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Are all buffs created equal?

Attacks are made in two stages:

1. To Hit this is calculated as a % chance, with the chance = to Attackers Accuracy


Defenders Eva.
2. Damage this is calculated as (Attackers Atk Defenders Def) multiplied by a random
number from 0.95 to 1.05 / 10

Notes

When the amount of damage inflicted onto the defending card is under 100, the Defenders Def
decreases by (100- Damage Inflicted).

Accuracy never falls below 5% and Def never falls below half of its starting value.

So to put this into context we have two of our old friends here to slug it out for our entertainment:

Luke Jedi Knight

Attack 13081

Defense 12666

Acc 170

Eva 100

Rancor

Attack 16266

Defense 12028

Acc 130

Eva 60

Okay, so lets calculate the probability of them hitting each other. Firstly, Luke has an accuracy of
170, which we subtract the Rancors Eva of 60, giving us 110. So Lukes chance to hit is over 100% or
in other words he cant miss.

The Rancor in turn has an Acc of 130 minus Lukes Eva of 100, gives us 30%. So the Rancor will only
hit 30% of the time.
Damage,

Lukes damage will therefore equal: (13081 12028) * (a number from 0.95 to 1.05) / 10

So in our heroic example we will be left with 1053 multiplied by a random number and then divided
by 10. The result is that Luke will inflict between 100 and 110 damage.

In turn, the Rancor assuming it managed to hit will inflict between 342 and 378 damage.

Points to Draw

- Luke has a random variance equating to only 10 damage, the Rancor has a random variance
of 36 damage.
- This is because the higher difference between the attack and the defence, the greater the
number being multiplied by the random number. It is important to note, that this is the
difference of the two and not the size of the numbers. An attack of 2000 against a defense
of 1000 would have a larger variance than an attack of 20,000 vs a defense of 19,500.

Right, so in both those examples the attack was greater than the defense, what happens if its lower
than the enemies defense. So for this example Luke will be fighting against the more formidable
Darth Vader (cloud city) who has a defense of 15,728.

13081 15,728 = -2647 which is going to give us a number below 100. In this case the number is
below 0, but damage can never fall below 10. Also when an attack is below 100, it will decrease the
defense of the target by 100 minus the amount of damage done. So what we can draw from this is:

If the attack of the attacker is below the defense of the target, the attack will always do 10 damage
and reduce the defense of the target by 90. Now, whilst the defense of the target being eroded is
not an insignificant effect on the battle, it is not a position which we want to find ourselves in!

So excitingly, we have reached our first threshold, we want to ensure that our attack is higher than
whatever it is that that we are attacking.

Now if we start with a fictional attacker with an attack of 15000. We are then going to use a prep
skill to increase his attack by 20%, before he will attack a target with 16000 defense.

Without Prep Skill: 10 damage (subtract targets defense by 90)

With First Prep Skill: 190 210 damage

With Two Prep Skills: 475 525 damage

So if we consider these together the first prep skill boost of 20% equates to an increase of 180-200
damage. But the second has increased the damage by 285 to 315.

This is because whilst the initial numbers are important because the % increased by is derived from
them, the difference between the attack and defense is what the damage is directly derived from.

Therefore, when it comes to buffs, your buffs will be more effective the more you stack them and
the greater the initial stats are to start with.
So youve wasted half my evening making me read all that, what prep skills do I take?

Well my initial answer is to play to your strengths, if your form is full of high defense stall characters,
triple defense up, if your playing an offensive form, triple attack up. However, from the above I am a
lot less keen on forms which use 2 offense up and a token defense up. This is because it is very
unlikely that that token defense increase will get your defense to = or higher than the opponents
attack, so by spreading your resources you are reducing the impact that they have.

But to put this into context let us consider some pseudo realistic formation options.

Republic

Shaak Ti FG / Qui-Gon Jinn Fated Duelist / Obi Wan Betrayed Mentor

Bail behind

Old Rey

Death of Dooku Support

Shaak Ti FG

Attack: 14319 + 29% (18,471)

Defense: 14667 + 64% (24,053)

Qui-Gon Jinn Fated Duelist

Attack: 14388 +29% + 4569 (23,129)

Defense: 15867 + 52% +4791 (28,908)

Obi Wan BM

Attack: 16147 +29% (20,829)

Defense: 17277 +47% (25,397)

Okay, so all awoken characters have a base health of 2000. If we disregard Bails healing for the
moment, we want to calculate how high an attack would I need to kill these characters in 1, 2, 3, 4 or
5 attacks.

To work this out, heres a table I prepared earlier:


Difference between
Attacks needed to kill Damage per hit
attack and defense

20000 1 1900-2100
10000 2 950-1050
7000 3 665-735
5000 4 475-525
4000 5 380-420

So this is pretty simple, if I wanted to kill a QGJ-FG with the buffs attributed to him as labelled above,
I would need to ensure my attacker had an attack of 48,908 attack.

Shaak Ti FG /

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