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Deaths_Baine wrote: you can bodygaurd the 20 from boba fett and you can reflect the damage back to him, you still die, but he takes the damage as well. Yeah there are ways to prevent some of the damage that Mace throws out, but that it true of every melee piece, so what is your argument? that people with makashi are good against melee people of course... they are, but i have yet to see a competitive squad using someone with that ability same goes with parry, other then jareal, but she would get toasted by mace.
my point is that there are ways to stop maces damage. Him getting a crit can be devastating, but it is not guaranteed(although it is plausible for it to happen.) So far for my play Group mace has gone down every time like a punk. In your group that is different, but to say that he is broken because he can do alot of damage is incorrect. Cad ban can do alot of damage on his own and if he crits that increases i. Luke Hero of Yavin as was represented above this post can be quite powerful and can get exponentially better with twin and flurry. yeah they may not have triple damage on a crit, but they are still doing a lot. I have seen luke Hoy take down numerous large pieces with no problem. He has, at least for me, taken down Darth vader scourge, lord vader, exar kun, GMLS, and this mace himself. That is without adding a damage bonus to the roll, no swap, and only 1 attack bonus. The bonus's e had were greater mobile attack, evade, and +4 attack from ackbar. I just rolled well, but that does not mean that luke is broken. HE may have a little less chance of critting and it is for 40 instead of 60, but when he crits he gets 2 additional attacks instead of 1 which allows for additional chances of ctirs. With 1 ctir alone he can do 140 damage with 6 attacks. Plus he doesnt have melee attack so he can do it from range.
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Echo24 wrote: Surely you recognize that those examples are just luck-based, right? There is a 4% chance of getting 2 crits on the first 2 of Mace's attacks. That means that you actually had less of a chance of that happening then of having BFBH just Disintegrate Vader. The chances of getting 3 crits on the Leviathan is even less likely.
The 4% number is right for getting 2 crits right off the bat, and getting 3 crits in a row is very unlikely even for Mace (less than 1%), but counting flurries, the chances of getting 3 crits is higher. Better than 5% without re-rolls. If you add in 2 FP re-rolls and any flurries that might come along, the chances of 3 crits is over 10%. Still luck-based, and it's easy to get 0 crits too (even for an entire game), but the chances of Mace going off for huge damage is more than double the chances of Boba's big-D. But then consider that Boba gets 2 shots per activation, and the numbers are actually pretty even. Even taking into consideration blocks/parries, 3 crits means the enemy is pretty much dead. That's potentially 240 damage, if the other 3 (non-critical) attacks are hits. One LS Block means almost nothing. Parrying half of that (on average) means it's still 120 damage. However, Jaina plus Leia means 3/4 of the attacks are blocked, and Mace is crying that his 240 damage is reduced to 60.
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I think someone may have hit upon the real problem with Mace in a local scene. Mace is great beatstick killer. With the right rolls (really just one or two right rolls), he can devastate an opposing beatstick no matter how big he is. With multiple smaller threats spread out, he can roll great, but even if he does he's going to waste lots of damage and attacks because the victim is already dead. 180 damage on a Wookiee Elite Warrior just isn't as devastating as it is on a Leviathan. And if a 25-cost victim dies in one attack, 2 attacks are wasted if there isn't another victim nearby.
If a local scene pretty much always runs squads that favor 50+ cost figures, especially melee ones, Mace can shine.
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Echo24 wrote: Sample sizes really have to be considered. If you played your first game of SWM ever and played against BFBH, and he got a bunch of Disintegrations off and tore your squad apart with all of his 20s, that would suck, and you would probably think he is broken, or undercosted, or overpowered, or cheesy, or whatever (I'm considering all of those kinds of words to be basically synonyms in this situation). But to be honest, you would be wrong. BFBH isn't a very strong piece, has not been considered tier 1 basically ever, and is not any of those words.
Heh, I remember those debates. So many people claiming that Boba was broken because he defeated their Vader, JH in one hit in a game. And then there was the resurgence of the topic when people were calling for Boba to be banned as well when GOWK got banned.
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FlyingArrow wrote:Echo24 wrote: Surely you recognize that those examples are just luck-based, right? There is a 4% chance of getting 2 crits on the first 2 of Mace's attacks. That means that you actually had less of a chance of that happening then of having BFBH just Disintegrate Vader. The chances of getting 3 crits on the Leviathan is even less likely.
The 4% number is right for getting 2 crits right off the bat, and getting 3 crits in a row is very unlikely even for Mace (less than 1%), but counting flurries, the chances of getting 3 crits is higher. Better than 5% without re-rolls. If you add in 2 FP re-rolls and any flurries that might come along, the chances of 3 crits is over 10%. Still luck-based, and it's easy to get 0 crits too (even for an entire game), but the chances of Mace going off for huge damage is more than double the chances of Boba's big-D. But then consider that Boba gets 2 shots per activation, and the numbers are actually pretty even. Even taking into consideration blocks/parries, 3 crits means the enemy is pretty much dead. That's potentially 240 damage, if the other 3 (non-critical) attacks are hits. One LS Block means almost nothing. Parrying half of that (on average) means it's still 120 damage. However, Jaina plus Leia means 3/4 of the attacks are blocked, and Mace is crying that his 240 damage is reduced to 60. Lets crunch some numbers. No re-rolls Rolls 3 crit 1 38% Rolls 4 crit 2 15% Rolls 5 crit 3 5% Yeah, need some luck for that 3rd crit, but still 15% for 2. 2 re-rolls Rolls 5 crit 1 41% Rolls 6 crit 2 25% Rolls 7 crit 3 11% Very good argument to use FP to re-roll.
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But then the Blocks/Defenses will go through. Not that absorbing those abilities were a good idea to begin with. And really, no one is going to use their Blocks until either a crit happens or the last attack. And if you use your FPs for rerolls, then you will lose all your ranged defense.
Which brings up another fun counter: Force Alter. Too bad there isn't too many figs with it that would be good. Still, spam Mace with a few OR Jedi Hunters, Consulars, or even the Human Force Adept...
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Sithborg wrote:But then the Blocks/Defenses will go through. Not that absorbing those abilities were a good idea to begin with. And really, no one is going to use their Blocks until either a crit happens or the last attack. And if you use your FPs for rerolls, then you will lose all your ranged defense.
Which brings up another fun counter: Force Alter. Too bad there isn't too many figs with it that would be good. Still, spam Mace with a few OR Jedi Hunters, Consulars, or even the Human Force Adept... I would think Vodo Siosk Baas is a good mini to use. Force Alter and Master of the force 2 WITH Parry. Vodo Baas is the anti-mace on all accounts. He has 5 force points to use also and Force spirit 4 is still really usefull especially for beatsicks like Jedi Master Lucien Dray, who would be able to riposte,deflect, and block 3 times with effectively MotF3. Vodo can also do 60 damage a turn with ABM and his attack is actually pretty high, along with his 22 defense. Not to mention, when he dies, you could funnnel the 4 force points also to Bastilla, making your ABM last longer. As far as Mace is concerned, sure he can do a lot of damage if he crits, but I am not worried about him at all when I play against him. If he crits, good for you. Its what you paid 65 points to get. However if he doesn't crit, it almost seems like he isn't worth the 65 points you spent, considering he has no melee defensive abilities at all. I like how he has Force Absorb, but with out block, he will die to other melee beats, plain and simple.
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Force alter is a great one, but like you said not to many good characters have it, possibly in the future it will be. Luke hero of yavin also has 60 hit points and 16 defense, going to go down like a load of crap. Mace has 150 and 22, much much harder to take down. Mace windu also has some support pieces that I have not seen mentioned yet that can make him much harder for ranged people to kill namely the gungan shieldbearer... I know it is a save of 11 but it will definitely make people think about even shooting at him.
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Sithborg wrote:But then the Blocks/Defenses will go through. Not that absorbing those abilities were a good idea to begin with. And really, no one is going to use their Blocks until either a crit happens or the last attack. And if you use your FPs for rerolls, then you will lose all your ranged defense.
Which brings up another fun counter: Force Alter. Too bad there isn't too many figs with it that would be good. Still, spam Mace with a few OR Jedi Hunters, Consulars, or even the Human Force Adept... Useing 2 FPs to re-roll is the ideal situation. If someone defends vs a crit, hopefuly it won't be on roll # 5. As far as re-rolls and FPs go: Renewal 2 helps alot. PS To the designers: love the promo quote
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I guess it's just how some play. Rerolling to crit, even if you have a 20% chance of it, is insane to me. You hit, why risk a 1 on reroll? Unless it is a game ending situation, I just can't see myself ever doing it. Reflect and Riposte, even Absorb are all the more useful than hoping for the crit. Renewel 2 helps, but when most of your Force Powers cost 2, it's not that great. Loda needed Renewal 3 to be considered to have a massive anti-range ability with his Reflect.
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Sithborg wrote:I guess it's just how some play. Rerolling to crit, even if you have a 20% chance of it, is insane to me. You hit, why risk a 1 on reroll? Unless it is a game ending situation, I just can't see myself ever doing it. Reflect and Riposte, even Absorb are all the more useful than hoping for the crit. Renewel 2 helps, but when most of your Force Powers cost 2, it's not that great. Loda needed Renewal 3 to be considered to have a massive anti-range ability with his Reflect. Because in order to show Mace is broken and can't be beaten by a great majority of squads (as opposed to only hate squads) you have to make the leap that he gets to use every ability he has on every turn so that nothing can possibly ever do anything to him. Of course those arguments only work in so far as you are either not playing with him, not playing correctly, or playing against limited opponents and squads. As soon as you face the top tier played by the better players, this theory of getting to reroll 2X every turn, using reflect on every hit, and absorb to stop every force power disappears. Mace has a nice mix of options, but like other similar figures you are never going to get to use all of them, despite the appearance of some of the arguments in this thread that suggest otherwise. Renewal 2 just doesn't keep up with his force requirements. Unless it's a sure kill of a piece that failure to kill will cost you the game, rerolling hits is a very very bad idea with Mace. You absolutely need to save those FPs for reflect, absorb and for move faster. Reflect is expensive and he has the weaker version, and it's still only a 50% chance. You may well need 3 FPs to even get it to work on one attack. Heck, most of the games I played against Mace, I simply eat up his fps with my shooters and he doesn't have enough to both get to me, and reroll for crits other than very carefully chosen spots. As for absorbing the block, well that's generally a bad idea as well. It's going to cost you a 2 to 1 loss of FPs. Unless that block means the death of the figure, it's a tough choice to make, especially if you have been burning your force trying to get a 50% of getting a crit to begin with. Odds are, you probably can get the kill (unless they also have MotF2 and force you to burn 4 to stop 2, which is even worse), but that likely means Mace is out of force and going to die. Better hope you killed a very important figure to do it or its curtains.
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Deaths_Baine wrote:Force alter is a great one, but like you said not to many good characters have it, possibly in the future it will be. Luke hero of yavin also has 60 hit points and 16 defense, going to go down like a load of crap. Mace has 150 and 22, much much harder to take down. Mace windu also has some support pieces that I have not seen mentioned yet that can make him much harder for ranged people to kill namely the gungan shieldbearer... I know it is a save of 11 but it will definitely make people think about even shooting at him.
????? Clearly you haven't even been to the thread where we asked you to go and post your awesome Mace squads.... But to answer you question, Gungan SB was thought of a long long time ago. I even posted a couple of squads around the idea. Here's the deal, they aren't that great. The JarJar, GSB, Yoda one is my favorite, but it has some really bad matchups as well. As for Luke, he's not a great piece, but you can make him a beast. Use a piece to give him renewal and Yoda of Dag for FPs and Force Spirit. Add in Chewy RH and Ferus for BGs, and a Chagrin MC, and finally Garm for sudo-GMA and you have a very nasty figure. In a game a while back, I used this combo to one shot a Exar Kun with full health. Also, I don't know why this has been ignored, but flurry is not a very powerful ability on Mace. Heck, it's only marginally decent on non-melee. You have to have another legal target to use it, and there's an interesting interaction that people haven't really figured out yet and Rolling cleave that limits the combo a bit. Flurry happens before damage is dealt to a mini, and therefore before it's removed from the board. Which means, you can't save a flurry for another target after using rolling cleave. Unless Mace manages to base multiple targets (which means your opponent screwed up), more times than not flurry will do nothing. There are a very few situations where it means anything at all. I did have to laugh at the suggestion that removing flurry was the way to "fix" him. It's just not a powerful addition to him. Most of teh time, 120dmg is enough for a kill if you've targeted the right figure with Mace (usually it's going to be even less because depending on a 35% chance to kill a piece (remember, to do so you need at least one crit and 3 other hits, so the real odds of 120 are lower than people keep posting, it's not 40% with 2 FPRRs, its closer to 35% depending on the targets defense). So you normally will be attacking 60hp pieces or less. Only 1-2 times per game will Mace be attacking something with more, so unless you crit specifically only on those rolls will it ever make a difference. And the odds of flurry mattering, assumes that you are attacking a virtually unhit 120hp or more figure. Attacking a 120hp figure early in the game before support is dead against any good squad will result in Mace's death over 90% of the time.
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billiv15 wrote:Deaths_Baine wrote:Force alter is a great one, but like you said not to many good characters have it, possibly in the future it will be. Luke hero of yavin also has 60 hit points and 16 defense, going to go down like a load of crap. Mace has 150 and 22, much much harder to take down. Mace windu also has some support pieces that I have not seen mentioned yet that can make him much harder for ranged people to kill namely the gungan shieldbearer... I know it is a save of 11 but it will definitely make people think about even shooting at him.
????? Clearly you haven't even been to the thread where we asked you to go and post your awesome Mace squads.... But to answer you question, Gungan SB was thought of a long long time ago. I even posted a couple of squads around the idea. Here's the deal, they aren't that great. The JarJar, GSB, Yoda one is my favorite, but it has some really bad matchups as well. As for Luke, he's not a great piece, but you can make him a beast. Use a piece to give him renewal and Yoda of Dag for FPs and Force Spirit. Add in Chewy RH and Ferus for BGs, and a Chagrin MC, and finally Garm for sudo-GMA and you have a very nasty figure. In a game a while back, I used this combo to one shot a Exar Kun with full health. Also, I don't know why this has been ignored, but flurry is not a very powerful ability on Mace. Heck, it's only marginally decent on non-melee. You have to have another legal target to use it, and there's an interesting interaction that people haven't really figured out yet and Rolling cleave that limits the combo a bit. Flurry happens before damage is dealt to a mini, and therefore before it's removed from the board. Which means, you can't save a flurry for another target after using rolling cleave. Unless Mace manages to base multiple targets (which means your opponent screwed up), more times than not flurry will do nothing. There are a very few situations where it means anything at all. I did have to laugh at the suggestion that removing flurry was the way to "fix" him. It's just not a powerful addition to him. Most of teh time, 120dmg is enough for a kill if you've targeted the right figure with Mace (usually it's going to be even less because depending on a 35% chance to kill a piece (remember, to do so you need at least one crit and 3 other hits, so the real odds of 120 are lower than people keep posting, it's not 40% with 2 FPRRs, its closer to 35% depending on the targets defense). So you normally will be attacking 60hp pieces or less. Only 1-2 times per game will Mace be attacking something with more, so unless you crit specifically only on those rolls will it ever make a difference. And the odds of flurry mattering, assumes that you are attacking a virtually unhit 120hp or more figure. Attacking a 120hp figure early in the game before support is dead against any good squad will result in Mace's death over 90% of the time. Well considering almost everything being discussed about mace windu was yoda on kybuck i did not feel the need to post a squad using them i figure most ppl would assume, mace, yoda, panaka, mas, r2d2, filler, pretty standard. Like I have been saying for awhile now, I am only defending what I have seen occur in games where mace windu was being used, and have not had any free time to sit down and actually test any ideas i have with mace, because in all honesty i do not think yoda on kybuck is the best fit with him. The fact remains that I have watched that combo play 20+ games and lose once, like i have previously said, it might only be luck, but heck the man wins. And for people to always respond with you weren't playing a top tier squad, or a top tier player, well, that may or may not be true, most of these games were played against the_ultrastar, who is a pretty dang good player, had some good regional showings this year, and the guy using mace literally plays like every four to five months obviously you can assume that ultrastar is the better player, and he still lost. Did Mace roll a crit at least once out of every three attacks, it pretty much always happened, is that luck, yes i would say so, but in a d20 game every single piece in the game is bound by the same role of the dice, it is either there or it isn't the only problem is that when it is there for Mace Windu he destroys everything. I guess the problem is that where I play minis the games that have a mace windu being played are done in 15-20 minutes tops because at the end of the first round/beginning of the second mace is swapped in and is attacking your biggest piece right off the bat, if he doesn't role good, guess what your probably lose, if he rolls great guess what chances are you win right there, and I have only seen Mace not role great once.
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billiv15 wrote:Sithborg wrote:I guess it's just how some play. Rerolling to crit, even if you have a 20% chance of it, is insane to me. You hit, why risk a 1 on reroll? Unless it is a game ending situation, I just can't see myself ever doing it. Reflect and Riposte, even Absorb are all the more useful than hoping for the crit. Renewel 2 helps, but when most of your Force Powers cost 2, it's not that great. Loda needed Renewal 3 to be considered to have a massive anti-range ability with his Reflect. Because in order to show Mace is broken and can't be beaten by a great majority of squads (as opposed to only hate squads) you have to make the leap that he gets to use every ability he has on every turn so that nothing can possibly ever do anything to him. Of course those arguments only work in so far as you are either not playing with him, not playing correctly, or playing against limited opponents and squads. As soon as you face the top tier played by the better players, this theory of getting to reroll 2X every turn, using reflect on every hit, and absorb to stop every force power disappears. Mace has a nice mix of options, but like other similar figures you are never going to get to use all of them, despite the appearance of some of the arguments in this thread that suggest otherwise. Renewal 2 just doesn't keep up with his force requirements. Thats just plain silly. Did it occur to you that some of those re-rolls could be for misses. He can miss (othrwise he would be broken). To kill a key piece in a game, yeah, I migth re-roll a hit. It is just a game, not a life or death struggle for dominance. Nobody said anything about using every power every turn willy-nilly. All that was done was calculate the probability of crits using two different scenarios, one of which was admitted to be ideal.
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juice man wrote: Thats just plain silly. Did it occur to you that some of those re-rolls could be for misses. He can miss (othrwise he would be broken). To kill a key piece in a game, yeah, I migth re-roll a hit. It is just a game, not a life or death struggle for dominance. Nobody said anything about using every power every turn willy-nilly. All that was done was calculate the probability of crits using two different scenarios, one of which was admitted to be ideal.
Apparently you missed the sarcasm of my response :) But reread the thread, I'm sure no one really thinks what I posted is true. However if you read this thread literally and put everything together, particularly the posts in support of a broken Mace, you could easily come to the conclusion that Mace must have 17 force points to start each game. Every response to pointing out where Mace can be beaten was responded by, "but Mace has this so that won't happen". And while taken in isolation, all of those responses are true, in actual game play you can't do them all, you have to choose. If you play against Mace correctly, you can and will run him out of FPs in most games and kill him. In some games, he's going to get lucky and smoke something. Considering what Mace did to Jango, I think that's appropriate for a competitive and respectable Mace Windu. But it's not broken because in most games, he isn't going to be able to do that. With that said, I'm open to seeing results from tournaments and the squads that people think break the figure. If there is one, we'll be happy to make changes as necessary. I just haven't seen anything other than theory other than Death_Baines claim that Mace has won 21 out of 22 games.
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billiv15 wrote:juice man wrote: Thats just plain silly. Did it occur to you that some of those re-rolls could be for misses. He can miss (othrwise he would be broken). To kill a key piece in a game, yeah, I migth re-roll a hit. It is just a game, not a life or death struggle for dominance. Nobody said anything about using every power every turn willy-nilly. All that was done was calculate the probability of crits using two different scenarios, one of which was admitted to be ideal.
Apparently you missed the sarcasm of my response :) But reread the thread, I'm sure no one really thinks what I posted is true. However if you read this thread literally and put everything together, particularly the posts in support of a broken Mace, you could easily come to the conclusion that Mace must have 17 force points to start each game. Every response to pointing out where Mace can be beaten was responded by, "but Mace has this so that won't happen". And while taken in isolation, all of those responses are true, in actual game play you can't do them all, you have to choose. If you play against Mace correctly, you can and will run him out of FPs in most games and kill him. In some games, he's going to get lucky and smoke something. Considering what Mace did to Jango, I think that's appropriate for a competitive and respectable Mace Windu. But it's not broken because in most games, he isn't going to be able to do that. With that said, I'm open to seeing results from tournaments and the squads that people think break the figure. If there is one, we'll be happy to make changes as necessary. I just haven't seen anything other than theory other than Death_Baines claim that Mace has won 21 out of 22 games. Yes, yes I did. One cannot hear tone in the writen word. And quoting Sithborg's reponse to my number crunching does not imply the thread as a whole, but the number chrunching itself. One could use those numbers to bolster the not-broken argument, as clearly they show how luck based he is. The more I see him played the more my first reaction is changing.
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In all fairness, I did not factor in rerolling a miss in my last post.
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billiv15 wrote:Most of teh time, 120dmg is enough for a kill if you've targeted the right figure with Mace (usually it's going to be even less because depending on a 35% chance to kill a piece (remember, to do so you need at least one crit and 3 other hits, so the real odds of 120 are lower than people keep posting, it's not 40% with 2 FPRRs, its closer to 35% depending on the targets defense). The chances of Mace doing at least 120 dmg to a 23 defense figure are better than 50%, assuming no blocks/parries/damage reduction. That's based on 5000 replications of a simulation of Mace attacking 3 times, gaining flurry and triple damage on a crit, and using up to 2 FPRRs if he misses. (Same simulation as earlier: http://www.bloomilk.com/Forums/Default.aspx?g=posts&t=8530&p=21 )
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Deaths_Baine wrote:billiv15 wrote:Deaths_Baine wrote:Force alter is a great one, but like you said not to many good characters have it, possibly in the future it will be. Luke hero of yavin also has 60 hit points and 16 defense, going to go down like a load of crap. Mace has 150 and 22, much much harder to take down. Mace windu also has some support pieces that I have not seen mentioned yet that can make him much harder for ranged people to kill namely the gungan shieldbearer... I know it is a save of 11 but it will definitely make people think about even shooting at him.
????? Clearly you haven't even been to the thread where we asked you to go and post your awesome Mace squads.... But to answer you question, Gungan SB was thought of a long long time ago. I even posted a couple of squads around the idea. Here's the deal, they aren't that great. The JarJar, GSB, Yoda one is my favorite, but it has some really bad matchups as well. As for Luke, he's not a great piece, but you can make him a beast. Use a piece to give him renewal and Yoda of Dag for FPs and Force Spirit. Add in Chewy RH and Ferus for BGs, and a Chagrin MC, and finally Garm for sudo-GMA and you have a very nasty figure. In a game a while back, I used this combo to one shot a Exar Kun with full health. Also, I don't know why this has been ignored, but flurry is not a very powerful ability on Mace. Heck, it's only marginally decent on non-melee. You have to have another legal target to use it, and there's an interesting interaction that people haven't really figured out yet and Rolling cleave that limits the combo a bit. Flurry happens before damage is dealt to a mini, and therefore before it's removed from the board. Which means, you can't save a flurry for another target after using rolling cleave. Unless Mace manages to base multiple targets (which means your opponent screwed up), more times than not flurry will do nothing. There are a very few situations where it means anything at all. I did have to laugh at the suggestion that removing flurry was the way to "fix" him. It's just not a powerful addition to him. Most of teh time, 120dmg is enough for a kill if you've targeted the right figure with Mace (usually it's going to be even less because depending on a 35% chance to kill a piece (remember, to do so you need at least one crit and 3 other hits, so the real odds of 120 are lower than people keep posting, it's not 40% with 2 FPRRs, its closer to 35% depending on the targets defense). So you normally will be attacking 60hp pieces or less. Only 1-2 times per game will Mace be attacking something with more, so unless you crit specifically only on those rolls will it ever make a difference. And the odds of flurry mattering, assumes that you are attacking a virtually unhit 120hp or more figure. Attacking a 120hp figure early in the game before support is dead against any good squad will result in Mace's death over 90% of the time. Well considering almost everything being discussed about mace windu was yoda on kybuck i did not feel the need to post a squad using them i figure most ppl would assume, mace, yoda, panaka, mas, r2d2, filler, pretty standard. Like I have been saying for awhile now, I am only defending what I have seen occur in games where mace windu was being used, and have not had any free time to sit down and actually test any ideas i have with mace, because in all honesty i do not think yoda on kybuck is the best fit with him. The fact remains that I have watched that combo play 20+ games and lose once, like i have previously said, it might only be luck, but heck the man wins. And for people to always respond with you weren't playing a top tier squad, or a top tier player, well, that may or may not be true, most of these games were played against the_ultrastar, who is a pretty dang good player, had some good regional showings this year, and the guy using mace literally plays like every four to five months obviously you can assume that ultrastar is the better player, and he still lost. Did Mace roll a crit at least once out of every three attacks, it pretty much always happened, is that luck, yes i would say so, but in a d20 game every single piece in the game is bound by the same role of the dice, it is either there or it isn't the only problem is that when it is there for Mace Windu he destroys everything. I guess the problem is that where I play minis the games that have a mace windu being played are done in 15-20 minutes tops because at the end of the first round/beginning of the second mace is swapped in and is attacking your biggest piece right off the bat, if he doesn't role good, guess what your probably lose, if he rolls great guess what chances are you win right there, and I have only seen Mace not role great once. Yobuck, Mace, panaka, r2, mas, Rex, Spaarti, brute, uggie. Thats about the best I can come up with off the top of my head for a macebuck squad. Maybe drop rex for lobot if you want more tech. Your telling me this is the dominate, unbeatable, undisputed, can't lose, noob beats champ squad type? I honestly just have to see this live cause I can't quite visualize this. So with very little swap fodder (rex version) or no shooters besides panaka (Lobot version) this squad gets past all opposition and wins every game? I'm not tying to be funny or be mean, I litterally want to know if that's true.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/31/2010 Posts: 1,628
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billiv15 wrote:juice man wrote: Thats just plain silly. Did it occur to you that some of those re-rolls could be for misses. He can miss (othrwise he would be broken). To kill a key piece in a game, yeah, I migth re-roll a hit. It is just a game, not a life or death struggle for dominance. Nobody said anything about using every power every turn willy-nilly. All that was done was calculate the probability of crits using two different scenarios, one of which was admitted to be ideal.
Apparently you missed the sarcasm of my response :) But reread the thread, I'm sure no one really thinks what I posted is true. However if you read this thread literally and put everything together, particularly the posts in support of a broken Mace, you could easily come to the conclusion that Mace must have 17 force points to start each game. Every response to pointing out where Mace can be beaten was responded by, "but Mace has this so that won't happen". And while taken in isolation, all of those responses are true, in actual game play you can't do them all, you have to choose. If you play against Mace correctly, you can and will run him out of FPs in most games and kill him. In some games, he's going to get lucky and smoke something. Considering what Mace did to Jango, I think that's appropriate for a competitive and respectable Mace Windu. But it's not broken because in most games, he isn't going to be able to do that. With that said, I'm open to seeing results from tournaments and the squads that people think break the figure. If there is one, we'll be happy to make changes as necessary. I just haven't seen anything other than theory other than Death_Baines claim that Mace has won 21 out of 22 games. That is no claim it is the truth, he has won every single one of those except the one loss to a stealth in blue squad, which he turned around and beat in a rematch. like I have been saying do i honestly think Mace Windu will win every single game he is played in? no, of course not because there are going to be games where you roll nothing over a 7 or so, and lose every initiative, and so on, but chances are with rolls like that it does not matter what you do, you are going to lose. Now, the major problem I have is that if Mace rolls good, guess what he destroys everything he touches, everything. Other people have given great examples of what he has destroyed in one activation, so let's be honest that is a little ridiculous. I know that there are characters such as boba, luke HoY that can do the same thing if they roll 20's or 19's in luke's case, but lets face it, having to roll a 20 with no chance to reroll it, and having to roll a 17, 18,19, 20 with 2 force points to reroll three attacks IS WAY DIFFERENT. Luke hero of yavin is a little close with needing a 19, 20, to do his, but he also has 60 hitpoints a 16 defense, and an 8 attack sure he can shoot and you can beef up his attack and all that great stuff but he still has 60 hitpoint and will get killed easily. I also am not disregarding the counters to mace, sure parry/and makashi are great counters to him, and block/defense with MotF2 are good counters to him, but the characters (as of right now) that have those abilities are just not good enough to take him out. To Weeks, yes I am saying that a squad with only Mace Windu, Yoda on Kybuck, panaka r2d2, mas, and filler has won 20+ games and only lost one, that is what happened, and you know the person that was playing against this mace windu squad, I am sure you would agree that he is a good player. Were all of those wins luck? I would hope so so that my eyes may be opened to this balance I hear everyone talking about, and so that I can make a post on here saying guess what everyone I was wrong Mace Windu is not tier 1. I would love nothing more then that, well except maybe Mace Windu steamrolling everything and then going see I told you so, while everyone else said... That was all luck lol. Seriously I hope that he is everything everyone says he is so that as a communitty we can all go, wow the playtesters had it right, and move on with our lives and the next time a piece comes out like this everyone can go remember that time you thought Mace was broken, and the play testers said you are crazy guess what chances are the play testers are right again.
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