GrumpySmurf1002 wrote: Phaserhawk wrote: Snip very good analysis This is more devils advocate than anything, stand by my previous thought that one to one may not be proper analysis. We're making the assumption Patch is balanced relative to the tier. I think he is, but let's look at him compared to one star below. Based on the Devs quote, the math says that a 3* should have 130% of damage and 130% of health of a 2*. That holds for Wolvie health, accounting for auto-regen. 4998 * 1.36 = 6800. (also holds for Patch->XForce, health gap is 161%) Adamantium does 3175 for 12 AP. Scaled up by 1.3 gives 4127 for 12AP, 344 per AP. Feral Claws does 574 for 6AP, plus strength 45 strike (conditional). Scaled up that's 746 for 6, plus 52 strike tile. 124.3 per AP Comparatively speaking, Patch dwarfs the AP efficiency of his 2* counterpart. However, interestingly enough, applying the relative scalers, 4* should be 208% that of a 2*, and Feral scaled 208% gives 258.5 per AP, which is somewhat in line with XForce Green expected damage (with the strike tiles offsetting the cascades). So, nerf Patch. (JUST KIDDING PLEASE DON'T DO THIS)
Phaserhawk wrote: Snip very good analysis
Demiurge_Will wrote: KrazyKeylime wrote: you still haven't addressed the extreme cost/rarity of 4*s if they are just going to be slightly better then 3 *. 4-stars can attain about 160% of the health and deal roughly 160% of the damage as 3-stars can. If you wanted to turn health and damage into a single measure of effectiveness, you'd multiply them together - one 4-star at max level is about 2.6 times as effective as a 3-star at max level. That's less than the roughly 170% more health/damage and 3x the overall effectiveness that 3-stars can get relative to 2-stars, but I think it qualifies as more than just slightly better.
KrazyKeylime wrote: you still haven't addressed the extreme cost/rarity of 4*s if they are just going to be slightly better then 3 *.
bonfire01 wrote: 4-stars can attain about 160% of the health and deal roughly 160% of the damage as 3-stars can. If you wanted to turn health and damage into a single measure of effectiveness, you'd multiply them together - one 4-star at max level is about 2.6 times as effective as a 3-star at max level. That's less than the roughly 170% more health/damage and 3x the overall effectiveness that 3-stars can get relative to 2-stars, but I think it qualifies as more than just slightly better. so needs to be 1.7x not 1.3x. He's saying 170% damage, 170% health which overall is 3x the effectiveness cause 1.7x1.7= 2.89 which is close to 3... So adamantine slash = 5398 dmg or 449 damage per AP etc etc.
2nd edit: English is hard.
bonfire01 wrote: An "average" board, not accounting for preferential matching is about 8 tiles of a given colour. So "an average" Surgical strike is 8x781 damage = 6248 damage and chance of cascades I got a plan is a CD tile for 1044 in strikes, needing 6 damage instances to have a similar impact, more = more impact OFC depending on tile protection BUT..... 160% damage difference means 1044x1.6 = 1670 in strikes if it's a 4* ability.... so 4 damage instances to beat the SS damage. I think I would prefer that skill, others might prefer pure damage. I think it's not a stretch to consider it equivalent (ish).
Hayek wrote: bonfire01 wrote: An "average" board, not accounting for preferential matching is about 8 tiles of a given colour. So "an average" Surgical strike is 8x781 damage = 6248 damage and chance of cascades I got a plan is a CD tile for 1044 in strikes, needing 6 damage instances to have a similar impact, more = more impact OFC depending on tile protection BUT..... 160% damage difference means 1044x1.6 = 1670 in strikes if it's a 4* ability.... so 4 damage instances to beat the SS damage. I think I would prefer that skill, others might prefer pure damage. I think it's not a stretch to consider it equivalent (ish). Something to take into account with this comparison is that your cd tile can get destroyed, overridden, stolen, etc.. and it takes 2 turns for any damage to begin. Playing against AI R&G when they have enough blue for "I got a Plan" is not nearly as scary as when AI gets 11 black with XF. My point is that players can react to R&G's blue, and in some instances it will end up doing absolutely nothing. And that's accounted for in the budgeting of the skill.
morph3us wrote: I suppose the other thing that we haven't factored into this discussion is the relative AP cost of each ability, X-Force being 8AP, and Blammo being 10AP. Presumably, that factors into the devs' overall weighting equation too, but it's hard to see that a decrease in cost of 2AP is worth the overall loss in damage production efficiency between the two abilities.
Raffoon wrote: Well put original post. Someone did something similar with 4Thor though, and there still hasn't been any word on her ever getting fun again. I'll upvote, but I won't hold my breath. (I will hold my wallet though )
bonfire01 wrote: Raffoon wrote: Well put original post. Someone did something similar with 4Thor though, and there still hasn't been any word on her ever getting fun again. I'll upvote, but I won't hold my breath. (I will hold my wallet though ) I might have previously compared a 160% Mystique's 19AP stun into damage combo with post nerf 4Thor's 19AP stun into damage combo and suggested that it showed they overnerfed 4Thor.... and they might have ignored it.
Nivrax wrote: bonfire01 wrote: Raffoon wrote: Well put original post. Someone did something similar with 4Thor though, and there still hasn't been any word on her ever getting fun again. I'll upvote, but I won't hold my breath. (I will hold my wallet though ) I might have previously compared a 160% Mystique's 19AP stun into damage combo with post nerf 4Thor's 19AP stun into damage combo and suggested that it showed they overnerfed 4Thor.... and they might have ignored it. Thor generates charged tiles. In pre-nerf version, it seemed like they valued them very low as both sides will be able to make use of them, with casting player having advantage of one move. That worked fine except when you realize that you can manipulate or stun enemy characters so you can gobble them by yourself. After changes, they seemed to go overboard in other direction and value them as if you are able to always gain full value of extra AP and enemy never matching single one. Just look at Ragnaros blue. Even if you value 1 fake heal as 1 true damage (which is wrong, fake heals have to be stronger or free compared to damage or they will never be used... but it's how they are balanced now) Bagrag does 1750 Healing + 3 charged tiles while Torch does 3400 damage and refunds 2 Red (value of boost 1 charged tile would give, automatically collected). Now, if you have actual game situation, for 8AP: Rag will heal for 1750 and take 2 charged tiles while enemy takes one, you have gained 2AP over enemy 'discounting' ability to be worth 6 AP. Torch meanwhile will do 3400 damage and gain 2AP, making ability worth 6AP. Even if you value heal as strong as damage, Bagrag does half what Torch does for comparably costed abilities. Thus my theory that all charged tiles are balanced that you always collect all of them, that's only remote way to say new Rag ability is balanced cost wise. That's why they don't see Mystique combo same as Thor combo. Thor seems to be valued as if it's discounted by charged tiles.
bonfire01 wrote: Don't want to derail onto talking about poor old 4Thor though
Nivrax wrote: bonfire01 wrote: Don't want to derail onto talking about poor old 4Thor though I'm bringing this up because I don't think valuing abilities purely on damage/AP is right and that even for similar abilities it might not be right or different from how devs see it. Like comparing X-Force to Blammo, we speculate on pure damage to AP ratio, not knowing what 'base' cost of a shakeup is. Juggs have one that is pure boardshake, deal only damage based on destroyed tiles, is valued at 6 and I don't think many would say it needs a buff. So if a shake is valued at 6, then XF damage is worth 2 and Blammo damage is worth 4. This is all theory, but in order to know 'why skills cost X' we would need a real breakdown from devs how they see abilities and how they value side effects like boardshake, stun and charged tiles or difference in costs.
bonfire01 wrote: (well they specifically said damaging but once you factor in the fact they said secondary abilities have a value that takes a chunk out of expected damage that means they should be scaling too). That seems to break down when it comes to starting at 1*s... if you take the % increases from 1* to 2* then 3* then 4* that makes unstoppable crash's tile shatter worth almost no AP once you reach 4* land.
bonfire01 wrote: Nivrax wrote: bonfire01 wrote: Raffoon wrote: Well put original post. Someone did something similar with 4Thor though, and there still hasn't been any word on her ever getting fun again. I'll upvote, but I won't hold my breath. (I will hold my wallet though ) I might have previously compared a 160% Mystique's 19AP stun into damage combo with post nerf 4Thor's 19AP stun into damage combo and suggested that it showed they overnerfed 4Thor.... and they might have ignored it. Thor generates charged tiles. In pre-nerf version, it seemed like they valued them very low as both sides will be able to make use of them, with casting player having advantage of one move. That worked fine except when you realize that you can manipulate or stun enemy characters so you can gobble them by yourself. After changes, they seemed to go overboard in other direction and value them as if you are able to always gain full value of extra AP and enemy never matching single one. Just look at Ragnaros blue. Even if you value 1 fake heal as 1 true damage (which is wrong, fake heals have to be stronger or free compared to damage or they will never be used... but it's how they are balanced now) Bagrag does 1750 Healing + 3 charged tiles while Torch does 3400 damage and refunds 2 Red (value of boost 1 charged tile would give, automatically collected). Now, if you have actual game situation, for 8AP: Rag will heal for 1750 and take 2 charged tiles while enemy takes one, you have gained 2AP over enemy 'discounting' ability to be worth 6 AP. Torch meanwhile will do 3400 damage and gain 2AP, making ability worth 6AP. Even if you value heal as strong as damage, Bagrag does half what Torch does for comparably costed abilities. Thus my theory that all charged tiles are balanced that you always collect all of them, that's only remote way to say new Rag ability is balanced cost wise. That's why they don't see Mystique combo same as Thor combo. Thor seems to be valued as if it's discounted by charged tiles. Yep, they seem to value charged tiles VERY highly now...... I would say overly much considering the comparison of Mystique's 19AP combo to 4Thor's implies they value those 5 charge tiles as more than Mystiques possible stealing AND about 4k damage... so 800 damage per charge tile approx value less whatever offensive potential you knock off for the difference in health (assuming the 160% claim is about right). Don't want to derail onto talking about poor old 4Thor though