Dice Odds question: HLC Sunny with Target Lock

By Wazat, in X-Wing

3 hours ago, E Chu Ta said:

Smugly incorrect. Delicious.

The best kind of incorrect!

I was si sure of myself, I remembered being disappointed reading the FAQ...

Okay everyone, my friend DragoonKainKatarn was cool enough to look over my math and help me out. Dragoon has actual training in probability so his input helps calm my nerves -- my probability knowledge is mostly (though not entirely) based on watching half a course from The Great Courses on a plane a year ago, forgetting half of what I learned, and extrapolating from there. So I was very worried about getting a totally off-the-wall answer. ;) He says the top table looks good (lock, no focus); I just had to add a row for initially rolling 0 hits then rerolling all hits, which actually does have a tiny impact on the odds but it's not changed the results much. With that the top table should be correct!

So there's a 20.68% chance Sunny's HLC shot will add a 5th hit, if you have a lock but no focus. One in five seems pretty decent, so if you're not worried about getting shot out of the sky, I'd say lock as Sunny's action. Though Dragoon feels Sunny should usually always evade, since she flies such a delicate ship in this meta, has rock-bottom PS, and attracts inordinate amounts of aggro.

The bottom table covers what people are discussing now: you have a focus token, and spend it after HLC turns crits into hits. Then spend the lock to reroll any remaining blanks (including the case where we reroll zero dice just to trigger Sunny's ability post-focus). Assuming I'm not missing something serious, that has a 44.30% chance of adding a 5th hit. That's close enough to 50% (which we can all intuitively understand and feel) that I think every Sunny player ought to be flying her with Manaroo, just to make sure she has focus+lock+evade every round like nature intended. ^_^

Dragoon hasn't looked over the Focus table so take those odds with a grain of salt. I may have missed something. But assuming all is well, HLC Sunny with lock support is pretty awesome!

What I really want to see one day is to have sunny roll 3 (range 1) natural crit and add a 4th. I just want to see my opponent's face when that happens!

2 minutes ago, dotswarlock said:

What I really want to see one day is to have sunny roll 3 (range 1) natural crit and add a 4th. I just want to see my opponent's face when that happens!

I’ve yet to have that happen, but I’ve had 2 crits add 1 at least twice with Sunny.

I think it's better to play it safe and run Sunny with Linked Batteries, and that you'll get more hits over the lifespan for these reasons.

1 - Not as big a psychological threat so won't draw as much agro.

2 - Can take an Evade every turn and is more survivable.

3 - Has a high chance of rolling two hits thus getting 3 hits reliably.

4 - Costs 18 points not 23.

5 - Doesn't rely on wacky synergy from other ships.

I think I have had Sunny roll 2 crits and add a 3rd several times, but that 4th crit is elusive. ;)

@Boba Rick Yea I get that, and I was being partially facetious. 18-point Sunny has lots of uses, and there's a good argument for less investment in a scyk. By the same token, if I'm not running HLC it's much more tempting to equip Sunny as a Light Scyk with only a 12 point investment; at that point she's dangerous, but losing her is trivial. Also if I'm running Manaroo, she's able to support the entire team, alternating between ships as needed while acting as a blocker. You're never going to run Manaroo only to support Sunny -- the rest of the team is happy to have her too. I recently had Manaroo + K4 Security Droid supporting 3 HLC scyks and had a grand time with it (that's where the 3 sequential 5-hit shots happened, and Sunny was off to the side supporting herself while Manny helped others more under threat of shots). The rest of your fleet largely determines what you'll be doing with Sunny.

1 hour ago, Wazat said:

I think I have had Sunny roll 2 crits and add a 3rd several times, but that 4th crit is elusive. ;)

@Boba Rick Yea I get that, and I was being partially facetious. 18-point Sunny has lots of uses, and there's a good argument for less investment in a scyk. By the same token, if I'm not running HLC it's much more tempting to equip Sunny as a Light Scyk with only a 12 point investment; at that point she's dangerous, but losing her is trivial. Also if I'm running Manaroo, she's able to support the entire team, alternating between ships as needed while acting as a blocker. You're never going to run Manaroo only to support Sunny -- the rest of the team is happy to have her too. I recently had Manaroo + K4 Security Droid supporting 3 HLC scyks and had a grand time with it (that's where the 3 sequential 5-hit shots happened, and Sunny was off to the side supporting herself while Manny helped others more under threat of shots). The rest of your fleet largely determines what you'll be doing with Sunny.

Yeah, Sunny is just fun and good either way. For 6 points you get an extra hull and a reroll that will usually create better damage... but 12 points is so trivial.

at regionals my Sunny shoots a blocked soontir at r1 and gets 3+1 hits: Soontir rolls 1 evade and dies. Awesome little thing, splash an ion cannon for extra lolz

Just need an app that plays music and coin sounds like a slot machine hitting jackpot to play whenever you roll all hits or crits.

The real question is, what is more ‘worth it’ for the points?

12 Points (Light Scyk) Filler/Variance Slot Machine Sunny

or

18 Points (Heavy + Linked) ‘Accurate’ Sunny

4 minutes ago, Innese said:

The real question is, what is more ‘worth it’ for the points?

12 Points (Light Scyk) Filler/Variance Slot Machine Sunny

or

18 Points (Heavy + Linked) ‘Accurate’ Sunny

That, of course, depends entirely on the rest of the list.

Just now, Innese said:

The real question is, what is more ‘worth it’ for the points?

12 Points (Light Scyk) Filler/Variance Slot Machine Sunny

or

18 Points (Heavy + Linked) ‘Accurate’ Sunny

That's a really tough call. I wouldn't want to lay my chips down in isolation -- the rest of the fleet matters a lot. Sometimes I'd set out to do an HLC sunny and decide to drop to 12 points to fit other stuff in the fleet, or I'd upgrade her to draw aggro or increase my damage output.

I haven't done the odds on Linked and Light Sunny shots yet. I think I should when I have the time, as that seems like it'd be really valuable info for choosing which design to field.

We have the Naked Sunny shots listed already on her wiki page (part of the reason I'm doing this thread is to nail down the calculations for shots with rerolls like Linked or Lock). Hmm... maybe "naked" is not the most professional term here. Unmodified Sunny, then.

I ask mostly out of curiosity. I’ve run her plenty in the Light variation and she either pays for herself many times over, or gets eaten. I have yet to have a match with a middle-ground.

I'd say the easiest way to include her in a fleet is Light, simply because she makes so little impact on your points. You can upgrade from there if you have the points and want to invest them, but that's the default.

With 2 dice and a lock her ability has a 34% chance of adding a 3rd hit/crit (I just took the time to calculate that btw, I was dying of curiosity; might have even done it right! ...maybe). I've been told previously that without a lock, it's 15.6% (or 22% if you have a focus token to take advantage of focus-focus-focus). It's a decent damage increase, and she's simple to use.

So to break down her actions by ability trigger chance:

Evade/Roll : 15.6% chance to add a damage, 5.3% chance to add an evade

Focus : 22% chance to add a damage, 6.8% chance to add an evade or focus

Lock : 34% chance to add a damage, 5.3% chance to add an evade. (If you have a lock and focus token, the free hit/crit/focus chance rises 38%, I think? That seems low, so maybe I'm doing it wrong.)

I am far too lazy to calculate 3-dice shots right now, at least with the method I've been using. Linked battery and Serissu also currently exceed my laziness quota. :)

On 2/9/2018 at 12:55 PM, dotswarlock said:

What I really want to see one day is to have sunny roll 3 (range 1) natural crit and add a 4th. I just want to see my opponent's face when that happens!

With my luck it will be vs a full health Ghost and it will lose only shields. :(

22 hours ago, Stoneface said:

With my luck it will be vs a full health Ghost and it will lose only shields. :(

I once rolled a purely natural 4 crit during an epic game. That`'s a 1 in a 4096 chance of happening... and it did against a lowly Z-95 which blanked on its dice. Granted, it was a nice explosion, but I would have rather inflict that on something bigger :P

On February 9, 2018 at 10:19 AM, Boba Rick said:

Makes sense, this is one of the very narrow drawbacks of a passive modification - you aren't technically spending anything so you aren't actually doing anything to trigger Sunny.

Out of curiousity, is there an actual answer to this anywhere? Because of the word "may" I would think you could reroll zero. As opposed to a card like Bossk where it uses the word "must"

22 minutes ago, piznit said:

Out of curiousity, is there an actual answer to this anywhere? Because of the word "may" I would think you could reroll zero. As opposed to a card like Bossk where it uses the word "must"

No official answer is needed. You may trigger the card. If you do, you reroll exactly one die.

Or you may choose not to trigger it at all, in which case rerolling does not happen.

The reason it works for TL is because TLs reroll any number of dice, not one or more dice.

Awesome. Thanks

I played with the 18 point LB Sunny and she was the MVP of my squad. Kept her back so she wouldn't get nuked in the first engagement. She dropped 2 crits - so that meant 3 - on a GUNBOAT and took it out, then had the finishing blow on Blackout. Meanwhile, my Asajj was limping around the mat with Structural Damage AND Damaged Sensor Array.