Good God, Luke

By reegsk, in Star Wars: Armada

1 hour ago, Ginkapo said:

Wedge rolls hits for you? Accs and crits for me.

In one of my games yesterday my opponent’s wedge took two shots against an activated Black squadron and couldn’t kill it. 12 dice: 1 hit. Poor guy. We laughed about it though. :lol:

After wave 7 release, the highest damage potential to a single target from a single activation is still out of a small ship and three squads. And it went higher than it used to be.

Yavaris (squad dial+token, double arcing forward and side+spinal armament)+Luke(squad)+B-wing+B-wing ...VS...Aspiration MC75+other

In sequence, perfect storm being assumed, not accounting for defense admittedly:

Luke attacks, hit/critical, card up and down, flips shield failure, six Shields off front face. 8 damage up. Luke attacks, hit/critical, card up and down, flips shield failure, five Shields off a face. 15 damage up, 4 cards on target. Both B-wings Max out four batches of hit/hit/critical, assuming the last two Shields get used, and all crits are direct hits, the target is down after the first B-wing finishes it's first salvo, then starts on the second target and we assume it gets through that tastes Shields to continue the exercise. And they in total will add another 16 damage. 31 damage up. Yavaris double arcs front and back with spinal, Max damage with direct hits 9 out the front, 7 out the back. Adding 16 damage.

47 potential damage total. One activation. #$&@. I don't know if there's anything stronger at that ship size class, or in any for that matter. There's a chance a Cymoon could top it. Or some other combo I'm not familiar with.

26 minutes ago, ForceSensitive said:

After wave 7 release, the highest damage potential to a single target from a single activation is still out of a small ship and three squads. And it went higher than it used to be.

Yavaris (squad dial+token, double arcing forward and side+spinal armament)+Luke(squad)+B-wing+B-wing ...VS...Aspiration MC75+other

In sequence, perfect storm being assumed, not accounting for defense admittedly:

Luke attacks, hit/critical, card up and down, flips shield failure, six Shields off front face. 8 damage up. Luke attacks, hit/critical, card up and down, flips shield failure, five Shields off a face. 15 damage up, 4 cards on target. Both B-wings Max out four batches of hit/hit/critical, assuming the last two Shields get used, and all crits are direct hits, the target is down after the first B-wing finishes it's first salvo, then starts on the second target and we assume it gets through that tastes Shields to continue the exercise. And they in total will add another 16 damage. 31 damage up. Yavaris double arcs front and back with spinal, Max damage with direct hits 9 out the front, 7 out the back. Adding 16 damage.

47 potential damage total. One activation. #$&@. I don't know if there's anything stronger at that ship size class, or in any for that matter. There's a chance a Cymoon could top it. Or some other combo I'm not familiar with.

Wait...was Yavaris at the battle of yavin? Would explain alot....

33 minutes ago, ForceSensitive said:

After wave 7 release, the highest damage potential to a single target from a single activation is still out of a small ship and three squads. And it went higher than it used to be.

Yavaris (squad dial+token, double arcing forward and side+spinal armament)+Luke(squad)+B-wing+B-wing ...VS...Aspiration MC75+other

In sequence, perfect storm being assumed, not accounting for defense admittedly:

Luke attacks, hit/critical, card up and down, flips shield failure, six Shields off front face. 8 damage up. Luke attacks, hit/critical, card up and down, flips shield failure, five Shields off a face. 15 damage up, 4 cards on target. Both B-wings Max out four batches of hit/hit/critical, assuming the last two Shields get used, and all crits are direct hits, the target is down after the first B-wing finishes it's first salvo, then starts on the second target and we assume it gets through that tastes Shields to continue the exercise. And they in total will add another 16 damage. 31 damage up. Yavaris double arcs front and back with spinal, Max damage with direct hits 9 out the front, 7 out the back. Adding 16 damage.

47 potential damage total. One activation. #$&@. I don't know if there's anything stronger at that ship size class, or in any for that matter. There's a chance a Cymoon could top it. Or some other combo I'm not familiar with.

Why didn't you use a contain against Luke? Also, you're assuming every dice roll is maxed, which, well I'm not doing the math.

2 minutes ago, geek19 said:

Why didn't you use a contain against Luke? Also, you're assuming every dice roll is maxed, which, well I'm not doing the math.

He did say perfect storm... So contains were burnt? The point, as I understand it, isn’t that this specific scenario is likely. The point is a more probable fraction of 47 damage is... still a lot of damage. And Keyan Farlander wasn’t mentioned either.

3 hours ago, geek19 said:

well I'm not doing the math.

I'm bored... I've got this.

3 hours ago, ForceSensitive said:

Luke attacks, hit/critical, card up and down, flips shield failure, six Shields off front face. 8 damage up. Luke attacks, hit/critical, card up and down, flips shield failure, five Shields off a face. 15 damage up, 4 cards on target. Both B-wings Max out four batches of hit/hit/critical, assuming the last two Shields get used, and all crits are direct hits, the target is down after the first B-wing finishes it's first salvo, then starts on the second target and we assume it gets through that tastes Shields to continue the exercise. And they in total will add another 16 damage. 31 damage up. Yavaris double arcs front and back with spinal, Max damage with direct hits 9 out the front, 7 out the back. Adding 16 damage.

I'm going to approach this with two scenarios. First, just a single roll for each die. Then, we'll assume BCC and Toryn are hanging around.

Stipulations:

  • I'm ignoring ordering in the damage deck. We'll pretend you just pull a random card out of the deck instead of drawing off the top. Just keep in mind that ordering would lower the probabilities surrounding the card draws quite drastically.
  • I'm pretending you just look through the deck and pick out whatever card you want for the face down damage card that you draw after the first Projector Misaligned. Why? Because I forgot to include the odds of accidentally drawing the second Projector Misaligned when you draw that card, and I don't want to fix the running total. There's a 98% chance you pull the card you want in this case anyway, so let's be buds and slide this under the rug.
  • I'm assuming a Toryn reroll on the blue die and a BCC on the black, exclusively. While the BCC could reroll the blue if needed, I'm not that bored.
  • I'm taking max damage from Yavaris with Spinal to be 8 damage. It's either 4 reds with all double hits for 8 damage or 3 reds with double hits and a red with a critical that pulls Structural Damage, which is still 8 damage (but has a lower probability of happening).
  • I'm also giving Yavaris a concentrate fire token for scenario two just for kicks.

The top bullet will be scenario one and the second scenario two. It will be: Probability of event [Running total probability].

  • Luke
    • hit+crit
      • .25 [.25]
      • .4375 [.4375]
    • Projector Misaligned 1 (2 / 52)
      • .0385 [.0096]
      • .0385 [.017]
    • hit+crit
      • .25 [.0024]
      • .4375 [.0073]
    • Projector Misaligned 2 (1 / 50)
      • .02 [.000048]
      • .02 [.00015]
  • B-wing 1
    • hit/crit
      • .75 [.000036]
      • .9375 [.00014]
    • hit+crit
      • .25 [.000009]
      • .4375 [.00006]
    • hit/crit
      • .75 [.0000068]
      • .9375 [.000057]
    • hit+crit
      • .25 [.0000017]
      • .4375 [.000025]
  • B-wing 1
    • hit/crit
      • .75 [1.3e-6]
      • .9375 [2.3e-5]
    • hit+crit
      • .25 [3.2e-7]
      • .4375 [1.0e-5]
    • hit/crit
      • .75 [2.4e-7]
      • .9375 [9.5e-6]
    • hit+crit
      • .25 [5.9e-8]
      • .4375 [4.2e-6]
  • Yavaris (Front Attack w/ Spinal) - 4 red die w/ all double hit
    • double hit
      • .125 [7.4e-9]
      • .234 [9.8e-7]
    • double hit
      • .125 [9.3e-10]
      • .125 [1.2e-7]
    • double hit
      • .125 [1.2e-10]
      • .125 [1.5e-8]
    • double hit
      • .125 [1.5e-11]
      • .125 [1.9e-9]
  • Yavaris (Back Attack w/ Spinal) - 3 red die w/ all double hit
    • double hit
      • .125 [1.8e-12]
      • .125 [2.4e-10]
    • double hit
      • .125 [2.3e-13]
      • .125 [3.0e-11]
    • double hit
      • .125 [2.8e-14]
      • .125 [3.7e-12]
  • Final Percent Chance of Happening
    • 2.8e-12 %
    • 3.7e-10 %

Essentially, statistically speaking for scenario two, if this particular point in a game of Armada were to happen once every second, we would expect to see these maximum rolls at least once within a 117,326 year time span.

Edited by Astrodar
Left out a word.
18 hours ago, Blail Blerg said:

I will take a moment to respect this.

(Though, Vader isn't considered "good" in Armada I think. Decent...? Vader would be amazing if he didn't have Escort and had a Scatter.

imo Vader's issue is that he is overshadowed by maarek. Vader is stronger in anti-squad while Luke is stronger anti-ship. Vader actually has higher dps in anti-squad than maarek(ave 3.25 hits vs 3) while still retaining 3 blues ability to roll acc. but maarek ability makes his anti-ship battery more reliable as well. Hence he is the preferred jendon-receiver while Luke remains a staple yav-receiver, since they are both strong in multirole and thus more useful against different fleet-types.

Luke power is strong, but even with two Brace, he still have only 5 hull. Do all what you can to get rid of him!

Biggs can help to save him but have is own limitation.

Try to not let Luke near your ship. He is like the plague, once he touch you, it's too late! ;)

1 hour ago, Muelmuel said:

imo Vader's issue is that he is overshadowed by maarek. Vader is stronger in anti-squad while Luke is stronger anti-ship. Vader actually has higher dps in anti-squad than maarek(ave 3.25 hits vs 3) while still retaining 3 blues ability to roll acc. but maarek ability makes his anti-ship battery more reliable as well. Hence he is the preferred jendon-receiver while Luke remains a staple yav-receiver, since they are both strong in multirole and thus more useful against different fleet-types.

Also, Maarek doesn't have Escort, allowing you to protect your investment. There are precious few ways to stop Vader getting annihilated immediately.

I was assuming perfect rolls and no defense, just to demonstrate potential. As I prefaced it before. I DID however totally buck up the ships damage. It's 8 out the front and six or the back. 41 Max. I was assuming a cross in a dice pool that couldn't produce eight base same with a critical.

When I analyze a game component, I personally look at min, max, and what I call common, and goal. Like for me in Armada, I consider a ship damage pool goal, before we apply defense, to be 3 damage plus critical in any combination of dice. That's what I would call a solid start to an attack. More is of course awesome, but this goal would be a solid progression. Fortunately I find that many ships actually roll just about that as a 'common' roll anyway. Fighters of course require three stands to pull this off unless they are dedicated bombers, which can optimally do it alone. For example B-wing stands.

Moral is, I like to know what a perfect storm looks like because while it will never actually happen, it does give me an idea of how important a game piece can be. Which in the case of the Yavaris is clearly born or by the evidence of tournament postings.

19 hours ago, Thrindal said:

Two of those Arquitens were mine, it was brutal and there was very little I could do about it once it started. Tarkin will have his revenge some day! Build me a class 4 moon with a big gun!

Chancellor, Class-4 moons with big guns are Luke's speciality.

On 2018. 02. 04. at 4:06 AM, Audio Weasel said:

Obviously Arquitens have a design flaw involving a trench of some kind

They die in Rebels like they had no shields and no armor, Hera takes out one in like every second episode...

5 hours ago, Muelmuel said:

imo Vader's issue is that he is overshadowed by maarek. Vader is stronger in anti-squad while Luke is stronger anti-ship. Vader actually has higher dps in anti-squad than maarek(ave 3.25 hits vs 3) while still retaining 3 blues ability to roll acc. but maarek ability makes his anti-ship battery more reliable as well. Hence he is the preferred jendon-receiver while Luke remains a staple yav-receiver, since they are both strong in multirole and thus more useful against different fleet-types.

Vader's problem is he doesn't feel right. Nor is he all that useful. And he's easy to kill.

The only good thing about him is his accented damage, which is in line with his flavor feel.

The other problem is that FFG at this time has no way of fixing this. So... it will likely remain that way. Until they either do squadron upgrades, or variants, or the game changes fundamentally so drastically that Vader becomes "good" (wouldn't hold my breath for this one, he's just not good enough in a distinguishing way that something promising will synergize well with him.)

1 hour ago, Blail Blerg said:

Vader's problem is he doesn't feel right. Nor is he all that useful. And he's easy to kill.

The only good thing about him is his accented damage, which is in line with his flavor feel.

The other problem is that FFG at this time has no way of fixing this. So... it will likely remain that way. Until they either do squadron upgrades, or variants, or the game changes fundamentally so drastically that Vader becomes "good" (wouldn't hold my breath for this one, he's just not good enough in a distinguishing way that something promising will synergize well with him.)

I’m hoping they will do something akin to Han in the Falcon & a new Lando in the Falcon card.

I don’t see why they couldn’t do a new Vader unit with different stats & you can have one or the other.

Im still hoping for a Marek Steele in a TIE Avenger ?

5 minutes ago, ISD Avenger said:

I’m hoping they will do something akin to Han in the Falcon & a new Lando in the Falcon card.

I don’t see why they couldn’t do a new Vader unit with different stats & you can have one or the other.

Im still hoping for a Marek Steele in a TIE Avenger ?

@Drasnighta ^_^

2 hours ago, Blail Blerg said:

Vader's problem is he doesn't feel right. Nor is he all that useful. And he's easy to kill.

The only good thing about him is his accented damage, which is in line with his flavor feel.

The other problem is that FFG at this time has no way of fixing this. So... it will likely remain that way. Until they either do squadron upgrades, or variants, or the game changes fundamentally so drastically that Vader becomes "good" (wouldn't hold my breath for this one, he's just not good enough in a distinguishing way that something promising will synergize well with him.)

I think that it's possible that this wave brings enough to give Vader a role in the squad. I need to test this, but one can make him into Imperial Shara Bey (counter 2 with crits counting + Soontir damage)

He can't scatter, rush him!

*completely gives into Captain Canady voice*

TAKE DOWN THAT BOMBER!

IMO, a better Vader ability would be that he gives other friendly squads at D1 escort...

20 minutes ago, OgRib said:

IMO, a better Vader ability would be that he gives other friendly squads at D1 escort...

Valen's ability is what Vader should have had, if we're going for that kind of effect. Giving everyone escort means your other escorted ships suddenly become vulnerable.

48 minutes ago, OgRib said:

@Valca I figure that's pretty much what flying next to Anakin Skywalker does - it's very dangerous to be Vader's wing mate

I always found it funny that the Empire tends to fly in 3 TIE groups...the British "Vic" from early WWII. Apparently it works out just as well for the Imperials on screen as it did for the Brits against the German Rotte : not flexible enough to deal with the fluidity of small-ship combat! Vader needs to tell his wingmen to quit trying to steal his kills; just keep their head on a swivel to watch for threats while he does the killing! Blowing up, saying, "Look out!", then crashing into a wall at the first sign of a YT-1300 doesn't cut it!

Edited by RobertK
16 hours ago, DOMSWAT911 said:

Luke power is strong, but even with two Brace, he still have only 5 hull. Do all what you can to get rid of him!

Biggs can help to save him but have is own limitation.

Try to not let Luke near your ship. He is like the plague, once he touch you, it's too late! ;)

Keeping him away is tough. Intel makes avoiding your squads easy, and the list I was running had FCT, Adar and AFFM. He was moving 1+4+4 if he had to.

EDIT - This also meant that he could go 1+4 and still triple-tap. Or, if I was first player, he could attack your ship, then fly out of flak range, untap and wait for your ship to move closer, then Yavaris double-tap. Worst case scenario, if we're tied on activations, he could attack, fly, untap, and wait for your ship in the squadron phase.

Edited by reegsk

Next-level Luke play means spacing out obstacles perfectly so that Luke can hop from one to the next, and they turn off his Escort ability.

3 hours ago, Nostromoid said:

Next-level Luke play means spacing out obstacles perfectly so that Luke can hop from one to the next, and they turn off his Escort ability.

I got a doubt here... Squadron on an obstacle, means that attacks vs him are treated as obstructed, but what about his own attacks?

2 hours ago, Ritalbringer said:

I got a doubt here... Squadron on an obstacle, means that attacks vs him are treated as obstructed, but what about his own attacks?

They will also be obstructed if he is entirely on the obstacle.

For both squadrons and ships, obstruction occurs any time line of site crosses an obstacle or a ship not involved in the attack.