Guybrush Threepwood Posted July 15, 2009 Report Posted July 15, 2009 (edited) Most places have critters you can get (yeah, Archives don't, but that's kinda a strange place anyway) when you go there. GG is the only exception. Is there a place where you can get critters? Kinda, there is a place where critters can be recruited, but only JR can get in, so even if you are to get one, (there's a freeze, so even that's impossible) it will not require you to be there at any point in time. Seems to me there aught be some sort of reward for getting there, other than a different altar. Mostly, I think it needs more critters. So here we are. A.B.A.R.:R. (Autonomous Bad Arse Robot: Rusty, yeah, I'm terrible with names) Cost to purchase: Ve: 1 (buhahaha What on earth was that for?) Vp: 30k (I like extremes, and yes, I'm gonna comment nearly EVERY little thing, cause that's what I do.) Ap: 12 Ep: 33 (Ahh, I was initially gonna have it as 110 cost for Ap, but this is even a little more tricksier. It'll make some people think, most will not have issue with it) Stats Ve: 452 (Making anyone cringe?) Attack: 39 Defense: 31.5 Initiative: -3 Abilities: Slugish Strike (New ability. Attacks once every two turns starting in Round 1 (That's the second round btw) for 1.5xdamage. Uses attack) Targets: Random Descrition: A.B.A.R.:R. is a newly found machine on the isle of GG, and the sea air has not been good to it. The machine is a bit rusty and moves slowly, but can use it's massive bulk to pack quite a wallop. Hopefully as it gets moving it will be able to loosen the rust in some of it's parts and regain full functionality. *****Level II**** A.B.A.R.:S. (Autonomous Bad Arse Robot: Shaky, yeah, I'm terrible with names) Requirements for reaching THIS level: Age: 3 Exp: 3141 Wins: 27 Ve: 2 Vp: 31k Ap: 14 Ep: 36 Stats Ve: 523 Attack: 62 Defense: 49 Initiative: 0 Abilities: Shaky Slug Strike (New, obviously. 1.5xDamage every other round starting round 0, but with a 20% chance to miss) Targets: Random Description: Those wins seem to have shaken the rust out, but it seems some of the rust was holding it together. Now the machine looks like it's going to rattle apart every time it has to move. It has gotten a little faster though. **** Level 3**** A.B.A.R.:I. (Autonomous Bad Arse Robot: Intelligent, yeah, still bad with names, and as many have noticed from level II, lazy.) Requirements for reaching THIS level: Age: 6 Exp: 31415 Wins: 45 Ve: 3 Vp: 4 (Hu? Random is always good) Ap: 170 (Hope you have some friends. Unless of course you're gonna just skate by due to some darned alliance bonus. Curse you. *shakes fist and hopes no one notices the jealousy*) Ep: 0 Stats Ve: 900 Attack: 0 Defense: 91 Initiative: 14 Abilities: Think (The critter does nothing the entire battle, but can be placed in rituals) Targets: All Description: One of those fights must have knocked a circuit loose because now all he'll talk about is math and science. In battle he just watches what happens. He's become entirely useless, maybe if you knock it over the head again it will stop thinking and just start hitting things again... ****Level 4**** A.B.A.R.:U. (Autonomous Bad Arse Robot: Upgraded) Requirements for reaching THIS level: Age: 23 Exp: 314159 Wins: 73 Ve: 7326 Vp: 1 Ap: 1 Ep:1 Stats Ve: 2326 Attack: 20 Defense: 20 Initiative: 21 Abilities: Twin Strikes, Sluggish Smash (Sluggish Smash, same as strike but 2xDamage. Twin Strikes, attacks twice in one round, the second coming at the point where a tenth of it's initiative would place it in the round order, each hit does 1/10th of it's attack stat in damage.) Targets: All Description: After a while the darn thing went CRAZY. It ran off without so much as a bleep blopit garg (which you've taken to mean goodbye) and didn't come back for hours. When it finally did return, you didn't even recognize it. No more rust, no more peeling paint job. The thing looks brand new and has been retrofitted with a new needle shooter. Sure, the thing doesn't look like it'd do much damage, but it looks awesome sitting on it's shoulder. Maybe this thing will be a little more useful now... A.B.A.R.:S. Requirements for reaching THIS level: Age: Exp Wins Ve: Vp: Ap: Ep: Stats Ve: Attack: Defense: Initiative: Abilities: Targets: Description: Don't mind this, this is just here for further updates in the future should I decide that they are necessary. Edited July 16, 2009 by Guybrush Threepwood
Nex Posted July 16, 2009 Report Posted July 16, 2009 i will re-state my question of the old thread, this time with some numbers: [quote][u]Guybrush:[/u] Twin Strikes, attacks twice in one round, the second coming at the point where a tenth of it's initiative would place it in the round order, [b]each hit does 1/10th of it's attack stat in damage[/b][/quote] [quote][u]MRV:[/u] how is inflicting 2/10th of your normal damage output, with delay, better than say inflicting 10/10th right away?[/quote] i disregarded enemy defense back then, it would actually be less effective: say it has 1000 attack including influence. the creature it attacks has 50 defense including influence. normal attack: 1000 - 50 = 950 damage twin strike: since it does damage equal to 1/10th of its stat per hit, it would be (100 - 50) + (100 - 50) = 100 damage with delay. if you mean it inflicts damage regardless of enemy defense it still seems underpowered, but may have its niches. if i still didn't get what you actually meant, please elaborate. aside from this unclearity i think its a good concept
Guybrush Threepwood Posted July 16, 2009 Author Report Posted July 16, 2009 So, is there any way with defense it could do more damage? Attack=200 Twin strikes does (20-defense)*2. Regular would be 200-defense. 200-defense=40-2*defense I'm really no good at telling what is and isn't a spoiler, but since it's in the archives we'll just go ahead and say twins strikes is equal to a regular strike in over all damage if. -160=3*defense So, if the enemy's defense is less than -53.333 twin strikes is better. Lower the attack higher the defense can be and still make it even, higher the attack the lower the defense needs to be in order to break even. The higher your critters attack is though, the higher the weaken power is likely to be on any weakener. It's high initiative is actually a hindrance in this case.
Burns Posted July 16, 2009 Report Posted July 16, 2009 (edited) [quote name='Guybrush Threepwood' date='16 July 2009 - 06:23 AM' timestamp='1247718204' post='37188'] So, is there any way with defense it could do more damage? Attack=200 Twin strikes does (20-defense)*2. Regular would be 200-defense. 200-defense=40-2*defense I'm really no good at telling what is and isn't a spoiler, but since it's in the archives we'll just go ahead and say twins strikes is equal to a regular strike in over all damage if. [color="#FF0000"]-160=3*defense[/color] [color="#0000FF"]?!? i thought you were good at maths...[/color] So, if the enemy's defense is less than -53.333 twin strikes is better. Lower the attack higher the defense can be and still make it even, higher the attack the lower the defense needs to be in order to break even. The higher your critters attack is though, the higher the weaken power is likely to be on any weakener. It's high initiative is actually a hindrance in this case. [/quote] unfortunately, that's bs, guy... if you want to do some maths, please avoid such mistakes, and then argue with them... (20 + atk)*2 - def = sluggish dmg, every second round 20 + atk - def = normal dmg (20 + atk)/10 - def = one twin strike, if i understood that right regardless of twin-strike, we can easily tell that sluggish gets more attractive the higher your atk-stat goes, as that one gets doubled up, and that the insane init makes sure that abar goes first in first round, therefore we can say that wheneever you can make sure it survives round 0, sluggish is the better option. so, what we want to know is, when is a twin strike equal half of the normal damage? (20 + atk - def)/2 = (200 + atk)/10 - def [*10] 100 + 5atk - 5def = 20 + atk - 10def [- atk, + 5def, -20] 80 + 4atk = - 5def this could be achieved by either neg atk or neg def, let's consider neg atk as impossible, though it's not unrealistic on early stages, so all left is assuming atk a positive value... we'll try and see what happens with 0 atk (uninfluenced) first 80 = -5def def = -16 in an uninfluenced fight, twin strike is better from the moment -16 def onwards, which is quite normal for an uninfluenced fight... [checking back shows: 20+0--16=36, (20+0)/10--16=18] now we'll insert x for def: 80 + 4atk = - 5x [/-5] -16 - 0.8atk = x now, let's check a few examples: example: i got 3000 atk, used in a 6 crit means 500 atk per critter -16 - 0.8*500= -416 i'd have to weaken my opponent with one hit before twin is better example: mp5-newbie has 180 atk -> 30 -16 - 0.8*30= -40 => mp5-newbie needs about one weaken before twin strike pays example: dst has 6000 atk (no idea if that's correct, it's just nice to devide) -> 1000 -16- 0.8*1000= -816 => dst wouldn't even need a full weaken to do better damage than normally conclusion: the higher your attack gets, the more attractive twin-strike is, compared to normal damage (which this creature lacks anyway) and this is why i dislike the creature, both its options are ultra-strong for high-end players and next to useless for 95% of all players... not even considering what high-end tokens would do along with twin-strikes! however, i like that it encourages a bit of strategy, because to make it work at its best, you want to make it survive til it can strike with sluggish PS: yeah, i'm sorry that i always need a wagon-load of numbers to explain things... EDIT: changed basic attack to 20, but that doesn't change anything on the fact that i'm right... i hardly ever am not when it comes to numb3rs and my def*10 comes from the fact that i hate deviding in formulas and avoid it whenever possible, you can trace everything i did to the formulas in [], and we come to the same conclusion after all xD Edited July 16, 2009 by Burns
Nex Posted July 16, 2009 Report Posted July 16, 2009 true, i completely ignored weaken defense in my example it's only useless for round zero wins, since the ABARU normally attacks before your weakeners, but if you plan for a round 1 or 2 win when weaken def kicked in, it is indeed a pretty strong ability. what more can i say, i like it. also, thanks for this elaborate demonstration of basic maths
Guybrush Threepwood Posted July 16, 2009 Author Report Posted July 16, 2009 (edited) The final form has 20 attack Burns, when I said let's say it has 200 attack, that was including influence. Damage for twin is (A/10-D). Why you are multiplying D by 10 I have absolutely no idea. Attack power of the critter is simply attack/10 which is 20+influence, but why not just call it attack. As usual, damage dealt is just attack-defense, not attack-defense*10. You made this all incredibly complicated. If you want to correct someone, just correct them, don't make up new formulas and do all the math all over again for a simple sign change, you've made everything look more complicated than it is. When adding defense to one side I subtracted instead. That's all you needed to say. So fine, whatever, we'll figure out when a twin strike does half normal. (A-D)/2=A/10-D--->A/5-2D=A-D---->-D=4/5A. So in the case where defense is -4/5 the attack of the critter (after influence) Twin strikes works better. (This is just a lot simpler) So if the overall damage is 200, then -160, yes. (In a 0 influence fight that's less than two hits from a grassan on weaken, as you said. Now, I don't know a lot of newbies who don't use weaken. When I started out the opponents defense would have been -160 before the end of round 0. Lower fighter battles last a long time. Two strikes from a grassan are a lot more reasonable for those battles.) And all of this is going with the idea that he has 200 attack. He actually has 20. (Twin strikes doesn't need damage, and sluggish I was gonna have depend on your influence, I wouldn't want it to do much more than a grassan as far as damage if I were to change it.) As for sluggish strikes, it'll go in Round 1 first sure, but it only does extra damage equal to the opponents defense (assuming the critters attack is higher than the defense), and this for a delayed attack. If the opponent's defense is negative you are losing damage here. So as you pointed out, sluggish is only really strong at high levels when your opponent has high defense. (Though weaken defense is similar in this regard). So the conclusion here is this: Twin Strikes is great for newbs, two weakens before it's better and that makes it useless? Most people have multiple weakeners in the rit, it's easy to have the defense low enough in one round. For higher level players twin strikes seem ungodly by what your saying, but remember that DST is ungodly. DST against DST is what you aught compare, or you against you. You seem to be assuming that your opponent has 0 defense on each critter. Chances are that your opponent has at least 1/5th of your attack in defense, or they are going to be outrageously outmatched anyway. They are most likely to have less than that in defense at evenly matched lower levels. Sluggish strikes is great when relatively evenly matched against high defense opponents who you aren't going to depend on weaken against. @Nex. The second strike of twin strikes is delayed, it's at 1/10th the initiative in the line up, so for people with reasonable initiative (18 and up) the last strike will come in last even with weakeners that naturally have 0 initiative. Edited July 16, 2009 by Guybrush Threepwood
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