G
Guest
Guest
Archived from groups: alt.games.coh (More info?)
I created the following crude little model to demonstrate the
differences between slotting Accuracy and Damage.
You have five cards, with initially blank faces. You then get
nine dots to spread out among their faces, any way you wish.
Battles will be simulated by shuffling the cards and turning them
over, one by one. Against tougher opponents, you are allowed to
turn over fewer cards.
Slotting all accuracy is like spreading out your dots as evenly
as possible, two on four cards, one on one card. That means
there are five possible permutations:
(1 2 2 2 2)
(2 1 2 2 2)
(2 2 1 2 2)
(2 2 2 1 2)
(2 2 2 2 1)
In a four card simulation, you'll draw seven dots 4/5 of the time, and
eight dots 1/5 of the time.
In a three card simulation, you'll draw five dots 3/5 of the time,
and six dots 2/5 of the time.
In a two card simulation, you'll draw three dots 2/5 of the time, and
four dots 3/5 of the time.
In a one card battle, you'll get one dot 1/5 of the time, and two
dots 4/5 of the time.
It's a balanced, predictable strategy. You go very far towards
removing chance from your battles, which means fewer unpleasant
surprises. Foes that you've beaten once, you will almost
certainly beat again.
Slotting all damage is like centralizing your dots, all on one
card. That also leaves five permutations:
(9 0 0 0 0)
(0 9 0 0 0)
(0 0 9 0 0)
(0 0 0 9 0)
(0 0 0 0 9)
This strategy is more powerful the weaker your opponent. Versus
strong ones, you'll start having many battles where you do no
damage.
Four cards: 9 dots 4/5, 0 dots 1/5.
Three cards: 9 dots 3/5, 0 dots 2/5.
Two cards: 9 dots 2/5, 0 dots 3/5.
One card: 9 dots 1/5, 0 dots 4/5.
This is a risky strategy. It whoops up on the lower level foes.
If you're an AoE blaster grabbing XP against green and blue groups
in a hazard zone, it's almost certainly what you want.
Against a powerful, dangerous opponents your performance will
fluctuate wildly. You'll never be certain you can win, but
sometimes you will perform feats that other strategy cannot dream
of.
Look at the two strategies side by side:
Four cards:
Acc 7 7 7 7 8
Dam 9 9 9 9 0
Damage is better 4/5 of the time.
Three cards:
Acc 6 6 6 5 5
Dam 9 9 9 0 0
Damage is better 3/5 of the time.
Two cards:
Acc 3 3 4 4 4
Dam 9 9 0 0 0
Accuracy is better 3/5 of the time
One card:
Acc 2 2 2 2 1
Dam 9 0 0 0 0
Accuracy is better 4/5 of the time.
At low levels, except as certain kinds of Blasters, you are more
evenly matched against your opponent than you will be at higher
levels, when you start to overpower him regularly .That's why
accuracy is of more help than damage at low levels.
*cough* exceptions).
A mixed strategy, for example: 3 3 1 1 1, will prove best against
mid-level opponets, with the two card draw. Try it and see.
There are some flaws in this simulation. In practice, accuracy
has a theshold over which it cannot increase. The way this would
work in the simulation is you would have to remove dots from your
cards the weaker your opponent gets.
In addition, the probabilities are not the same. In this
simulation, each draw is effected by the previous one. In the
game, they are not connected (except for the streak-breaker,
which means missing several times in a row increases your chance
to hit, which slightly benefits the Damage strategy). In the
game, you can have a mere 20% chance to hit and still hit five
times in a row. That can never happen with this card simulation.
In City of Heroes, your damage is more heavily docked than your
accuracy against higher level opponents. Here's the current
table:
+Levels Hit% Dam%
0 75 100
1 68 90
2 61 80
3 55 65
4 48 48
5 41 30
6 34 15
7 25 8
8 11 5
9 6 4
10 5 3
11 5 2
12+ 5 1
For example, at +4 levels, your accuracy has been reduced by
45.3%, your damage by 52.0%.
This suggests that perhaps damage is more valuable against higher
level foes than accuracy. But the simulation above shows why that
may not be the case.
--
Neil Cerutti
I created the following crude little model to demonstrate the
differences between slotting Accuracy and Damage.
You have five cards, with initially blank faces. You then get
nine dots to spread out among their faces, any way you wish.
Battles will be simulated by shuffling the cards and turning them
over, one by one. Against tougher opponents, you are allowed to
turn over fewer cards.
Slotting all accuracy is like spreading out your dots as evenly
as possible, two on four cards, one on one card. That means
there are five possible permutations:
(1 2 2 2 2)
(2 1 2 2 2)
(2 2 1 2 2)
(2 2 2 1 2)
(2 2 2 2 1)
In a four card simulation, you'll draw seven dots 4/5 of the time, and
eight dots 1/5 of the time.
In a three card simulation, you'll draw five dots 3/5 of the time,
and six dots 2/5 of the time.
In a two card simulation, you'll draw three dots 2/5 of the time, and
four dots 3/5 of the time.
In a one card battle, you'll get one dot 1/5 of the time, and two
dots 4/5 of the time.
It's a balanced, predictable strategy. You go very far towards
removing chance from your battles, which means fewer unpleasant
surprises. Foes that you've beaten once, you will almost
certainly beat again.
Slotting all damage is like centralizing your dots, all on one
card. That also leaves five permutations:
(9 0 0 0 0)
(0 9 0 0 0)
(0 0 9 0 0)
(0 0 0 9 0)
(0 0 0 0 9)
This strategy is more powerful the weaker your opponent. Versus
strong ones, you'll start having many battles where you do no
damage.
Four cards: 9 dots 4/5, 0 dots 1/5.
Three cards: 9 dots 3/5, 0 dots 2/5.
Two cards: 9 dots 2/5, 0 dots 3/5.
One card: 9 dots 1/5, 0 dots 4/5.
This is a risky strategy. It whoops up on the lower level foes.
If you're an AoE blaster grabbing XP against green and blue groups
in a hazard zone, it's almost certainly what you want.
Against a powerful, dangerous opponents your performance will
fluctuate wildly. You'll never be certain you can win, but
sometimes you will perform feats that other strategy cannot dream
of.
Look at the two strategies side by side:
Four cards:
Acc 7 7 7 7 8
Dam 9 9 9 9 0
Damage is better 4/5 of the time.
Three cards:
Acc 6 6 6 5 5
Dam 9 9 9 0 0
Damage is better 3/5 of the time.
Two cards:
Acc 3 3 4 4 4
Dam 9 9 0 0 0
Accuracy is better 3/5 of the time
One card:
Acc 2 2 2 2 1
Dam 9 0 0 0 0
Accuracy is better 4/5 of the time.
At low levels, except as certain kinds of Blasters, you are more
evenly matched against your opponent than you will be at higher
levels, when you start to overpower him regularly .That's why
accuracy is of more help than damage at low levels.
*cough* exceptions).
A mixed strategy, for example: 3 3 1 1 1, will prove best against
mid-level opponets, with the two card draw. Try it and see.
There are some flaws in this simulation. In practice, accuracy
has a theshold over which it cannot increase. The way this would
work in the simulation is you would have to remove dots from your
cards the weaker your opponent gets.
In addition, the probabilities are not the same. In this
simulation, each draw is effected by the previous one. In the
game, they are not connected (except for the streak-breaker,
which means missing several times in a row increases your chance
to hit, which slightly benefits the Damage strategy). In the
game, you can have a mere 20% chance to hit and still hit five
times in a row. That can never happen with this card simulation.
In City of Heroes, your damage is more heavily docked than your
accuracy against higher level opponents. Here's the current
table:
+Levels Hit% Dam%
0 75 100
1 68 90
2 61 80
3 55 65
4 48 48
5 41 30
6 34 15
7 25 8
8 11 5
9 6 4
10 5 3
11 5 2
12+ 5 1
For example, at +4 levels, your accuracy has been reduced by
45.3%, your damage by 52.0%.
This suggests that perhaps damage is more valuable against higher
level foes than accuracy. But the simulation above shows why that
may not be the case.
--
Neil Cerutti
