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COMPLETE OVERHAUL
New cards
New boost vs degrade
New project
After that last war cygames completely changed war dynamics. I don’t know about you but I need a new account, one with more attack and energy. Some of you know me as a strategist, so I began to think of how I could improve my count and get the most valor per pp used. Well one thing that comes to mind is that more attack points are better because you get more valor, no brainer, but how many will maximize it? Good question, I made a sheet earlier that converts the your current level, energy, and desired stats into total experience needed. Given we all are busy I took this one step further and calculated the EP you would need to do this! Realizing that EPs are oh…$1 and don’t go on sale and are cost prohibitive for most I gave this information to the most trusted players I know at Sovereign Services.
Now you should be able to get the exact stats you need for war without excessive referrals. The quickest and safest way to level:
http://www.neoseeker.com/forums/59268/t1878876-sovereign-services-all-ssrs-lowered-fastest-referrals-best-prices-free-referrals-ssrs-read-inside/
or contact:
Dissonant (Line: Dissonant81, Kik: Dissonant81)
Sire (Line: sire44, Palringo: 25871678)
Jtraub (Line: jtraub)Disclaimers:
1) I have no incentive to make this guide, nor do I care about current card prices. I have nothing to trade at the moment so I will not benefit should any prices change.
2) This is designed to be an adjunct to price guides focusing more on the utility of the cards rather than their metaphysical value (I don't care about fan factor or rarity - only 340 released etc)
3) This data is based on my own proc testing (2000) trials which was done w/ 5 average proc rare's against 5 high proc she hulks and relatively high proc Mr. Fantastics. The trials have been collaborated with others and have ~ +/-2.5% margin of error except when regarding proc order (yet to be determined) --> if you would like to help me with another project to get to 10k data points w/ order included please pm me
4) I am only including the top 3 cards in each category for now, but will expand as I have more free time to write
Top Offensive Cards1) Legendary BTM Spiderman
- 12864 attack
- Boost to Heroes
- Average Proc
- Though it is only an average proc, the boost is better than an equivalent degrade with the same base defense, therefore it is the absolute strongest card in the game. As more is elucidated regarding proc rates and skill level it may only be better. Of note you do not need 5 of these to beat an icewall or witch wall, but these are easily combined with FN, DP, etc
2) Legendary X23 / JG Hulk / LB DP / Onslaught
- 12800-12833 to attack
- Boost to Faction
- Average Proc
- Whats more to say? Really high attack and really reliable. X23 may be slightly less useful because she is a female (unless you have 5 or use a different combo) but JG and LB DP w/ 30% scrapper 2 proc the best with ease.
3) Legendary Magneto
- 12880 attack
- Global degrade
- Average proc
- Again its only an average proc but has the mightiest degrade in the game given its attack power. The one problem is that it lacks Rel High / High proc’ing legends at the moment to support its use. A deck of 5 would be great but the 2 previous options are more reliable when adding scrapper in, thus Mag falls to third.
Honorable Mentions: Logan, Skull
Price savers: Logan, quicksilver, skull, tigra
Top Defensive Cards1) Legendary Iceman
- 13010 attack
- Global Degrade
- Average Proc
- Though it is only an average proc, this card has the highest stat in the game making only BTM capable of winning a 1v1 with it. Given defenses purposes in shield training, while this may not be as reliable as captains or witch walls it does prevent most decks from being able to 2 proc with 30% scraper which is why it is the best. Again with more skill/proc rate data this could be even moreso.
2) Legendary SW
- 12840
- Boost to Faction
- Rel High Proc
- That 12840 is just enough to edge out the top rel high proc cards from winning. That being said degrades like mag/skull/logan can win 1v1 with the witch so long as they are all skill 10 (degrades get relatively stronger as they approach 10 compared to boosts).
3) UR+ Cap
- 12060
- Boost to faction
- High proc
- Most reliable defense in the game with a great boost. Ironman’s sk10 boost is tbd whether or not cygames fixed it from 24-25, but regardless the high proc rate and lower def cost offers great piece of mind. While it can easily be overpowered with scrapper, it cannot be beat by any combination of cards with 30% and a 1 proc, ergo facing top average proc offenses it will win more (could make the difference in war!)
Honerable Mentions: SoF GR, AR IM
Price Savers: DD, MsM, ur X23, Mystique, human torch (mentioned bc cheapest at the moment)
Boost vs. Degrade:I get more PM’s about this than anything else so here is some math to prove what we are talking about here!
Facts:
-Degrades are multiplying by a % not dividing by a number
Ex) Iceman at sk10 will degrade magneto’s 12800 by 25%, so its 12800*.75
-Degrades are based on the current stats of the opponents cards and not on the base stats of the card using them
Ex) Iceman may have its defense reduced but that does not change its abilities effects
-ORDER DOES NOT MATTER → as stated prior since these are all multiplication problems; I am invoking the communicative property
Ex) 100*.90*.90*.90*1.3*1.3*1.3 = 100*1.3*1.3*1.3*.90*.90*.90
With that lets take a degrade % X and a boot % Y at some point they will affect a card equally (but not 20% increase = 20% degrade which is the common misconception)
Here is the quick and dirty if you want the actual proof because you enjoy math pm ☺
Same: 10% boost vs. 10% degrade = 100000*1.1*0.90=99000 (degrade is beter!)
Skill 1 UR+: 16% boost vs. 12% degrade = 100000*1.16*0.88=102080 (boost wins)
Skill 1 LR+: 20% boost vs. 16% degrade = 100000*1.20*0.84=100800 (boost wins, but notice as the numbers get higher it is better by less)
Skill 10 UR+: 25% boost vs. 20% degrade (notice gap is larger) = 100000*1.25*0.80=100000 (viola they are equal, therefore you can see that anything past this point where there is a 5% difference between boost and degrade will favor degrade, but in the game they are =, cygames is smarter than we thought!)
Skill 10 LR+: 30% boost vs. 25%* degrade = 100000*1.30*0.75=97500 (Degrade reigns supreme, notice as said above that at a difference between boost and degrade over 25 compared to 20, degrade is favored)
*this is assuming this was fixed, that legendary degrades are 25% instead of 24%, which STILL favors degrades even though it’s a 6% difference but just not as much
Proc rates:Average = 50%
Relatively High = 66%
High = 75%
The following are 5 card situation with the same proc rates on all cards
The chance of 3 procs (bonus for center card):
Average 50% (+5% for bonus)
Relatively High = 79% (+2% for bonus)
High = 90% (when I calculated the bonus ended up being <1%)
The chance of 2 procs
Average = 31% (+5%)
Relatively High = 16% (+2%)
High = 8% (+1%)
The chance of 1 proc:
Average = 16% (+5%)
Relatively high = 4% (+1%)
High = 2%
0 Proc:
Average = 3%
Relatively High <1%
High <1%
NEW PROJECTSkill level on proc rates? Yes there is an effect but I need all of YOU to figure out exactly how much
-currently it appears that legendary card get a larger bonus than do ur+ per sk level but I need more data
-the returns also appear diminishing when comparing average to rel high proc rates
-the mission, pm me for details I will send spread sheets to collect the data
Skill level effects:With much thanks to GohanEnGoku3, this is how skill level bonuses are calculated:
-All numbers around rounded up w/ .5 or greater and down with .4 or less
Extreme boost:
Single faction = 20% and 1% per level with 2% at level 10 which gives 30%
Dual / Global = 16% and 0.9% per level with 1.8% at level 10 which gives 25%* (this has been changed)
Significant boost:
Single faction = 16% and .9% per level with 1.8% at level 10 which actually gives 25%
Dual / global = 12% and .8% per level with 1.6% at level 10 which gives 20%