Forum Discussion

almightywood's avatar
8 years ago

Phase 4 NAAT math, strategy, and discoveries

So I am able to reliably topple the tank in phase 4 with my droid team using HK(L), IG-88, IG-86, JE, and K2S0. I was using B2 for the AoE, but K2S0 does way more damage, and the counterattacks and bonus turns they grant more than make up for single target only damage.

Now my only source of a group buff in this composition is, of course, Jawa Engineer. This is a very risky proposition as Recalibrate only gives a crit chance buff for 2 turns. When you figure that under and HK lead my droids basically never have less than 50% tm and recalibrate gives 45% tm (at max level, which it HAD to be to make this work), it works out to more or less be a one turn buff for everyone but Jawa Engineer.

So precise timing is necessary. I fiddled around with speed secondaries for a while. I finally hit a good rhythm when I got him around 219 speed in his character panel. His unique is maxed so that means that he operates at a 269 speed in combat.

Recalibrate has a long cooldown and a short buff duration so in order to have it up in time to use for the airstrike I need to have Jawa Engineer go twice in between topples. In actuality I really need to cause the second topple with Jawa Engineer's action (ok, it's really the auto assist that does it, or the toon that assisted practically always gets full tm for doing so, so takes a turn with no change in anyone else's tm) when it says recalibrate cooldown is on 3. Doing so will let me topple the tank every single time and have recalibrate pop up RIGHT before the topple ends (it actually looks like it is full at that point). Now once I cast recalibrate, I can pretty much do whatever I want before the topple ends EXCEPT use IG-86's assist (unless he goes first afterwards) because doing so will give a droid full tm for a SECOND time, which makes the buff drop off, and they die.

Now if at 269 speed I take exactly 3 turns like clockwork before the tank gets back up (and it is exactly since I am toppling with JE) one can surmise that my speed is uber close to exactly 3 times that of the toppled tank. 269 / 3 = 89 2/3.

Now it couldn't be faster than me or I couldn't reliably go before it, which means its speed is not 90. That means it has a toppled speed of either 88 or 89.

Knowing what speed the cab goes could allow people to use other short term buffers and reliably topple this beast. They just have to be the one to topple, and have their speed be close to a multiple of 89. So 178 would be good, as is 267, and 355. Those are pretty specific breakpoints, but hey. They're better than nothing. ESPECIALLY if you end up skipping the topple otherwise.

Side note: In doing all this testing. I have had runs where I landed a slow on the cab, and runs where I didn't. Whether or not there was a slow on the cab, it still took exactly 3 turns of Jawa Engineer for the topple to end. I would conclude from this that speed down does exactly nothing to the tank when it is toppled.


TLDR: The speed of the toppled tank in phase 4 NAAT is 89, Speed down doesn't affect the cab when toppled, & Short term buffers can be used to topple the tank at certain speed breakpoints.

Anybody else have some information to share about this?

Comments and questions are welcome.
  • "Asic;c-1041251" wrote:
    Try not toppling

    I've tried that. It's not a good strategy. Results in like 1/5 of the damage compared to if I do topple. Unless you can't manage to topple, toppling is the way to go. Besides, I have it down to a science now.

    The whole point of this post was actually to allow others to topple instead of not toppling. :smiley:
  • So, for future planning's sake, is anybody aware of the toppled tank's speed in the HAAT raid?
  • dont use droids
    i use 3 teams in p4 results in 5 mil damage
    team 1 jka, yoda, mace, fives, quigon
    speed down does affect the tank yoda uses battle meditation at the very last instant of the topple, fives speed down helps immensely, jka lead helps a lot as my quigon is squishy and easily falls below 50% health triggering anakins unique, and at the start of quigons next turn the raid bonus takes him above 50% health
    yoda should be modded for speed, alternatively ahsoka can also be used instead of mace
    does 1 mil damage all the time for me

    team 2 zaul, savage, emp palp, kylo, dooku
    zaul lead ensures that kylo takes a lot of hits making his attack super powered, ep grants team offense up but you have to be careful as it only lasts 2 turns
    my savage can cause close to 14k damage on his basic 2 times after he uses his overpower special to kill either b2 or the cannons, dooku is there just because hes sith and can be substituted for a dps toon
    does 1 mil damage all the time for me

    team 3 zader, sid, boba, leia, barris/tfp
    zader dots are super useful here,
    zader, sid and boba all land dots, zader an boba 2nd specials start landing damge from 50k and as the battle goes on land upto 300k each time its used
    leia is there for team buff, barris can be used to make sure leia doesnt die or if you leia is strong you can use tfp for tenacity down landing even more dots=more damage
    does 2.5-3mil easily and if all goes well i can land 4 mil sometimes
  • toppled tank has moderate speed i notice that it lasts close to 2 turns of m zader(153 speed) so its probably cloe to 75-90 speed
  • "Darksaber98;c-1058283" wrote:
    dont use droids
    i use 3 teams in p4 results in 5 mil damage
    team 1 jka, yoda, mace, fives, quigon
    speed down does affect the tank yoda uses battle meditation at the very last instant of the topple, fives speed down helps immensely, jka lead helps a lot as my quigon is squishy and easily falls below 50% health triggering anakins unique, and at the start of quigons next turn the raid bonus takes him above 50% health
    yoda should be modded for speed, alternatively ahsoka can also be used instead of mace
    does 1 mil damage all the time for me

    team 2 zaul, savage, emp palp, kylo, dooku
    zaul lead ensures that kylo takes a lot of hits making his attack super powered, ep grants team offense up but you have to be careful as it only lasts 2 turns
    my savage can cause close to 14k damage on his basic 2 times after he uses his overpower special to kill either b2 or the cannons, dooku is there just because hes sith and can be substituted for a dps toon
    does 1 mil damage all the time for me

    team 3 zader, sid, boba, leia, barris/tfp
    zader dots are super useful here,
    zader, sid and boba all land dots, zader an boba 2nd specials start landing damge from 50k and as the battle goes on land upto 300k each time its used
    leia is there for team buff, barris can be used to make sure leia doesnt die or if you leia is strong you can use tfp for tenacity down landing even more dots=more damage
    does 2.5-3mil easily and if all goes well i can land 4 mil sometimes


    You know the droids we're talking about do that much damage or more?
  • I solo phase 4 with zVader, Tusken shaman, Maul, Palpatine and Bobba. Good for 12 million.
  • Same can solo with zvader, tusk shaman, boba, zid and leia (nice to not have to worry about timing of the offence up for flyover).. droids really arent the ideal team here but if that is all you have for it i guess its good to know what works. Wiggsdo with leia will get a better score as well though wont it?