Tue May 16, 2017 10:56 pm
Ok, so just to reconfirm what Genez has discussed in a more comprehensive manner, the full damage calculation formula for normal attacks is:
(<Attacker's ATK> - <Defender's DEF>)*(1 + <amplification>%)*(1 - <reduction>%)
Disclaimer: This will be a long post
Contents:
Section 1) Evaluations of the proposed changes to Valiants
Section 2) Explain some fundamental principles/tools I use to evaluate heroes
Section 3) A little bit of my own suggestions
Section 1: Evaluations
Darrion - Holy Defender
Active (5-turn CD):
- Remove bonus effects from all enemies
- Increase DEF of this hero or ally by 60/70/80% of hero's DEF for 3 turns
- Removes negative effects from party
Evaluation: Purging enemies is a good addition, yet not a unique interaction. Improving DEF of ally is a good change to improve the HDarrion's compatibility. However, the loss of global taunt is too great of an exchange. This version of HDarrion can only protect 1 target for 3 turns after a 5-turn CD as compared to the old one, where unless the taunt is resisted, HDarrion can protect the entire party with a 5-turn CD skill. The dispelling of debuffs on own team is rather lackluster, and can also be redundant when combined with the enemy purging effect, since rarely there are enemies that both buff themselves AND debuff your team at the same time. Sure it does make this skill more flexible, able to deal with both buffs and debuffs, but the 5-turn CD is not exactly a short one. Overall, the purge+dispel effects combined are not enough to warrant the removal of a global taunt, and while the single-target DEF buff is great to have, it is still too low-impact even when combined with the purge+dispel.
Overall rating: 2/10, this version of HDarrion can't really defend his team
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Darrion - Chaos Knight
Active (5-turn CD):
- Delay enemy skill counter by 2 turns
- Swaps position of hero and enemy
- Deals magic damage equal to 140/160/180% of hero's DEF to enemy
Evaluation: The main change here being the delaying of enemy skill counter is definitely very much a positive change. The old taunt was single-target and rather meaningless especially considering CK Darrion's swap effect. However, this change makes CK Darrion pretty much the same as CK Aden, with the swap being a replacement for Aden's pull. If we do a rough damage calculation, 100% of a 5*+2 Hercules CK Aden's HP is 9208 whereas 180% of a 5*+2 Kratos CK Darrion's DEF (also counting an extra 15% DEF from his own aura) is 8416. The damage difference is about 1k, and thus unless Darrion's swap is miles better than Aden's pull, which I would argue that they are about the same. Even if we give Darrion's swap a slight edge to counteract the difference in damage, CK Darrion's active ends up being only a roughly-equal counterpart to CK Aden's active, which for a Valiant, is embarrassing to say the least.
Overall rating: 3.5/10, this version of CK Darrion is just a slightly different version of CK Aden
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Freya - Dragoon
Active (6-turn CD):
- Leaps onto an empty tile, dealing damage around it equal to 160% of Hero's ATK (8 tile AOE radius)
- Stuns Enemies, disabling those affected for 2 turn(s).
- Refresh this hero
Aura:
When Hero attacks, there is a 40% chance to:
- Trigger Everyone in aura to Stun an enemy for 1 turn(s).
- Increase ATK of Everyone in Aura by 15% of Hero's ATK for 2 turn(s).
Evaluation: The slight damage buff and improvement to hit 8 tiles all-around is awesome. The 100% increase in stun duration puts the icing on the cake and secures FreyDragoon as the go-to option for hard-CC amongst Champions. However, this makes it such that the refresh effect is pretty overpowered as an addition to the already powerful kit, given that refresh can be insanely powerful given the right minmaxing. The aura buff to 40% is also a great step forward in the cc department, further solidifying FreyDragoon's ability to play her role before her skill is off CD. Similarly, the 15% ATK buff to the entire squad is easily overkill just like the refresh.
Overall rating: 6.5/10, this version of FreyDragoon is so powerful that she will wreak havoc in PvE and PvP alike, able to control the battlefield via consistent stuns while also giving the whole team a significant ATK buff. Her active skill is pretty much a one-skill-win-condition in PvP (being a perfect set-up skill before casting massive AoE damage skills, denying enemies 2 turns of defensive skill responses) and a major tide-turner in PvE.
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Freya - Warlord
Active (5-turn CD):
- Increase ATK of Party by 25% of Hero's ATK for 2 turn(s).
- Pulls Enemy to empty tile in front of caster.
- Deals magic damage equal to 220% of Hero's ATK to Enemy
Aura:
When Hero attacks, there is a 40% chance to:
Trigger others in aura to attack with 120% of their ATK
Evaluation: The slight damage buff to her active as well as the 2 turn ATK buff is precisely what Freya Warlord needs to stand out. Warlords typically only have a vanilla pull bundled with a single-target damage that is good but nothing mind-shattering like the single-target skill damage Berserkers can put out. If we compare again to CK Aden, this is really underpowered since CK Aden also reduces the enemy skill counter on top of this. By adding a slight team ATK buff to Warlords, it solidifies Freya Warlord's role as a supporting attacker that relies on teammates more than herself. The improvement to her Aura feels like a little bit overbuffed since the increase in percentage of allies' ATK is more than 30%, especially when considering that this is on top of a 15% party-wide ATK buff on a 5-turn CD.
Overall rating: 8.5/10, this version of Freya Warlord would be very balanced and competitive in any squad that relies on iterative normal attacks, with her aura trigger being potentially crazy overpowered given certain situations (*ahem*Svenzerker&Wyvern*ahem*).
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Shizu - Magebane
Active (6-turn CD):
- Debuff 40% Mag for 2 turns (3x3 AOE)
- 120-150% Damage based on ATK (3x3 AOE)
- 66% Chance to Stun enemies for 2 turns
Aura:
When Shizu attacks, there is a 35% chance to:
Trigger others in aura to attack with 85% of their attack
Trigger others in aura to stun enemies for 1 turn.
Evaluation: The MAG reduction is the perfect thing to put on a Magebane, given that the class is called, a MAGEBANE. This combined with the increased AoE size compensated with slightly lowered damage and chance to stun as well as a slight consistency buff to her aura trigger makes Shizu Magebane perform more consistently in terms of physical dmg output and become more specialized in her role as a mage counter. Even though the 6-turn CD still makes her vulnerable to certain mages that can cast high damage spells before that, I believe that the new Magebane Shizu would provide strong a strong follow-up active in an arena team that has a single-target cc to delay or prevent casting of those spells.
Overall rating: 9/10, this version of Shizu Magebane is what I would have expected of a powerful Magebane, but still has room for improvement.
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Shizu - Assassin
Active (6-turn CD):
- 100% Chance to stun enemy for 2 turns
- 135% damage over time based on Hero's ATK for 3 turns
- Amplify 25% damage to enemy for 2 turns
Aura:
No change
Evaluation: Firstly, I would like to point out that currently Shizusin does 135% of her CRT in damage EVERY SINGLE TURN for 3 turns, so it's not 135% spread out over 3 turns but rather 135%*3 = 405% over 3 turns. Thus I would word it as either "135% of hero's ATK damage for 3 turns" or "405% of hero's ATK damage over 3 turns" to minimize confusion. Next, this I would say is a rather powerful buff to the Shizusin. A unique 25% damage amp in exchange for the stealth is definitely welcome as it focuses Shizusin towards the single-target application, with stealth being relatively weak given that the main threat is likely to have been stunned by her skill anyway. What is worth discussing is the decision to change her scaling to ATK instead of CRT. Almost all Assassin class hero has skills that scale off CRT, and also have auras that benefit from high CRT. Therefore there was always a dilemma for Assassin users whether to continue to pursue CRT after the Critical Chance cap has been reached. Doing so helps scale the Assassin's skill and aura damage, but provided nothing in terms of physical attack strength or chance to trigger auras that are based on critical strikes, choosing to go for ATK instead would result in the opposite. With this change however, both Shizusin's skill damage and physical attack would be strengthened just by getting higher ATK, which makes her more straightforward to build but also less thought-provoking and customizable.
Overall rating: 8/10, overall very good, damage amp swapping for the stealth is a big plus, but not so sure about the scaling stat change.
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Kane - Gunslinger
Active (4-turn CD):
- Damage 1 target 120-150% based on ATK
- Stuns 1 target for 2 turns
- Silence Aura 1 target for 2 turns
Aura:
When Kane attacks, 40% chance to trigger
100% damage based on ATK
Evaluation: I do not see why GSKane, out of all the other Valiants, belong in the category that needs buffing. No matter how I see it, the new GSKane is simply overpowered and would do nothing to provide any new way to use GSKane. The aura silence sounds neat but is rather meaningless in PvE since monsters have no auras, and is also pretty overlookable in PvP, since denying 1 enemy character's aura for 2 short turns isn't really doing much with PvP's turn-counting system. This version of GSKane is really just a regular GSKane with beefed up numbers, that's all.
Overall rating: 1/10, unneeded buffs, meaningless additional effects and clearly overpowered
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Kane - Sharpshooter
Active (6-turn CD):
- Buff ATK 25% based on ATK on self for 3 turns
- Damage 1 target 160-220% based on ATK
- Stealth self for 3 turns
Aura:
For every Ally in aura, buff Kane 15% ATK based on ATK
Evaluation: Similar to Assassins, the current SSKane also faces a weird dilemma or whether one should focus in CRT or ATK. His skill scales on ATK, his role is based in ATK, but both his aura and his active provide bonuses based in CRT. However, the decision SSKane faces is less of choosing between playstyles and more of an optimum output math problem (which can be solved by graph analysis). This is because choosing to focus in CRT or ATK doesn't change SSKane's role in battle rather, just his aggregate physical output. Hence, I welcome the change to streamline SSKane's self-buffs to the ATK stat. In terms of the stealth, I also thinking that this is a great idea to solidify SSKane's role as a specialized sniper.
Overall rating: 10/10, well-streamlined for easier building as well as a unique skill effect that emphasizes his role
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Kiera - Rune Magus
Active (6-turn CD):
- Damage all 130% based on MAG
- Knockback all 2 tiles
- Spawns wall with HP 210-300% Based on MAG
Aura:
When allies in aura gets hit, 35% chance to trigger
Haste (Reduce 1 CD from Skill CD)
Evaluation: The damage boost and improved knockback on RM Kiera's active is definitely welcome, but the same cannot be said for her new aura. Instead of focusing RM Kiera towards knockback as her main specialty, her new aura introduces Haste. What is unclear is whether the Haste is applied to her or her allies in aura or everyone in aura. Either way, what makes this aura dubious at best is the trigger mechanism. Unless RM Kiera is partied with a bunch of other even more paper heroes, chances are, Kiera herself is a more lucrative target for most enemies regardless of PvE or PvP. This can be easily fixed by making the aura trigger when anyone in aura gets hit instead.
Overall rating: 7/10, active skill good, aura kind of unusable.
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Kiera - Elementalist
Active (6-turn CD):
- Deals 130-160% damage based on MAG (3x3 radius)
- Burns ground for 50% of MAG for 2 turns (Units that got hit)
- 33% Chance to Stun enemies for 1 turn
Aura:
Buff 20% MAG based on MAG to allies in aura
Buff 10% DEF based on MAG to allies in aura
Evaluation: Again, the current EleKiera buffs the MAG stat of EVERYONE in aura, not just allies. I'll just assume that the new aura also applies to everyone instead of just allies. Having said that, while this is a significant buff to EleKiera's total damage, it is still barely enough to put her into the viable category of damage-dealer mages. The main reasons for this is her low output:survivability ratio as well as her inherent anti-synergy, both of which I will discuss in detail in the next section. Her new aura gives her slightly better survivability and a little bit of flexibility, but it doesn't effectively address EleKiera's main problems, which is what causes her to fall out of favour over other damage-dealing mages. The 33% chance to stun helps a little but is just too inconsistent to be of any real utility.
Overall rating: 4/10, good effort, EleKiera is no doubt better now, but still nowhere near good enough to be used consistently by players for PvP or PvE
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Lucille - Archbishop
Active (4-turn CD):
- Heals Ally or Self for180-240%of MAG
- Invincible shield 100% for 2 turns (Single Target)
- Cleanse Ally or Self (Single Target)
Evaluation: Good. Good and very good. This buff hits the spot for AB Lucille. Puts her further into her specialty, and makes her good at it.
Overall rating: 10/10, 'nuff said
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Lucille - Spirit Walker
Active (4-turn CD):
- Cast 10-40% Amplify to all enemies for 2 turns
- Cast Haste -1 CD to an Ally or Self
Aura:
When Hero gets hit, 75% chance to heal 35% based of hero's MAG (Ally and Self)
Evaluation: The active actually gives SW Lucille a very powerful and flexible damage booster, and would pretty much become an auto-include in almost any damage-heavy squad. On the other hand, the relatively difficult-to-use aura makes up for it. Although difficult-to-use, it is not impossible to. It would simply require the squad to include other heroes whom all have higher DEF than SW Lucille. With Athena or Hercules faith on SW Lucille, this may not be a very difficult thing to do.
Overall rating: 9/10, hard to use, but also really strong. A nuanced combination of flexibility and inflexibility that demands smart planning.
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Section 2: Theories and Principles
O/S ratio and skill CDs
Output:survivabiity ratio (O/S ratio) is an analytic tool I use to determine the strength of a hero as a damage dealer. It shows how much damage a character can output versus the damage he/she is likely to take within that same duration. It is mostly only accurate on heroes that deal damage without any cc effects or alternative RNG damage sources since it does not compensate for random-chance damage nor any cc provided. What I call the O/S ratio is defined as:
Cumulative damage output by turn x
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Cumulative damage taken by turn x
I'll use EleKiera as an example since I attribute her weakness mainly to her bad performance of this. A PvE scenario against 6 monster units will be used to demonstrate. For the first 6 turns, EleKiera can merely auto-attack, hence for the first 6 turns she deals about 100+50*3 = 250 dmg per turn in normal attacks (assuming the splash hits 3 targets). In 6 turns she deals a total of 250*6 = 1500 dmg. On the other hand, depending on where your EleKiera is positioned and what your squad lineup is, EleKiera is likely to have taken about 4000 damage from enemy normal attacks. Thus at turn 6, EleKiera's O/S ratio is 1500/4000 = 0.375, this tells us that for each point of HP EleKiera loses, she outputs 0.375 dmg, up to turn 6.
Now let's look at Talissa Warlock's O/S ratio at turn 6. Talilock would have taken slightly less damage as compared to EleKiera because she has much higher base DEF (about 300 more), so maybe about 3500 damage. Her damage for the first three turns will deal slightly less damage than EleKiera, but not by much, about 80+55*3 = 245 dmg (Kiera does 100%+50% to 4 directions while Talissa does 100%+70% to 4 directions). So in 3 turns, Talilockwill deal 245*3 = 735 dmg. On turn 4, Talilock will summon her Twilight Sentinel and deal about 2000 dmg to all 6 enemies for 2 turns. Her twilight sentinel will attack for about 4000 physical damage. Hence by the end of turn 4, Talilock would have racked up 735+2000*6+4500 = 16835 dmg. At turn 5, Talilock and her sentinel both attack for another 4000+245=4245 dmg and her active DoTs for another 2000*6 dmg, bringing it to a total of 16835+4245+2000*6 = 33080 dmg. At turn 6, Talilock uses a normal attack for 245 while her sentinel deals about 7000*3 dmg immediately and DoTs the enemies for another 3000 dmg for 2 turns. This brings Talilock's cumulative damage at turn 6 to 33080+245+7000*3+2000*6 = 66325 dmg. Thus at turn 6, Talilock's O/S ratio would be 66325/3500 = 18.95, so this tells us that for each point of HP Talilock loses, she outputs 18.95 dmg, up to turn 6.
But what happens at turn 7, the supposed turn that EleKiera starts to take everything back? Let's see...EleKiera casts her huge nuke, dealing 9000 dmg to all 6 targets for a total of 54000 damage, bringing her to 55500 dmg, and following the previously established rate of taking damage, she would have taken another 666 dmg, racking the damage she would have taken by turn 7 to 4666. Hence, EleKiera's turn 7 O/S ratio is 55500/4666 = 11.895, which is pretty respectable, but nothing in comparison with Talilock's O/S ratio at turn 6. Also, on turn 7, Talilock would have dealt an addtional 2000*6 DoT dmg plus 245 normal attack, which brings her O/S ratio to 78570/4083 = 19.24, still miles ahead of EleKiera. On Turn 8, EleKiera gets another 2500*6+250 dmg, reaching an O/S ratio of 70750/5332 = 13.27. Talilock on the other hand, summons her Twilight Sentinel again, dealing 2000*6+4000 dmg, reaching an OS ratio of 94570/4666 = 20.27. It should be quite obvious by this point of time that there is no way for EleKiera to even come close to Talilock's O/S ratio at no matter what turn after turn 3. Hopefully from this it can also be seen that improving the burn damage over time of EleKiera by anything less than +60% of MAG is not going to make anything different because unless your EleKiera plays as a suicide bomber and pretty much dies right after casting her active, the fact that it takes an entire turn to deal the burn damage makes it such that she will be taking lots and lots of damage before she can deal any significant amount. Also, some may have realized that throughout the entire calculation process, I have not even put in Talilock's dmg from her aura, which can be rather unstable but is still far more significant than her normal attack damage.
To better utilize the O/S ratio, one can multiply the O/S ratio at the turn that the hero's actions start to cycle by the HP pool of your hero to find out how much potential damage is possible within 1 full HP bar. And this is where it gets totally laughable for EleKiera versus Talilock. Talilock actually has better base HP pool than EleKiera. With both 5*+2 and Athena faith, Talilock has 6342 base HP whereas EleKiera has 5305 base HP. This means that Talilock will be able to deal at least 19.24*6342=122020 dmg in 1 HP bar whereas EleKiera only deals 70397 dmg in 1 HP bar.
So what is the significance of doing such analysis? It is to emphasize how heavy/negative having a high skill CD is. The higher a hero's skill CD, the more damage the hero will have to take to deal back any significant damage. Again, this may not be so accurate for heroes whose auras have a % chance to deal damage, have cc/utility options or take tiny damage due to extremely high DEF, but for those heroes who are almost entirely reliant on their active skill AND regularly takes a ton of regular normal attack damage from enemies *ahem*EleKiera*ahem*, the power of the active skill required to justify a skill CD as long as 7 or 6 turns must be completely insane, almost a immediate win-condition kind of skill, or else it is simply not justifiable to include that hero in a squad, or at least their flexibility will be greatly hindered as they are restricted to being used in teams that can mitigate enough damage via heals or defensive auras/skills for the OS ratio to actually reach a reasonable amount as compared to other damage-dealing mages.
"1 HP" syndrome and negative synergy of blanket AoE dmg at later turns
Most RPGs nowadays, including VF run the "1 HP" syndrome, where characters pretty much perform as well when they are at max HP as when they are at 1 HP. They only "lose functionality" when they get to 0 HP, where they become unable to do anything. Hence, if given the chance to reduce the HP of 5 enemies by 50% each or to kill off 2 of the 5 enemies outright and deal nothing to the rest, the latter option is generally speaking, the wiser option.
The main point here is that, as the turns of a round increase, more and more enemies die off, thus blanket AoE dmg becomes less and less desirable as compared to "smart" damage. "Smart" damage refers to missile-type spells in VF, where the spell guarantees the total damage dealt, but randomizes which enemies get hit. These "smart" spells don't work that well at the "early-game", when there are lots of enemy units, all of them at pretty healthy HP. This is when you want to use blanket AoE dmg skills such as EleKiera's active. But when enemies start dying one by one and get left with 3 or 4 hard-to-kill ones at the end, EleKiera's blanket AoE would suffer a great reduction in damage due to a lack of targets, whereas "smart" damage skills used by both Ronans and Talilock's Twilight Sentinel thrive in such situations. And guess what, skill CDs of 6 and 7 generally tend to land you in such situations, especially in event and other PvE boss maps. Basically what I am getting at is, EleKiera's skill is not the most optimal damage spell to use usually by the time it is turn 7, missile spells from Ronan and Talilock far outshine her when the number of targets are low.
<More to come....>
EDIT: Given that so many have already posted below me, I shall continue on a new post
Last edited by
newnar on Fri May 19, 2017 1:31 am, edited 7 times in total.