost), not the Energized Hilt (250 credits) or Shock Emitter (500 credits). And those weapons are far and away the best at dealing consistent damage, so there's definitely a benefit that comes with their increased cost. But it's not a benefit to generating surges (or at least not with the Energized Hilt swapping in a Red die for a Blue).
- The Vibro-Ax placed the best of these five weapons thanks to its strong surge generation regardless of surge hierarchy. In a damage hierarchy, it landed 1 surge (after surging for Pierce 1, then Cleave 1) 17.4% of the time, which was the 8th best surge proc among our 88 combos in the damage-centric surge hierarchy category. It also landed the 6th best surge results when prioritizing keywords (a basically identical 17.6%), and the 9th best result when prioritizing that surge (83.8%, aided by the Balanced Hilt ). The 7th place Vibro Sword ranked 10th, 8th, and 10th; the 9th place Vibro Sword logged 12th place across the board; and the Heirloom Dagger ranked 13th, 14th, and 15th.
- The Duelist's Blade ranked 4th in surges using a damage hierarchy and 4th with a surge hierarchy, which were both impressive. But it lost points because it doesn't have a keyword hierarchy (meaning its overall performance was less impressive). That's one of the few mathy-quirks of our apples-to-apples comparative approach, so I thought I'd flag it.
And now, on to the top 5.
Number 5:
The price point on this weapon is clearly high, but make no mistake: what we get for the price is an incredibly balanced weapon. Regardless of surge hierarchy, this weapon gives us almost a 90% chance of scoring at least 1 damage past defense dice, and between and 75-80% at dealing 2 or more damage, with composite odds of 52.4% of landing a keyword (Bleed) and a 40.8% chance of procing a surge. If we prioritize the surge, we'll get it close to 86% of the time plus a nearly-20% chance at getting a keyword, too.
Number 4:
Number 3:
Actually, there's a two-way tie for second place, between two cheap weapons that--for surge purposes--are basically indistinguishable. See what I mean?
The difference between the surge proc rate of these two weapons is an absurdly small 0.2% (51.7% vs. 51.9%). The Plasteel Staff technically finished 2nd, 4th, and 2nd in our three hierarchies, while the Heirloom Dagger finished 3rd, 2nd, and 3rd. In other words, a dead heat. The advantage for Davith's Dagger is the insanely high keyword proc rate (68.3% composite, compared to the Plasteel Staff's 49.0% rate, which is still very good but obviously inferior) as well as slightly-higher damage output, so that bumped it slightly in our overall calculus. But if our goal is just to generate surges, at 300 credits, it's hard to argue with the results we get for the price. Although...
Number 1**:
** If you're just joining us and are wondering what happened to #2, there was a two-way tie for 2nd. It's just above...
- 10th : Vibro-Ax (Starter, Gaarkhan, 0 credits) + Balanced Hilt (Tier I, 300 credits) [300 credits]
- 9th : Heirloom Dagger (Starter, Davith Elso, 0 credits) + Shock Emitter (Tier III, 500 credits) [500 credits]
- 8th : Vibro Sword (Tier I, 350 credits) + Balanced Hilt (Tier I, 300 credits) + Shock Emitter (Tier III, 500 credits) [1150 credits]
- 7th : Plasteel Staff (Starter, Diala Passil, 0 credits) + Balanced Hilt (Tier I, 300 credits) [300 credits]
- 6th : Vibro Sword (Tier I, 350 credits) + Balanced Hilt (Tier I, 300 credits) + Energized Hilt (GG) (Tier II, 250 credits) [900 credits]
- First off, there are some repeat-offenders. Gaakrhan's Vibro Ax + Balanced Hilt comes in at number 10 (6th in "surge"), the Vibro Sword with the Balanced Hilt and Shock Emitter lands in 8th (7th in surge), Diala's Plasteel Staff with a Balanced Hilt takes 7th (tied for 2nd in surge), and the Vibro Sword with the Balanced Hilt and Energized Hilt (GG) comes in at number 6 (5th in surge).
- These weapons lodge a composite keyword proc rate of somewhere between 40-50%, which is very good. And with the exception of Diala's Plasteel Staff , all of these weapons also have an 80% chance or better at dealing at least 1 damage.
- The two Vibro Swords are the best at landing keywords ( Bleed ) while prioritizing them (82.9% and 82.8% proc rates) and have better than 75% odds at dealing at least 2 damage in a keyword-centric surge hierarchy. As we've come to expect with the Vibro Sword , we have a potential sustainability problem (the Energized Hilt , Balanced Hilt , and Shock Emitter are all exhaust-to-use mods), but once per round these models are devastating. On the flip side, they're also quite a bit more expensive than any of the other weapons that made the cut.
- Davith's Heirloom Dagger made the cut because it lands a keyword an astounding 29.5% of the time in a surge -centric hierarchy (surge for surge, then damage, then keyword), thanks to the fact that it can get damage (Pierce 1) and a keyword ( Bleed ) out of the same surge.
And now, on to the main event!
Number 5:
Number 4:
Again, this is another incarnation of the Vibro Sword that ranked 6th in overall keyword proc with a Green-Green dice pool (and 4th, 5th, and 9th in our surge proc rate). That Energized Hilt really lets it be a chameleon.
Here, we still clear the 70% threshold on dealing 2D+, which is extremely solid, and the Yellow-Green dice pool gives us a composite 58% chance of proccing a keyword ( Bleed ) and a 51.3% composite chance of proccing a surge as well (meaning we just might have found a way to make the Vibro Sword 's Pierce 1 semi-sustainable).
Again, exhaust-to-use caveat applies here.
Number 3:
Number 2:
Yet another repeat offender (tied for 2nd in surges), which just goes to show that a starter weapon absolutely can be better than "good enough" depending on the role our hero fills in the group.
We already discussed this weapon's ability to proc keywords in significant detail , so rather than rehashing that discussion here, let's just reiterate: for the price, this is the most consistent keyword-applier in the game. When we want to proc keywords, this thing will give us 1D+ and 1 keyword better than 83% of the time. When we want to deal damage, this thing will proc 1D+ and 1 keyword 63.9% of the time. And when we need to surge to recover, this weapon will still deal 1D+ and 1 keyword an astonishing 57.7% of the time (or better than 1-in-2). If you're just going to attack once per round, pencil this thing in for 1D and a Bleed every time. And on the rare occasion it misfires, just laugh.
Number 1:
Alright. If you've made it this far, we're finally at the main event. If you joined the Rebels for a chance to kill Imperials, then this next section is for you...
Early Campaign "Damage" Weapons: #6-10
So right off the bat, we have not one, but two surprises! First, we have a bunch of ties! (It's crowded at the top.) And second, it's a whole new crop of weapons we haven't talked about yet! What an amazing universe of possibilities we live in!
- First off, notice the large black holes in the chart when it comes to keyword- and surge-procs. With the exception of the two Gaffi Stick entrants, all the other weapons just don't have enough surges to deal damage and apply both keywords and trigger non-damaging surge abilities (like recover). In other words, there are fewer generalists than specialists in this group.
- The tie for 10th provides an interesting study in contrasts. On the one hand, we have a very conventional weapon: the Tier I Vibro Sword with the Tier II High-Impact Guard and the Tier I Balanced Hilt . This gives us two surge abilities for +2D (or the potential for +4D total), plus an extra surge once per round to help us get that bonus damage past sub-optimal rolls or Evades on defense dice. Odds are that if you're a seasoned campaigner, you've either considered this weapon build yourself for a campaign or know someone who has. Total cost: 1150 credits, or the cost of a Tier III weapon with no- or minimal-upgrades. On the other hand, we have a starting weapon with just one surge ability that impacts our damage total (and it's a surge for Pierce 1, not even for +1D) and a mod that allows us to swap out a Yellow die for a Red die. Total cost: 250 credits. When both weapons are gunning for damage, there's clearly no comparison between the two: the Vibro Sword ranks 3rd in overall damage output in a damage hierarchy, with a better than 60% chance of forcing at least 4 damage past defense dice; the Vibro-Ax ranks 24th with a 37.2% chance of forcing at least 4 damage past defense dice (which is still better than 1-in-3 odds, but obviously behind the Vibro Sword by a lot). On the other hand, the Vibro Sword is very much a one-trick pony. If the situation calls for us to surge to recover or to apply a Bleed , its damage tanks, because a Green-Blue dice pool--even with the Balanced Hilt --struggles to get 2 (and especially 3) surges past defense dice, particularly white dice. The Vibro-Ax will struggle to get surges as well (it is rolling a Red-Red after all, so its odds of getting a surge for a keyword or surge ability are in the 17-19% range, instead of the 80% range), but its damage suffers far less when it gets that surge, thanks to the high natural damage on the Red dice. Which is better? Well, in a vacuum, the Vibro Sword is obviously the better damage dealer of the two, and also has the best odds of getting that other surge we need for other things (because it has the Balanced Hilt ). But is it 900 credits better? I'm not so sure...
- Speaking of modifying dice, Shyla's Duelist's Blade makes a cameo here with its Red-Green dice pool, tied for number 6 in total damage output with the Gaffi Stick + Shock Emitter (which we've already talked about at length thanks to its strong 3rd-place performance in generating keywords). This time, the Duelist's Blade finally has the ability to trigger a keyword ( Stun , thanks to the Shock Emitter ), and can do so at almost a 40% clip if it wants to (38.4%), plus have a better than 65% chance (65.2%) of dealing at least 3 damage past defense dice. It also logged the 9th best damage results when prioritizing a surge for recover (which it managed to trigger 42.3% of the time) while still dealing 3D+ more than 60% of the time (61.9%). It doesn't have the max damage ceiling that a fully tricked-out Vibro Sword has (up to 7D past defense dice), and it still needs a Tier III upgrade so there's a mission-delay issue, but it does have the best composite odds of dealing 5 or more damage past defense dice (17.5%, or approximately 1-in-6 tries) of any weapon in this group (just narrowly edging out #8). At just 500 credits, this is a cost-effective way to get very consistent damage, with the added option for flexibility.
Number 5:
Number 4:
Number 3:
Number 2:
Number 1:
So I could pontificate on why this is such a great weapon (and it is), point out its absurdly-high damage stats (70%+ at dealing 4D+, 40%+ at dealing 5D+, twice the odds of any other weapon when it comes to dealing 6D+, etc.). But since I've basically been doing that since we first stumbled on the Gaffi Stick , I'll just let this visual do the talking:
DATA DEEP-DIVE 1: "Unmoddable" Starter and Tier I Melee Weapons.
If you haven't already read the Early Campaign Extravaganza article (here), none of these weapons wound up making any of our top-10 lists. But if you want to see their data anyway, then this is the place for you!
The basics are that of these three unmoddable weapons, the only one we might end up wanting as anything more than a place-holder would be the Armored Gauntlets . But even then, the damage output we have with this weapon--while definitely an improvement over most naked starter weapons--is easily outpaced once we start adding mods to most of our weapons (especially the Vibrogenerator , Shock-Emitter , and the High-Impact Guard , and even the Balanced Hilt on some weapons, like the Vibro Sword ). Its damage especially suffers once we start spending surges on other things like surge abilities or keywords.
If we are going to settle for a weapon that we can't modify, we want a better chasis than what we get with any of these weapons. Unless we want a weapon solely to recover strain in a pinch, we should probably leave these well enough alone (or at least leave them for the newbs in your group ).
Edited by Rythbryt
DATA DEEP-DIVE 2: Starter Melee Weapons
Here's the exhaustive data for all of our starting melee weapons, sorted by how well each weapon+mod combo performs in dealing damage, triggering keywords, and generating surges. The results are broken up for each weapon by surge-hierarchy (damage-focused, keyword-focused, surge focused). Enjoy.
Diala's Plasteel Staff (Starter, 0 credits)
The shortcomings of this weapon are well-documented: its damage is generally poor (even with the Vibrogenerator , it has just barely a 50% chance of dealing 3D+ past defense dice), which is a shame because it's one of the few early campaign weapons that can Stun a target (its ability to trigger keywords is also quite poor, again due to its difficulty in dealing damage).
That said, this weapon placed very high in generating surges for non-damage abilities (like Recover ), so if you're not planning to take Diala up the "Way of the Sarlaac" (4xp) upgrade tree and are going to focus instead on strain-intensive group support abilities--like "Force Throw" (1xp), "Force Adept" (1xp), "Battle Meditation" (2xp), and "Art of Movement" (3xp)--then this can help recover an extra strain in a pinch. In the off-chance if double-resting with "Battle Meditation" isn't doing enough for you...
Davith's Heirloom Dagger (Starter, 0 credits)
This weapon is all about incidental damage: the focus is applying Bleeds and generating surges (for awesome Davith-things). If we want reliable damage--especially multiple times per activation with "Fell Swoop" (4xp)--the High-Impact Guard is probably the best bet (especially if Davith is getting a free surge from Hidden ). Otherwise, we're probably looking at a damage cap if we settle for this weapon.
DO NOT UNDER ANY CIRCUMSTANCES pair the Vibrogenerator with this weapon unless you're planning to never have Davith do Davith-things... in which case, you should let someone else play Davith. Because peak Davith is absolute awesomeness.
Gaarkhan's Vibro-Ax (Starter, 0 credits)
If you read the full write-up, the Vibro-Ax with the Vibrogenerator was our runner-up when it came to dealing damage, so this is a very solid starter that you can (a) actually afford to sit on for a few missions while your teammates upgrade their garbage weapons, and (b) can actually deal very-good-to-excellent damage with an opportune mod or two.
Bear in mind also that this weapon functions at least as well (if not better) with the cheaper melee damage upgrades ( Vibrogenerator and Energized Hilt ) as it does with the more common-place and expensive mods ( Shock Emitter and High-Impact Guard ).
Plus, if you pair this thing with the Energized Hilt and "Ferocity" (2xp), you could chuck three red dice when focused. Which is just all sorts of awesome.
Shyla's Duelist's Blade (Starter, 0 credits)
Also an excellent choice for a starter-keeper. It's significantly better at dealing damage with the Red-Green dice pool, so the Energized Hilt isn't bad if you're all about cheap consistency. For a little more, the Vibrogenerator is a good choice since (a) this weapon only surges for what amounts to +2 damage anyway (1 surge for +1D, 1 surge for Pierce 1), and (b) Shyla has ways to Recover without using surges.
The High-Impact Guard is a decent buy as well if you want a slightly higher damage ceiling and the flexibility of spending your surges on other things. But if you happen to land Shyla's reward card, "Mandalorian Heritage", definitely pass on the Guard and go straight for the Balanced Hilt . A red-green dice pool with a free surge and surge abilities for +2D, +1D, and Pierce 1 is probably the most terrifying thing 300 credits can buy.
Edited by Rythbryt