Forum Discussion

Aluxender's avatar
7 years ago

Order of operations in offense calculations (FOE)

Hoping to get a confirmation on this from a Dev.

Currently, my understanding is that FOEs % increases to health are based on his base, unmodified (before mods) health pool. The resulting offense increase acts just like % gains on mods and affects only his base offense. Is this correct?

Asking for a confirmation, because under those rules flat offense is the stat to stack. If there's some kind of additional multiplication, % offense or even % health might be the way to go.

Thanks in advance!
  • I think someone ran the numbers and decided that health mods were the way to go for the most damage. Which means they aren't on his before mods health.

    I have no idea whether his numbers were right or if he was right about the concept, but if you search hard enough you'll find the post here
  • I'm pretty sure that his health increases are calculated after mods are applied. I wrote a thread regarding modding FOE that got ZERO responses, but I'll copy and paste the body of it below so you can see my thought-process on choosing health mods with health secondaries as optimal.

    Generally speaking, most FO toons are modded for crit Damage, and rightly so. At first glance, it would appear to do the same with FOE, but I'm going to make a case to go all-in on health mods.

    At max gear, FOE has a health pool of just over 29,000. If choosing mods with health sets, health primaries, and health secondaries, it is entirely possible to get his health up over 40,000. On his unique he gains offense equal to 5% of his max health, which would add 2000 offense if his health is at 40,000. This would bring his physical offense from 2900 to over 4900!!! And we haven't even begun to account for his 10% stacking max health.

    Physical offense of 4900 would be a critical damage offense of 7350, before any added bonus from KRU leadership. By contrast, if going for crit Damage mods and getting around 220% and doing the math with his maximum base physical offense of 2904, that comes to under 6300.

    So not only does maxing health mods add to survivability of FOE, it appears to massively out-gun crit Damage mods for offense as well.

    However, I have a guildmate who believes speed (as always) is king. More attacks = more stacks, and eventually the stacks will overcome any initial gains. I'm not sure about this, I think doing heavier hits earlier in a match is more beneficial, and there are lots of ways to get extra attacks early instead of utilizing speed (FOO Marching Orders, sfFOTP assist, phazma leadership price, Kylo/FOST TM gain).

    I know he was advertised as best under KRU, but I really see this guy as better under phazma. Gauranteed crit with Advantage, crit immunity while having Advantage (tons of extra survivability), plus adds 10% TM on crit hit to all FO, all make this character a total stud.

    What's everybody out there think? Did I make any mistakes or incorrect assumptions with my math on the mods? Cuz I'm seriously looking forward to leveling this beefcake!

    (Late thought... a crit Damage triangle over Health does make sense, but I think otherwise going for straight health is wise)
  • All abilities that work on % are calculated with the inclusion from mods as part of the base stat they call 100%.

    This includes buffs, uniques, leaders, etc. In match effects always include mods in the base stat. It is only mods that don't count mods in the base stat.
  • "Dwinkelm;c-1480732" wrote:
    However, I have a guildmate who believes speed (as always) is king. More attacks = more stacks, and eventually the stacks will overcome any initial gains. I'm not sure about this, I think doing heavier hits earlier in a match is more beneficial, and there are lots of ways to get extra attacks early instead of utilizing speed (FOO Marching Orders, sfFOTP assist, phazma leadership price, Kylo/FOST TM gain).


    Speed is always nice, but unlikely to increase his health more than more speed since the stacks aren't added to the base. If they were, then your guildmate would be correct.

    Let's say your FOE is a 220 speed (+109) at 40k health or you could get him to a 240 sped at 38k health. the 240 speed is going to take 240/220 = 1.09 turns for every turn the 220 speed guy goes, but will only get 3.8k health instead of 4k. 200/4000 = 5%
    So after 109 turns, the 9% faster guy will have 414,200 max health gained. the other guy will have gained 400k max health.

    Basically, as long as the %speed increase is more than the %health decrease, speed will produce larger health stacks in the long run, but only after a period of time where it actually gets one full turn ahead of the slower version of itself (which would happen after 12 turns in the scenario I described, that's a lot of turns). Until then the more health will have bigger health.

  • "Woodroward;c-1480762" wrote:
    All abilities that work on % are calculated with the inclusion from mods as part of the base stat they call 100%.

    This includes buffs, uniques, leaders, etc. In match effects always include mods in the base stat. It is only mods that don't count mods in the base stat.


    You're positive about this? That's actually the clarification I was looking for; frankly the discussion about health stacking is less interesting than knowing my turn 1 calculations.

    Btw, to the guy arguing for health > crit dmg; crit damage is superior for probably the first 40 turns. Health to offense is additive, and won't be modified by mod multipliers if the above is correct. Crit damage is doubly multiplicative with the ability multiplier and then the crit multiplier; and you are trading 10% max "base" health (2*5%) for that. So slightly slower growth, in exchange for much larger crits early on.

    The real question is 5.88% health vs 5.88% offense. That's probably worth going health, especially at full g12.
  • Also, to point out about speed; using FOO FOST and phasma, 0 speed on mods will still have your FOE moving incredibly fast. The team feeds itself TM
  • Well I will disagree with this. I run CC-CD on mine and have been very happy. You can calculate all you like on whether he hits harder health mods vs CD mods, but honestly his crit% is the most important stat. Because of the TM feed to other FO allies, every crit is 50% TM distributed among the team. If I wasn't running CC-CD, I'd be running 6x CC mods.

    Also, good luck on running Phasma for anything. She's just not there anymore. Not even close.