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"AligatorSam;23384" wrote:
So what Sid gives you is 0.13 * (1.7 normal damage) = 22% which is what someone above said I guess but didn't quite catch how you did it.
Normal Damage = X
Phasma is 16% of (Chance to normal hit * 0.85X + % to crit * 2.5X)
How do you know the normal crit %? Does crit rating 220 actually mean anything to anyone? I'm just missing that to determine which is better lol.
Think of it this way... A crit is equal to 150% normal damage. Sid adds 12-13% additional chance to crit. Plus he adds an additional 20% crit damage. So his leadership ability leads to .13 x 1.7 = .22 more damage for all characters on your team. Someone mentioned what about crit procs, this will happen 13% more often but the damage is inclusive of that 22% mentioned earlier.
Phasma's math is not exactly as you put it because team composition can augment that chance. And I'm not sure about the 2.5 factor.- Phasma has a lot of different aspects going for her with her ability. Not just with the chance to hit, but how those chances affect them. Like someone else mentioned Daka and Ventress have a chance to stun when they are called to help, Luke has a chance to inflict damage over time, Ren does a healing debuff, Bariss can heal, so much more goes into not just how often it procs and what the immediate damage is, but also the effects applied etc.
- Here is a spreadsheet i created so that you could see how pure damage numbers might play out depending on the make up of your team. The crit chance is completely arbitrary since we don't have a way to determine that number based on crit rating at this point.
https://dropbox.com/s/7bdxqisrilrwkpr/phasma-vs-sidious.xlsx?dl=0 "Preemo_Magin;23542" wrote:
Things are but harder. As WhipIT explained, several chars will do automatic cooldowns when they do 2 or more Crits in an AOE. So while Phasma advances clock in your favor and may bring stunds, Sid can monumentaly increase the chance of automatic cooldowns in many Droids. And in thise teams, the additional 22% damange is the difference from 5% Hp left on enemy that will bebhealed next turn vs ...oops you just lost 3 chars to "lucky crits and cooldown resets".
The thing is that a lot of the math needs to be done to exact setups, like Sid with Droids and Vader and ithers that will cooldown when they crit a lot.
Yes more math needs to be done but your point about resetting from crits is a bad point because calling in an ally increases that chance as well, even more so.- In increase to straight damage, sid wins. However, Phasma does all of the following:
1. Chance for assists (its random, unlike sids promise)
2. Chance for extra procs with the assist calls.
3. Team wide advantage (big burst of damage).
4. AoE with enemy slow chance.
5. Team wide turn meter buff (allowing your team an extra turn).
6. Transforms into a decent single target damage dealer once she has advantage. "nubsors;23471" wrote:
"AligatorSam;23384" wrote:
So what Sid gives you is 0.13 * (1.7 normal damage) = 22% which is what someone above said I guess but didn't quite catch how you did it.
Normal Damage = X
Phasma is 16% of (Chance to normal hit * 0.85X + % to crit * 2.5X)
How do you know the normal crit %? Does crit rating 220 actually mean anything to anyone? I'm just missing that to determine which is better lol.
Think of it this way... A crit is equal to 150% normal damage. Sid adds 12-13% additional chance to crit. Plus he adds an additional 20% crit damage. So his leadership ability leads to .13 x 1.7 = .22 more damage for all characters on your team. Someone mentioned what about crit procs, this will happen 13% more often but the damage is inclusive of that 22% mentioned earlier.
Phasma's math is not exactly as you put it because team composition can augment that chance. And I'm not sure about the 2.5 factor.
If you're talking about damage difference between each character that doesn't change anything. If by team composition you mean different things that proc, that's an entirely different ballgame and that's not what we're discussing.
My calculations are as close as you can get, just need to know the odds of critting normally."AligatorSam;24130" wrote:
"nubsors;23471" wrote:
"AligatorSam;23384" wrote:
So what Sid gives you is 0.13 * (1.7 normal damage) = 22% which is what someone above said I guess but didn't quite catch how you did it.
Normal Damage = X
Phasma is 16% of (Chance to normal hit * 0.85X + % to crit * 2.5X)
How do you know the normal crit %? Does crit rating 220 actually mean anything to anyone? I'm just missing that to determine which is better lol.
Think of it this way... A crit is equal to 150% normal damage. Sid adds 12-13% additional chance to crit. Plus he adds an additional 20% crit damage. So his leadership ability leads to .13 x 1.7 = .22 more damage for all characters on your team. Someone mentioned what about crit procs, this will happen 13% more often but the damage is inclusive of that 22% mentioned earlier.
Phasma's math is not exactly as you put it because team composition can augment that chance. And I'm not sure about the 2.5 factor.
If you're talking about damage difference between each character that doesn't change anything. If by team composition you mean different things that proc, that's an entirely different ballgame and that's not what we're discussing.
My calculations are as close as you can get, just need to know the odds of critting normally.
No I mean certain characters have a greater chance of calling an ally. Which means phasmas effect is contextual.- Same as certain allies will proc on crits. I think because of all those variables you simply ignore that and do the math I said to do to get at least an approximation.
- Wow broke into top 10 today(rank 8). I'm the only one in top 50 using phasma lead
:smile: - Finished @ rank 1 today.Top 10 is all lvl 60 except for me(lvl 58) and atleast 3k power more than me:lol: Phasma all the way!!!
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