A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | AA | |
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1 | Click on the "Ships" tab on the bottom of this screen to go to the rankings! | To Do: | Future change ideas: | Speculative | |||||||||||||||||||||||
2 | All of the Squadron Packs | Improve handling of repo that can be done after going over obstacle | Change the way repositioning is done? Half extra shots without receiving damage, half multiplier of effectiveness? | ||||||||||||||||||||||||
3 | v1.9: | Change the way ignoring obstacles works with maneuvers? | Expand damage tables to allow for obstructed shots (very low priority; time consuming!) | ||||||||||||||||||||||||
4 | Added Wave 7 ships | Redo the way multiple force tokens and charges work to give one immediate use (sigh) | Improve handling of Cloak | Add unmodded and double-modded attacks to damage received calculations | |||||||||||||||||||||||
5 | Fixed bad code in DDR which made it wonky with special abilities | Standardize bomb damage | Separate force from calc on mods (for munitions requiring calc) | ||||||||||||||||||||||||
6 | Increased weight on 1v1 effectiveness from .1 to .2 and decreased weight on FFwR from .7 to .6 for points calculation | Jam (very low priority; small effect) | |||||||||||||||||||||||||
7 | Decreased chance for Range 1 to 0.22 from 0.25 and increased chance for Range 3 to 0.45 from 0.42 | Add standardized way to handle double-mods on defense | |||||||||||||||||||||||||
8 | Increased chance to have actions by 5% across the board (to 70% small, 65% medium, 60% large) | Change how Torpedoes and other limited-use upgrades are handled | |||||||||||||||||||||||||
9 | Increased value on 180 arcs | Make reinforce depend on initiative | |||||||||||||||||||||||||
10 | Fixed Vultures and other droids -> should have limited "blue turns" bonus for linked actions. | ||||||||||||||||||||||||||
11 | Fixed typo on struts (overestimated effect). | ||||||||||||||||||||||||||
12 | Added chance for Nantex to be tractored without repositioning | ||||||||||||||||||||||||||
13 | Fixed typo on Daredevil for Major Vonreg (I thought it cost 4, oops!) | ||||||||||||||||||||||||||
14 | Tweaked Nien Nunb chance to trigger ability. | ||||||||||||||||||||||||||
15 | Fixed Ember's ability (oops, it doesn't work on defense) | ||||||||||||||||||||||||||
16 | Fixed Naboo Starfighter (oops, they do in fact have boost) | ||||||||||||||||||||||||||
17 | Assume Padme buffs more friendly ships | ||||||||||||||||||||||||||
18 | |||||||||||||||||||||||||||
19 | v1.8: | ||||||||||||||||||||||||||
20 | Changed how in-arc abilities and abilities which don't require arcs are handled: some offensive abilities requiring a firing arc were penalized too much | ||||||||||||||||||||||||||
21 | Improved granularity of dial changes | ||||||||||||||||||||||||||
22 | Tweaked repositioning a bit again -- increased value of I4/I5 ships relative to I1/I2 and I6 ships | ||||||||||||||||||||||||||
23 | Added a small bonus for odd health ships. Treated as +0.125 HP. | ||||||||||||||||||||||||||
24 | Reworked "Rush" and "Null" each into single entries | ||||||||||||||||||||||||||
25 | Adjusted Holo, 7th Sister crew, Double Edge, Lt. Kestal, 4-LOM, Colonel Vessery, and others | ||||||||||||||||||||||||||
26 | |||||||||||||||||||||||||||
27 | v1.7: | ||||||||||||||||||||||||||
28 | Add chance to attack without defending and chance to defend without attacking (equal, roughly cancels out) | ||||||||||||||||||||||||||
29 | Fixed 1P difference column to properly account for repositioning for blocks | ||||||||||||||||||||||||||
30 | Changed blocks from flat points to chance of added damage each round | ||||||||||||||||||||||||||
31 | Changed Proton Torps and Energy-Shell Charges to always trigger twice. Previously, a use was lost if the first shot was at R1. Long-term I need to include a probability of using it. | ||||||||||||||||||||||||||
32 | Medium and large ships now suffer a penalty to their firing arc. | ||||||||||||||||||||||||||
33 | Tractor beam value now depends on its timing. | ||||||||||||||||||||||||||
34 | Added damage tables for CLT | ||||||||||||||||||||||||||
35 | Improved accuracy of dice mods after repositioning | ||||||||||||||||||||||||||
36 | Reduced value of repositioning for low-initiative ships by increasing the initiative CDF exponent to 4 from 2 and lowered non-initiative weight to .15 from .2; raised value of reposition slope coefficient to .25 from .15. | ||||||||||||||||||||||||||
37 | Increased value of double-repositioning in any order | ||||||||||||||||||||||||||
38 | Increased chances of abilities requiring any enemy or friendly ship triggering | ||||||||||||||||||||||||||
39 | Fixed some inconsistent ways of handling second/third force points. | ||||||||||||||||||||||||||
40 | Value of dial change reduced for primary arc. | ||||||||||||||||||||||||||
41 | |||||||||||||||||||||||||||
42 | |||||||||||||||||||||||||||
43 | v1.6: | ||||||||||||||||||||||||||
44 | Parameter tweaks: attempting to better match ship evaluations to tournament performances, especially pre-maneuver repositioning, front/rear turrets, and swarms | ||||||||||||||||||||||||||
45 | Raised percent of 2-dice attacks (proxy for unmodified 3-dice attacks). Increases the value of high-agility ships. | ||||||||||||||||||||||||||
46 | Increased value of single turrets and front/back turrets; decreased value of short-K, awkward, no-K, and no-turn front arcs | ||||||||||||||||||||||||||
47 | Shifted repositioning values: decreased multiplier on number of repositioning actions and increased multiplier for double-repositioning and pre-maneuver repositioning | ||||||||||||||||||||||||||
48 | Changed bullseye probabilities to depend on area of bullseye arc | ||||||||||||||||||||||||||
49 | Tweaked frequency of second/third force from 1/4 to 1/3 and 1/8 to 1/6 | ||||||||||||||||||||||||||
50 | Increased chances of doing blue maneuvers | ||||||||||||||||||||||||||
51 | Added small flat value to all ships to reflect blocking/swarm-stripping capabilities of swarms | ||||||||||||||||||||||||||
52 | Smaller R1 percent and larger R3 percent to better reflect true areas of firing arcs | ||||||||||||||||||||||||||
53 | Turrets are now stronger as initiative gets higher; "turret" arc now requires white rotate or linked red rotate | ||||||||||||||||||||||||||
54 | Add chance abilities that require actions don't actually cost the action (e.g. coordinating ship is not shooting or taking shots) | ||||||||||||||||||||||||||
55 | Recharging effects that start fully charged (e.g. multiple force tokens, Leia) now grant bonuses up-front as well as recharging | ||||||||||||||||||||||||||
56 | Double reposition multiplier now considers stress requirement for Autothrusters and Vectored Thrusters | ||||||||||||||||||||||||||
57 | Supernatural Kylo: fixed typo on probability of actions; increased value of pre-maneuver double-reposition | ||||||||||||||||||||||||||
58 | Moldy Crow: fixed extra focus tokens to regen | ||||||||||||||||||||||||||
59 | Poe Dameron: added value for being able to double-reposition | ||||||||||||||||||||||||||
60 | TIE/sf w/o Special Forces Gunner: they have front arc and back turret arc | ||||||||||||||||||||||||||
61 | Changed durability-to-damage ratio to average different action scenarios and to make it easier to understand | ||||||||||||||||||||||||||
62 | |||||||||||||||||||||||||||
63 | v1.5: | ||||||||||||||||||||||||||
64 | Damage Scaling (overall result is giving more weight to damage against more defensive ships): | ||||||||||||||||||||||||||
65 | Damage dealt to X-Agility ship is scaled by average damage taken by X-Agility ships (same for X-Agility+Focus). | ||||||||||||||||||||||||||
66 | Damage dealt to X-Agility ships is increased by value of defensive focus for X-Agility divided by rough-average hp of ships with that agility. | ||||||||||||||||||||||||||
67 | Changed overkills to be extra durability instead of extra HP so it doesn't scale with extra defensive abilities | ||||||||||||||||||||||||||
68 | Hit->Crit effects consistenty valued at .2 damage | ||||||||||||||||||||||||||
69 | |||||||||||||||||||||||||||
70 | Improved handling of multiple-use conditional defensive abilities | ||||||||||||||||||||||||||
71 | Changed conditional offensive abilities to link with durability: | ||||||||||||||||||||||||||
72 | Support abilities: use 2/3 of the actual probability of getting the support ability trigger (support abilities need to be undercosted, otherwise clear strategy is to leave support ship as the last ship) | ||||||||||||||||||||||||||
73 | Probability of support abilities based on range | ||||||||||||||||||||||||||
74 | Changed force handling: | ||||||||||||||||||||||||||
75 | First force powers dice mods. TL+Calc for offense, Calc for defense while Focus/TL for partial offense. Add conditional defense for both offense and defense. | ||||||||||||||||||||||||||
76 | Later force powers abilities power abilities. After powering abilities, last force (if any) is used as extra offense (if ship has TL) or evades (if ship doesn't). Gets 1+dur/4 uses, or full uses for repo. | ||||||||||||||||||||||||||
77 | 1 extra force recharge every 3 turns; second extra force recharges once every 6 turns | ||||||||||||||||||||||||||
78 | If 2 force and it powers both repositioning and an ability, then cost the ability at 3 turn recharge x 1/4 value | ||||||||||||||||||||||||||
79 | Changed handling of abilities that require disengaging: | ||||||||||||||||||||||||||
80 | Disengage items (e.g. reload) every 3 turns | ||||||||||||||||||||||||||
81 | Red reload every 4.5 turns | ||||||||||||||||||||||||||
82 | Proton Torpedoes: first shot at R1 and second shot at R3 (exponent of 2) multiplied by initiative CDF; reload gets 1 additional shot per (durability-3)/3; red reload is (durability-3)/4.5 | ||||||||||||||||||||||||||
83 | |||||||||||||||||||||||||||
84 | Changed red actions/blue-dependent abiltiies to (num blue maneuvers)/(6 + num blue maneuvers), square rooted if has full set of blue maneuvers. (to do) | ||||||||||||||||||||||||||
85 | Adjusted probability of having actions. (to do) | ||||||||||||||||||||||||||
86 | Added K-Turn speed dependency on rear arc. (to do) | ||||||||||||||||||||||||||
87 | |||||||||||||||||||||||||||
88 | Added Resistance and First Order ships (to do) | ||||||||||||||||||||||||||
89 | |||||||||||||||||||||||||||
90 | v1.1: | ||||||||||||||||||||||||||
91 | Different methodology for points (averages point costs rather than changes for each category; avoids need to iterate to converge to a balanced point cost) | ||||||||||||||||||||||||||
92 | Explicitly model attacks which require tokens and how they interact with initiative | ||||||||||||||||||||||||||
93 | Repositioning is based on chance to not be blocked/stressed, with corresponding changes to reposition weights. | ||||||||||||||||||||||||||
94 | Changed coordinate to also have a value based on initiative squared. | ||||||||||||||||||||||||||
95 | Changed blocking value formula to be similar to the maneuver dial factor formula instead of being completely ad-hoc. | ||||||||||||||||||||||||||
96 | Fixed an incorrect reference in defense action damage reduction formula. | ||||||||||||||||||||||||||
97 | Changed a bunch of meta weights and conditional ability assumptions. | ||||||||||||||||||||||||||
98 | Changed the chance of losing an action to chance of having actions; revamped into numerical rating | ||||||||||||||||||||||||||
99 | Fixed an incorrect reference in passive effectiveness equation. | ||||||||||||||||||||||||||
100 |