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To Do:
Future change ideas:
Speculative
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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?
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v1.9:
Change the way ignoring obstacles works with maneuvers?
Expand damage tables to allow for obstructed shots (very low priority; time consuming!)
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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)
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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)
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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
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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
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Increased value on 180 arcs
Make reinforce depend on initiative
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Fixed Vultures and other droids -> should have limited "blue turns" bonus for linked actions.
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Fixed typo on struts (overestimated effect).
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Added chance for Nantex to be tractored without repositioning
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Fixed typo on Daredevil for Major Vonreg (I thought it cost 4, oops!)
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Tweaked Nien Nunb chance to trigger ability.
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Fixed Ember's ability (oops, it doesn't work on defense)
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Fixed Naboo Starfighter (oops, they do in fact have boost)
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Assume Padme buffs more friendly ships
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v1.8:
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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
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Improved granularity of dial changes
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Tweaked repositioning a bit again -- increased value of I4/I5 ships relative to I1/I2 and I6 ships
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Added a small bonus for odd health ships. Treated as +0.125 HP.
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Reworked "Rush" and "Null" each into single entries
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Adjusted Holo, 7th Sister crew, Double Edge, Lt. Kestal, 4-LOM, Colonel Vessery, and others
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v1.7:
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Add chance to attack without defending and chance to defend without attacking (equal, roughly cancels out)
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Fixed 1P difference column to properly account for repositioning for blocks
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Changed blocks from flat points to chance of added damage each round
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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.
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Medium and large ships now suffer a penalty to their firing arc.
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Tractor beam value now depends on its timing.
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Added damage tables for CLT
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Improved accuracy of dice mods after repositioning
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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.
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Increased value of double-repositioning in any order
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Increased chances of abilities requiring any enemy or friendly ship triggering
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Fixed some inconsistent ways of handling second/third force points.
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Value of dial change reduced for primary arc.
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v1.6:
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Parameter tweaks: attempting to better match ship evaluations to tournament performances, especially pre-maneuver repositioning, front/rear turrets, and swarms
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Raised percent of 2-dice attacks (proxy for unmodified 3-dice attacks). Increases the value of high-agility ships.
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Increased value of single turrets and front/back turrets; decreased value of short-K, awkward, no-K, and no-turn front arcs
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Shifted repositioning values: decreased multiplier on number of repositioning actions and increased multiplier for double-repositioning and pre-maneuver repositioning
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Changed bullseye probabilities to depend on area of bullseye arc
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Tweaked frequency of second/third force from 1/4 to 1/3 and 1/8 to 1/6
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Increased chances of doing blue maneuvers
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Added small flat value to all ships to reflect blocking/swarm-stripping capabilities of swarms
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Smaller R1 percent and larger R3 percent to better reflect true areas of firing arcs
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Turrets are now stronger as initiative gets higher; "turret" arc now requires white rotate or linked red rotate
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Add chance abilities that require actions don't actually cost the action (e.g. coordinating ship is not shooting or taking shots)
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Recharging effects that start fully charged (e.g. multiple force tokens, Leia) now grant bonuses up-front as well as recharging
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Double reposition multiplier now considers stress requirement for Autothrusters and Vectored Thrusters
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Supernatural Kylo: fixed typo on probability of actions; increased value of pre-maneuver double-reposition
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Moldy Crow: fixed extra focus tokens to regen
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Poe Dameron: added value for being able to double-reposition
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TIE/sf w/o Special Forces Gunner: they have front arc and back turret arc
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Changed durability-to-damage ratio to average different action scenarios and to make it easier to understand
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v1.5:
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Damage Scaling (overall result is giving more weight to damage against more defensive ships):
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Damage dealt to X-Agility ship is scaled by average damage taken by X-Agility ships (same for X-Agility+Focus).
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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.
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Changed overkills to be extra durability instead of extra HP so it doesn't scale with extra defensive abilities
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Hit->Crit effects consistenty valued at .2 damage
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Improved handling of multiple-use conditional defensive abilities
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Changed conditional offensive abilities to link with durability:
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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)
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Probability of support abilities based on range
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Changed force handling:
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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.
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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.
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1 extra force recharge every 3 turns; second extra force recharges once every 6 turns
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If 2 force and it powers both repositioning and an ability, then cost the ability at 3 turn recharge x 1/4 value
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Changed handling of abilities that require disengaging:
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Disengage items (e.g. reload) every 3 turns
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Red reload every 4.5 turns
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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
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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)
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Adjusted probability of having actions. (to do)
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Added K-Turn speed dependency on rear arc. (to do)
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Added Resistance and First Order ships (to do)
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v1.1:
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Different methodology for points (averages point costs rather than changes for each category; avoids need to iterate to converge to a balanced point cost)
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Explicitly model attacks which require tokens and how they interact with initiative
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Repositioning is based on chance to not be blocked/stressed, with corresponding changes to reposition weights.
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Changed coordinate to also have a value based on initiative squared.
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Changed blocking value formula to be similar to the maneuver dial factor formula instead of being completely ad-hoc.
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Fixed an incorrect reference in defense action damage reduction formula.
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Changed a bunch of meta weights and conditional ability assumptions.
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Changed the chance of losing an action to chance of having actions; revamped into numerical rating
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Fixed an incorrect reference in passive effectiveness equation.
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