After "Fair Ship Rebels 2.0" (Biggs / Lowhhrick + Selflessness / Rex / Jess + DtF) started dominating tournaments in Store Championships immediately upon the weekend of its release, I decided to go back to the drawing board and do the pre-requisite math to figure out why. Eyebrow raising tournament results or strong playtesting results are always a good motivator to go back and look at the fundamentals. Unfortunately I didn't fully quantify this before release, but then I'm not getting paid to develop / playtest the game, so in a sense you get what you pay for, and besides that I couldn't have affected the outcome anyway. In general I prefer to predict game balance before launch to see that the theory has merit without confirmation bias, but we'll have to settle for a post-launch analysis in this case. In any event, I wrote up some show notes for the S&V episode #56 that I unfortunately wasn't able to be on. The notes didn't make it into the audio, but here's the pertinent snippet that have been making their rounds and I will lead in with:
Speaking of Biggs, the combination of Biggs' ability, Selflessness / Draw Their Fire, Lowhrick free evade, and Rex debuff has created a monster. Jess is a perfect fit to add as the DtF carrier with very solid jousting value. I wanted to actually be on the podcast to talk this point myself, but here’s the cliff notes anyway. This squad's ability to spread damage around fundamentally breaks the focus fire assumptions that apply to all other ships and squads, which gives it a huge advantage. [Warning: some sort-of-complex math to derive exactly how big that advantage is. We’re skipping that part here!] The individual pieces already have good jousting value, so spreading around incoming fire makes the squad worth around 115 - 120 points of total jousting value. The previous record holder was pre-nerf Parattanni at around 115 points, and we all know what that did to the game. To be fair, Parattanni has some other things going for it: PS9 arc dodger, stress control, and turret / auxiliary arc. But no squad should be worth well in excess of 100 points of jousting value unless it’s all shuttles with terrible dials. This new Biggs squad is so ruthlessly efficient that it's quantifiable power creep, and extraordinarily difficult for most lists to fight.
So now lets rewind and see how I got there. First we need to go back to the fundamentals. One of the things I did for MathWing 3.0 (not public) was to derive the closed-form equation for how much of a boost a squad gets if its damage goes down in quantized "steps" as ships are removed, vs the continuous time and steadily decreasing damage output assumptions that Lanchester's model uses. I haven't done a full literature survey yet to see if this has been previously derived elsewhere, but this is at least the first time that I am posting some of the results publicly. As an aside: I will eventually want to submit the full derivation along with other related findings (and other ongoing stuff I haven't finished yet) as an article to an applied journal of mathematics, although I haven't decided yet where would be best to publish.
Result #1:
Let us assume there are two opposing forces with perfect focus fire from both sides, and one side's damage output (which we shall call "Team X") continuously goes down as it receives damage, but the other side (which we shall call "Team Y") has damage output that goes down in staircase fashion as its combatants are removed in a quantized manner. Also let kx and ky refer to the lethality coefficient of each team's individual units. If the size of the two forces are such that both are mathematically perfectly balanced and they simultaneously kill each other, then it follows that:
XN = ( (ky / kx) * (YN2 + YN) )0.5
where Team Y and Team X have YN and XN units respectively. This leads to a closed-form solution (that I won't go into here) of the "curve fit" that I only obtained an approximation for in MathWing 1.0 and 2.0 via numerical methods. This result by itself however is relevant to the Biggs discussion.
Result #2:
If Team X's damage output is 100% defocused onto Team Y, then Team Y's damage output will remain at its initial maximum output until all YN units are simultaneously killed. Under this scenario, for Team X and Team Y to be equally matched, the size of Team X must be:
XN = ( (ky / kx) * (YN2 + YN) * 2YN / (YN + 1) )0.5
I.e. if Team X has 100% defocused fire onto Team Y, then for the two sides to remain equally balanced Team X's size must increase by:
( 2YN / (YN + 1) )0.5
The limit as YN approaches infinity is 20.5 = 1.41.
This has multiple implications for X-wing, from both a player's tactical perspective and a game designer's balance perspective. As it related to this discussion, this means that if you have N ships in your squad, if you can force your opponent to completely defocus their fire, you gain an effective points advantage of:
| ships | point multiplier |
| 1 | 1 |
| 2 | 1.155 |
| 3 | 1.225 |
| 4 | 1.265 |
| 5 | 1.291 |
| 6 | 1.309 |
| 7 | 1.323 |
| 8 | 1.333 |
The point multiplier for the theoretical 1-ship case is obviously 1.00 (i.e. no advantage) because the damage output of the one ship already starts at maximum and never decreases until it is completely dead, and focus fire vs defocus fire is meaningless when there is only one ship to shoot at.
A 4-ship list can see a maximum theoretical improvement of 26% if it completely defocuses incoming fire. In practice no squad will reach this upper limit, but the Biggs list can get pretty close. I need to do some more fundamental research and gather empirical data to quantify exactly how much of an improvement the Biggs list sees, but for now I have been estimating the improvement at 15% - 20%.
Now lets look at the specifics of the Biggs squad. The base of the list is 96 points, and the last 4 points in the list can be filled out in a variety of ways. For this example we will use Paul Heaver's list, which fills it out with Wookiee Commandos, Autothrusters, and Primed Thrusters. The backbone of the list is a highly durable Biggs behind Lowhhrick's auto-evade and R4-D6, and splitting incoming fire via Draw Their Fire (once per attack) and Selflessness (once per game, then discard).
- Biggs + R4-D6 + Integrated Astromech (26)
- Lowhhrick + Selflessness + Wookiee Commandos (30)
- Captain Rex (14)
- Jess + R2-D6 + Draw Their Fire + Autothrusters + Primed Thrusters (30)
Now lets look at the jousting value of each of these pieces individually. Note that I will be quoting two jousting value numbers: one is an "absolute" number that assumes simultaneous fire among all contestants (not reasonable), and the other is a PS-rated jousting value, where higher PS gains an advantage for removing ships before it can shoot. The PS-rated jousting values are normalized to PS2, so a PS2 Z-95's absolute jousting value and PS-rated jousting value are, by definition, the same. Deriving the PS-rated jousting value is an in-depth discussion for MathWing 3.0 and/or academic journal article that I won't get into here, but suffice to say it is a function of where the ship sits in the PS pecking order, and how much of a glass cannon it is.
Biggs
We're going to approximate him as having a 3/2/2/4 statline, completely ignoring R4-D6, and we'll give him a free evade every round via Lowhhrick's ability. With the parameters I have dialed in for MathWing 3.0, this works out to 28.7 points of JV in the absolute sense, and about 31 - 32 points at PS5 if we assume a flat distribution of pilot skill across the meta.
Lowhhrick
Lowhhrick's action economy is straightforward to model because he always reinforces, and gets a soft mod on offense via Wookiee Commandos. If his reinforce triggers while he's getting attacked, then he has an absolute JV of 24.0 points, and about 26 - 27 at PS5.
Captain Rex
Rex is a little trickier to value because he only has ATT2, but he's also lowering someone else's attack, likely from ATT3 to ATT2. So, in net, his total contribution is more as if he has an ATT3 attack: ATT2 from his own gun, and then the rest equivalently from debuffing an enemy. It can be reasonably argued that his incremental debuff is actually worth more than as having an offensive boost as modelled here due to Bigg's damage mitigation. For simplicity's sake however we will treat him as having a 3/3/3/0 statline, with the additional bonus that since he's not getting attacked for most the game, he gets to use his focus on offense, so his damage output will be modelled as having a 3/0/x/x statline. (MathWing 3.0 models a full action economy, based on stat lines and abilities.) This gives Rex an absolute JV of around 16.7, and 18-19 at PS4.
Jess Pava
We'll treat Jess here as having a 3/2/3/3 statline, plus autothrusters, and assume that she always gets full rerolls on her attack via her ability, so she's essentially got a free target lock each round. Like Rex, we will assume that she uses her focus on offense, so her damage output is modelled as having a 3+TL/0/x/x statline. Her absolute JV is 27.2 and about 29 at PS3.
Adding it all up
So lets look at it all together. All the pieces summed together provide 96.6 points of raw jousting value, before considering pilot skill. Jousting values are normalized to pilot skill 2 (by my own convention), so assuming a flat distribution of PS in the meta (not entirely accurate, as PS1 and PS2 are largely non-existent) this is worth around 105-106 points of jousting value when PS is considered.
Now we need to multiply that by the benefit from "Defocus Fire" introduced earlier. If we assume the benefit is 15% to 20%, then we we have an absolute Jousting Value of 111 - 116, and around 121 - 126 when a flat PS distribution is assumed.
So, how much jousting value is the squad really worth? It's hard to tell without doing a more precise analysis. Some of the approximations are slightly uncertain:
- I'm assuming the squad sees a 15% to 20% benefit of Defocus Fire, vs the maximum theoretical of 26%. But given empirical results from many games in which all four of the ships end up heavily damaged but not dead, 15% to 20% seems like a reasonable first order approximation.
Some of my approximations are overestimating the jousting value:
- Rex and Jess both get full benefit of "The Biggs Bubble" for offense in my model here, but eventually they will get shot and need to use their focus on defense.
- There's a little bit of double-counting going on in valuing ships' PS-rated jousting value and the Defocus Fire benefit. Specifically: if a squad saw the maximum 26% increase then it will still see some of the PS benefit because it can still remove ships in discrete time before they shoot, but not as much as the approximations here, because the biggs squad ships can't actually get PS killed until they're all dead. More fundamental analytical research required to tie this up and put a bow on it.
- The PS race doesn't favor the biggs squad quite as much as approximated here, because PS1 and PS2 are essentially non existent.
However, some of my approximations are undervaluing the squad:
- I'm putting zero value on R4-D6, which is in reality a tremendous value. If we assume it grants an additional 2 shields, then Biggs becomes 33.5 points of raw JV and 36 at PS5, pushing the entire squad up to about 110 points of jousting value at its PS, and that's before considering the Defocus Fire benefit of an additional 15% - 20%.
- I'm not putting any extra value on Lowhhrick's 180 degree arc.
- I'm putting zero value on Jess's primed Thrusters.
So, considering all of the above, I am very comfortable saying that the (Biggs / Lowhhrick + Selflessness / Rex / Jess + DtF) squad is worth around 115 to 120 points of jousting value, which should be a new record for the game.
And now, if you will excuse me, I will return to working on my House Rules to balance the entire game for a "Community X-wing Mod" that sozin and I are spearheading. Not coincidentally, I have changed Biggs' ability:
Once per round, the first ship that declares an attack against another friendly ship at Range 1 of you and could have targeted you instead, receives a stress token.
Edited by MajorJuggler