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dotf changes: not errata, just opinion Options
jhc36
Posted: Wednesday, December 15, 2010 12:22:23 AM
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Location: Yuuzhan'tar
Love the set...quite amazing stats and new abilities. Hands down, everyone did a wonderful job keeping this game alive and kep the interest in the game very high. But, Shimrra. 130 HPs when Lah as 200? I get it that he has master tac and 20d and 5 pts higher on def...but this guy was supposed to be the Yuuzhan Vong. His CE is ok ... like the 'ol Vader...but...I dunno...not really complaints...it just seems that the designers were getting tired by the time they got to this guy.

Nonetheless, beggars can't be choosers (Ive been a proponent of Shimrra and Yammosk since Universe) and I'm definately a beggar...so in the end I'm still happy about the piece and I of course will still play him. Just had to add my thought about him. Once again, great job guys. Keep it up.

*fingers crossed for Onimi*
billiv15
Posted: Wednesday, December 15, 2010 12:22:36 AM
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Lord_Ball wrote:
*While accuracy in this case is a matter of opinion it stands that if you can't hit the enemy no amount of bonus damage will make an ally more effective in combat.


I have no idea why you would assert OR figures can't hit the enemy. They have a lot of good attack scores, and this was never an issue in play testing of the concept. Is there a particular mini you are talking about or what?

To me, extra damage or extra attack are the same thing, making attacks more effective. The choice of one over the other is not a reflection of "accuracy" but a direct correlation to balance issues within the game play. As it were, it was determined that a damage boost was more helpful to the faction than a stat boost in this case.

But as I said, you must be talking about one particular mini, so let me know what it is.
Lord_Ball
Posted: Wednesday, December 15, 2010 12:39:51 AM
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billiv15 wrote:
Lord_Ball wrote:
*While accuracy in this case is a matter of opinion it stands that if you can't hit the enemy no amount of bonus damage will make an ally more effective in combat.


I have no idea why you would assert OR figures can't hit the enemy. They have a lot of good attack scores, and this was never an issue in play testing of the concept. Is there a particular mini you are talking about or what?

To me, extra damage or extra attack are the same thing, making attacks more effective. The choice of one over the other is not a reflection of "accuracy" but a direct correlation to balance issues within the game play. As it were, it was determined that a damage boost was more helpful to the faction than a stat boost in this case.

But as I said, you must be talking about one particular mini, so let me know what it is.


It's not really about any one figure - though proof of what I'm saying could certainly be found in the likes of the Klatooinian Enforcer (which yes is an absolutely HORRIBLE mini stat wise), it's about ability representation, to me a Damage bonus does not reflect the ability at all. A boost to attack would also keep it more in line with Battle Meditation making the new ability truely an ADVANCED version.

As I said it's certainly a matter of opinion and whether or not the OR could use a Damage boost has nothing to do with an opinion of accuracy.
Echo24
Posted: Wednesday, December 15, 2010 1:04:11 AM
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Lord_Ball wrote:
billiv15 wrote:
Lord_Ball wrote:
*While accuracy in this case is a matter of opinion it stands that if you can't hit the enemy no amount of bonus damage will make an ally more effective in combat.


I have no idea why you would assert OR figures can't hit the enemy. They have a lot of good attack scores, and this was never an issue in play testing of the concept. Is there a particular mini you are talking about or what?

To me, extra damage or extra attack are the same thing, making attacks more effective. The choice of one over the other is not a reflection of "accuracy" but a direct correlation to balance issues within the game play. As it were, it was determined that a damage boost was more helpful to the faction than a stat boost in this case.

But as I said, you must be talking about one particular mini, so let me know what it is.


It's not really about any one figure - though proof of what I'm saying could certainly be found in the likes of the Klatooinian Enforcer (which yes is an absolutely HORRIBLE mini stat wise), it's about ability representation, to me a Damage bonus does not reflect the ability at all. A boost to attack would also keep it more in line with Battle Meditation making the new ability truely an ADVANCED version.

As I said it's certainly a matter of opinion and whether or not the OR could use a Damage boost has nothing to do with an opinion of accuracy.


If you really don't think that higher damage value effects overall effectiveness of attacks (even with a very low attack value), you clearly don't understand how expected values work. On average, what's more effective, an attack needing a 2 to hit for 10 damage or an attack needing an 11 to hit for 20 damage? The average damage for the first situation is 9.5; the average value for the second is 10. The second situation is better on average. A piece in the second situation is more effective in combat.

Of course, statistical outliers and tactical analysis mess with this some (is a 5% chance to do 200 damage really better than a 95% chance to do 10?), but in most realistic situations, the expected value of "chance to hit" times "damage per hit" is the best way to measure "effectiveness" in combat, at least for attacking.

So yeah, a damage boost DOES make an ally more effective in combat.
Sithborg
Posted: Wednesday, December 15, 2010 1:14:16 AM
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It's all how you look at it. If you are looking at it in terms of pure game design, the damage boost fits more in line with the OR's pieces than an Atk boost. The Exile is the reason to play OR, and she gives them more attacks, not a better chance to hit. Extra damage follows the same philosophy, making them hit harder, not necessarily better.

And again, it is all interpretation. There is no correct way to view how something gets translated, since it is pretty abstract anyway.
billiv15
Posted: Wednesday, December 15, 2010 1:21:00 AM
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Sithborg wrote:
It's all how you look at it. If you are looking at it in terms of pure game design, the damage boost fits more in line with the OR's pieces than an Atk boost. The Exile is the reason to play OR, and she gives them more attacks, not a better chance to hit. Extra damage follows the same philosophy, making them hit harder, not necessarily better.

And again, it is all interpretation. There is no correct way to view how something gets translated, since it is pretty abstract anyway.


Yep, I view damage and attack bonuses as part of the same coin, and more importantly, that's how WotC viewed it. See all the +4 +10 attack and damage boosts for proof.

But as to upping the attack bonus of ABM, it wouldn't have worked nearly as well in terms of balance, which is what I was saying earlier. The OR needs higher damage output, not higher attack scores. And since the two can be (and should be IMO) as parts of the same thing in terms of flavor, there is no objective reason that ABM should be only for attack ratings - when both are abstract ways of representing an attack in general.

Further, there was no intention to make ABM a simple upgrade to BM - as BM was a very poorly designed force power to begin with, and was not even close to being a good representation of Battle Med. We decided to scrape it and come up with a new version altogether.

When you actually play with ABM, it feels much more like BM should than BM ever did. So in that light, it's much more accurate than the original. You are grasping as straws on this one I think.

As to your choice of mini - lol nothing more to say.
Lord_Ball
Posted: Wednesday, December 15, 2010 1:46:30 AM
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Echo24 wrote:
Lord_Ball wrote:
billiv15 wrote:
Lord_Ball wrote:
*While accuracy in this case is a matter of opinion it stands that if you can't hit the enemy no amount of bonus damage will make an ally more effective in combat.


I have no idea why you would assert OR figures can't hit the enemy. They have a lot of good attack scores, and this was never an issue in play testing of the concept. Is there a particular mini you are talking about or what?

To me, extra damage or extra attack are the same thing, making attacks more effective. The choice of one over the other is not a reflection of "accuracy" but a direct correlation to balance issues within the game play. As it were, it was determined that a damage boost was more helpful to the faction than a stat boost in this case.

But as I said, you must be talking about one particular mini, so let me know what it is.


It's not really about any one figure - though proof of what I'm saying could certainly be found in the likes of the Klatooinian Enforcer (which yes is an absolutely HORRIBLE mini stat wise), it's about ability representation, to me a Damage bonus does not reflect the ability at all. A boost to attack would also keep it more in line with Battle Meditation making the new ability truely an ADVANCED version.

As I said it's certainly a matter of opinion and whether or not the OR could use a Damage boost has nothing to do with an opinion of accuracy.


If you really don't think that higher damage value effects overall effectiveness of attacks (even with a very low attack value), you clearly don't understand how expected values work. On average, what's more effective, an attack needing a 2 to hit for 10 damage or an attack needing an 11 to hit for 20 damage? The average damage for the first situation is 9.5; the average value for the second is 10. The second situation is better on average. A piece in the second situation is more effective in combat.

Of course, statistical outliers and tactical analysis mess with this some (is a 5% chance to do 200 damage really better than a 95% chance to do 10?), but in most realistic situations, the expected value of "chance to hit" times "damage per hit" is the best way to measure "effectiveness" in combat, at least for attacking.

So yeah, a damage boost DOES make an ally more effective in combat.

Seriously?
Klatooinian Enforcer Vs Revan, SL - Needs a 20 to hit will deal 30 damage (5% Chance)
or (if ABM granted +4 Attack) +5 vs 22 - needs 17+ to hit for 10 (20% Chance)
One can expect that the Enforcer will need approximately 100 attacks to chew through Revan HP at +1 for 30
as opposed to a mere 65 attacks dealing 10 damage

Math:
100*.05 = 5*30 Damage = 150 = Dead Revan
65*.2 = 13*10 Damage (assuming no crits) = 130 = Dead Revan
Echo24
Posted: Wednesday, December 15, 2010 2:04:14 AM
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Lord_Ball wrote:
Echo24 wrote:
Lord_Ball wrote:
billiv15 wrote:
Lord_Ball wrote:
*While accuracy in this case is a matter of opinion it stands that if you can't hit the enemy no amount of bonus damage will make an ally more effective in combat.


I have no idea why you would assert OR figures can't hit the enemy. They have a lot of good attack scores, and this was never an issue in play testing of the concept. Is there a particular mini you are talking about or what?

To me, extra damage or extra attack are the same thing, making attacks more effective. The choice of one over the other is not a reflection of "accuracy" but a direct correlation to balance issues within the game play. As it were, it was determined that a damage boost was more helpful to the faction than a stat boost in this case.

But as I said, you must be talking about one particular mini, so let me know what it is.


It's not really about any one figure - though proof of what I'm saying could certainly be found in the likes of the Klatooinian Enforcer (which yes is an absolutely HORRIBLE mini stat wise), it's about ability representation, to me a Damage bonus does not reflect the ability at all. A boost to attack would also keep it more in line with Battle Meditation making the new ability truely an ADVANCED version.

As I said it's certainly a matter of opinion and whether or not the OR could use a Damage boost has nothing to do with an opinion of accuracy.


If you really don't think that higher damage value effects overall effectiveness of attacks (even with a very low attack value), you clearly don't understand how expected values work. On average, what's more effective, an attack needing a 2 to hit for 10 damage or an attack needing an 11 to hit for 20 damage? The average damage for the first situation is 9.5; the average value for the second is 10. The second situation is better on average. A piece in the second situation is more effective in combat.

Of course, statistical outliers and tactical analysis mess with this some (is a 5% chance to do 200 damage really better than a 95% chance to do 10?), but in most realistic situations, the expected value of "chance to hit" times "damage per hit" is the best way to measure "effectiveness" in combat, at least for attacking.

So yeah, a damage boost DOES make an ally more effective in combat.

Seriously?
Klatooinian Enforcer Vs Revan, SL - Needs a 20 to hit will deal 30 damage (5% Chance)
or (if ABM granted +4 Attack) +5 vs 22 - needs 17+ to hit for 10 (20% Chance)
One can expect that the Enforcer will need approximately 100 attacks to chew through Revan HP at +1 for 30
as opposed to a mere 65 attacks dealing 10 damage

Math:
100*.05 = 5*30 Damage = 150 = Dead Revan
65*.2 = 13*10 Damage (assuming no crits) = 130 = Dead Revan


I'll second Bill's "lol" at your example. First off, to do 130 damage, it takes approximately 87 attacks needing a 20 for 30 damage each, so I'm not sure why you chose 100 attacks. Secondly, I mentioned that statistical outliers messes it up. You picked almost the farthest out statistical outlier imagineable. Lets do a more realistic example, shall we?

Atton Rand vs Revan, getting Cunning Attack

with +4 attack: Attacks at +20, needs 2s. 0.95*40 damage = 38 damage per shot
with +10 damage: Attacks at +16, needs 6s. 0.75*50 damage = 37.5 damage per shot.


Mira vs Revan

with +4 attack: Attacks at +20, needs 2s. 0.95*20 damage = 19 damage per shot
with +10 damage: Attacks at +16, needs 6s. 0.75*30 damage = 22.5 damage per shot.


Sithborg
Posted: Wednesday, December 15, 2010 2:12:49 AM
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Considering I don't think Advanced Battle Meditation was ever going to deal with Combined Fire, it is unfair to say whether an Atk boost vs a Dam boost is more inline with the original. A dam boost is inline with what the OR has recieved so far.
NickName
Posted: Wednesday, December 15, 2010 2:14:39 AM
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Lord_Ball wrote:
Seriously?
Klatooinian Enforcer


No one will play a Klatoonian Enforcer with either version of ABM so it's not really a good example. Try some pieces with the more typical +8 or better Attack values that actually might get played and you'll see the math turns around. It can be fairly modest either way, so their isn't too much point in arguing that it really should do 3% more average damage in case X to be a "true" representation of the concept. Tongue

Both methods give an increase to average damage when compared to the baseline vs compared to either other.
Echo24
Posted: Wednesday, December 15, 2010 2:34:36 AM
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I had to wrap that last post up because I was getting off of work, but here are more examples!

All examples against a baseline of 22 defense

Dash with opportunist:

+4 attack: 0.65*20 = 13 damage per shot
+10 damage: 0.45*30 = 13.5 damage per shot

Jedi Battlemaster:

+4 attack: 0.7*20 = 14 damage per shot
+10 damage: 0.5*30 = 15 damage per shot

Boba Fett Mercenary with Cunning

+4 attack: 0.95*30 = 28.5 damage per shot
+10 damage: 0.75*40 = 30 damage per shot

Boba Fett Mercenary without Cunning

+4 attack: 0.75*20 = 15 damage per shot
+10 damage: 0.55*30 = 16.5 damage per shot


And on and on and on....


Like NickName said, though, it's really not much of a difference either way. But with reasonable examples, the edge actually goes to +10 damage being a better bonus than +4 attack. The only time the +4 attack is better is for very low attack values (against 22 defense, a character doing 10 damage would have to have an attack of 4 or less to benefit more from the +4 attack).
Lord_Ball
Posted: Wednesday, December 15, 2010 2:41:28 AM
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Yeah I know the Enforcer is terrible (I forgot just how bad they were until I traded for some for customs), but I wanted to pay homage to his extreme lack of enforcement, so I've used him in my example.

Echo24 wrote:
Atton Rand vs Revan, getting Cunning Attack

with +4 attack: Attacks at +20, needs 2s. 0.95*40 damage = 38 damage per shot
with +10 damage: Attacks at +16, needs 6s. 0.75*50 damage = 37.5 damage per shot.


Mira vs Revan

with +4 attack: Attacks at +20, needs 2s. 0.95*20 damage = 19 damage per shot
with +10 damage: Attacks at +16, needs 6s. 0.75*30 damage = 22.5 damage per shot.


Since SWM (and I doubt you're going to be using Bastila's ABM outside of SWM) does not deal with damage outside of multiples of 10 rounding these numbers would give Atton 40/40 and Mira 20/20, also the reason I used 100 (which granted may not be entirely fair) in my example as at 30 damage per shot he'd deal 150 Damage before chewing through Revans 130 HP, but even at your 87 that's more than the 65 it'd take in the other case.
Weeks
Posted: Wednesday, December 15, 2010 2:47:24 AM
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Getting higher attack is easy. Wicket, Combine fire, R4 droid, Flanking support, Malak's ce, or for that matter any future ce's the old republic might get. However getting +10 damage with unlimited range and no way to stop it has never ever been in the game before. OR hasn;t ever had trouble hitting stuff (outside of carth who sucks and no one plays anyway). They do however have trouble killing stuff.

Example of why ABM is good. Bastilla uses ABM, same round give Mira a shot with the OR senetor. That's 70 damage from 2 shots first one 40 second one 30. This combo pretty much autokills just about everything in the Rebel Faction (assuming you have the shot) AND they can't evade it. The +10 damage also stacks with any other damage booster the OR might get.

+10 damage as proven with math by Echo24 is much much better then the +4 attack.
Echo24
Posted: Wednesday, December 15, 2010 2:53:15 AM
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Lord_Ball wrote:
Yeah I know the Enforcer is terrible (I forgot just how bad they were until I traded for some for customs), but I wanted to pay homage to his extreme lack of enforcement, so I've used him in my example.

Echo24 wrote:
Atton Rand vs Revan, getting Cunning Attack

with +4 attack: Attacks at +20, needs 2s. 0.95*40 damage = 38 damage per shot
with +10 damage: Attacks at +16, needs 6s. 0.75*50 damage = 37.5 damage per shot.


Mira vs Revan

with +4 attack: Attacks at +20, needs 2s. 0.95*20 damage = 19 damage per shot
with +10 damage: Attacks at +16, needs 6s. 0.75*30 damage = 22.5 damage per shot.


Since SWM (and I doubt you're going to be using Bastila's ABM outside of SWM) does not deal with damage outside of multiples of 10 rounding these numbers would give Atton 40/40 and Mira 20/20, also the reason I used 100 (which granted may not be entirely fair) in my example as at 30 damage per shot he'd deal 150 Damage before chewing through Revans 130 HP, but even at your 87 that's more than the 65 it'd take in the other case.


Yes, SWM does deal with multiples of 10, but that doesn't mean you should round the numbers off. Doing so simplifies the equations, but makes it less accurate. And rounding at this point is especially dangerous.

For example, translate the damage per shot into how many shots it takes Mira to kill Revan. At 19 damage per shot, it takes 130/19 shots to kill him, or 6.84. At 22.5 damage per shot it takes 130/22.5 shots, or 5.77. These numbers are much safer to round, so you can say it takes ~7 shots to kill Revan with +4 attack and ~6 with +10 damage. That means it takes a whole extra round to kill Revan with +4 attack instead of +10 damage, which can be very very significant.

Don't ever round numbers until the very end of the calculations.
Lord_Ball
Posted: Wednesday, December 15, 2010 3:17:50 AM
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Arbitrary rounding/#'s asside (yes it's all arbitrary as the dice gods will prove when you roll 7 1's in a row!)

NickName wrote:
Try some pieces with the more typical +8 or better Attack values that actually might get played and you'll see the math turns around. It can be fairly modest either way, so their isn't too much point in arguing that it really should do 3% more average damage in case X to be a "true" representation of the concept. Tongue


This is actually a much better platform to start from to illustrate my opinion - +10 damage helps out already decent figures, whereas the ones that could use the help are pushed asside even further (though I don't think you could ever get enough help for the Klatooinian Enforcer). It's true that the +4 attack is less effective on figures with higher attack values, but +10 damage is really just as unneccessary for most of those figures.
FlyingArrow
Posted: Wednesday, December 15, 2010 3:27:55 AM
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Weeks wrote:

+10 damage as proven with math by Echo24 is much much better then the +4 attack.


To be fair, Echo just showed that they're about the same in most circumstances. The one that is actually better really depends on the situation. If you have a very low chance of hitting (like a Klatooinian Enforcer) then an attack boost is more helpful. If you are always hitting then a damage boost is more helpful. (+4 attack doesn't do all that much for GMLS in most circumstances.) Also, if you do enough damage to kill something already, more damage does nothing for you.

Chance of hitting * Damage = expected damage. As an analogy, picture Chance of Hitting and Damage as two sides to a rectangle... Expected Damage is the area inside the rectangle. You increase the expected damage most by increasing whichever of the two sides is smaller.

Also, there's more to probability than just expected value. There's also the variance (standard deviation). Higher attack and higher damage both increase expected damage, but higher attack produces more consistent damage than a damage bonus.

In some cases, low variability (with the same expected value) is better. If you're facing a bunch of 20 HP pieces, it's better to consistently do 20 damage than to sometimes do 40 (where the extra 20 is wasted) and sometimes do 0.

In other cases, high variability (with the same expected value) is better - for example, if facing an AT-ATs DR20 you'd rather hit hard every once in a while than hit for 20 damage every time... since the lower damage amounts are negated anyway.

Basically, determining which is better between +4 attack or +10 damage is very situational. Not just to the character getting the bonus but also to the opponent being attacked.
Demosthenes
Posted: Wednesday, December 15, 2010 3:35:48 AM
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I'm loving all the new ideas I'm getting about SWM using DotF pieces, and think that the design team did a great job.

My only complaint is a minor one. I realize that keeping the reverse side of all the cards uniform probably saved money on printing costs, but I really would've liked some way to differentiate the backside of the cards.

I store most of my cards in a binder with card pages, and with the WotC cards I had the art side facing out and stats on the back. With the DotF cards, I display them the same way, but now all of them, in browsing through the binder, look the same on the face-up side, which is a bit frustrating. Something as simple as having the piece's name on the back side somewhere would be nice.

Again, it's a minor gripe, but something I think would be a simple fix for the next set, and would look great.
billiv15
Posted: Wednesday, December 15, 2010 3:41:54 AM
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Demosthenes wrote:


Again, it's a minor gripe, but something I think would be a simple fix for the next set, and would look great.


Its a cost issue. The uniform backing saved us like $500. Given that, I doubt we are going to change it (even if we agree with you, which we all pretty much do).
Demosthenes
Posted: Wednesday, December 15, 2010 3:46:59 AM
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Wow, that's costly. I definitely understand the decision to go with the uniform background, then.
billiv15
Posted: Wednesday, December 15, 2010 3:54:18 AM
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Demosthenes wrote:
Wow, that's costly. I definitely understand the decision to go with the uniform background, then.


Wait, I forgot something else. The extra $500 was to go to a color uniform backing, not a different one for each card. To do color different backgrounds for every card was more like double the money or something (another $1500 I think it was). So yeah, you can see why we went that way. Sorry I misspoke a moment ago :)
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