8 minutes ago, Dengar5 said:I use a different simpler approach. Plus I disagree with some of the results of your ancient outdated Mathwing numbers. They have been a useful point of reference to confirm that my model is providing useful results. Here are some factors where I suspect our models differ:
- I discount 2-attack below 3-attack by a wider margin. The ratio between these two is highly subjective & open to interpretation.
- I use 3-attack ships as the baseline because it is the most common attack profile.
- With TLT gone, 3-agility is more valuable than ever. 1-agility is overvalued in original Mathwing.
- I apply an 'early death factor' to account for 1-shotted TIE fighters. This was a helpful breakthrough. It's a curve to devalue ships that die faster.
It would be interesting to know a cost estimate you have for one of the new mobile arc turrets. Your model is likely better at costing those.
I have 3/2/x/x as doing about 70% more damage than 2/3/x/x. That said, there are different philosophies on how to even calculate average expected damage across a blender of the entire meta. Basically there is the series approach and the parallel approach. Using the series approach, you have to kill each target in it's proportion to it's appearance rate in the meta, and you get scored on your overall time to get through everything. In this approach ATT2 can get "stuck" on hard to hit targets. In the parallel approach, you attack everything in the meta, and score points based on damage done and how hard that target was to hit. So if you do a bunch of damage to X and nothing to Y, at least you score some points for X, whereas you would get "stuck" on Y in the series approach. So, I'm using the parallel approach for expected damage output.
The "early death factor" is quite an interesting rabbit hole. It works both ways; it decreases low PS (now IN) ship jousting values, and it increases the jousting value of high IN ships. It's also a function of how much of a tank vs glass cannon the ship is; if a ship is very tanky then it has less of an impact, but glass cannons really want to shoot first. Interestingly I haven't worked out an exact analytical equation for this, but I do have curve fits based on empirical (simulated) data.
The new mobile arcs are interesting. I assume you mean actual mobile arc, like the shadowcaster's ATT2 arc. I haven't gotten to it yet, but I'll likely treat the expected damage as a weighted average of the front ATT3 arc, and the side ATT2 arc. In general, for effects that can have a variable rate of triggering, I just run the numbers for 0%, 10%, 20%, etc etc, up to 100%. Then you can back into it with analytical playtesting to decide what % rate corresponds to reality, and you can pick that value off as representative of real world performance. Of course if someone flies better to get a higher trigger rate then it increases the value and cost efficiency.