gadren
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Posts posted by gadren
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I reached my result in two ways. One: I have a table with all possible results to do it comprehensively. Two: I did it that way, GY: 8/6+5/6=13/6=2 1/6, RB: 13/6+7/6=20/6=3 2/6. I'm pretty sure you got some dice wrong.
You're right, I managed to miscount the # of damage on both the red and the green die. Still think the saber is disappointing, though, and I think it's kind of silly that a Jedi is better off pitching it in favor of a vibro-ax.
So these are the average results for the various attack dice, correct?:
Red: 2.17 damage, 0.17 surges, 0 range (best damage die)
Blue: 1.17 damage, 0.33 surges, 3.17 range (best ranged accuracy die)
Yellow: 0.83 damage, 0.83 surges, 1 range (best surge die)
Green: 1.33 damage, 0.5 surges, 1.67 range (most balanced die)
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Your math is off. Including damage surges (not taking defence into account) plasteel staff deals 3 damage each attack while the lightsaber does 3 7/9 (pre surges it's 2 1/6 and 3 1/6). This doesn't take into account cleave2 (which is huge), stun utility, reach or recovery (which are also good but not as good imo). Of course it gets much less favourable when you compare it with, say, the bd-1 but that's when you start talking about the foresight boost (which is the real reason you get the lightsaber). It's pretty in line with the rest of the hero rewards (which are of course way ahead of other reward cards)
May I ask how to got these numbers? I'll recheck my math when I get home from work, but I added up the total possible for each type of result for each die then divided by 6 to find the average for each die in each category. For the staff I added the yellow and green average and for the saber I added the red and blue damage. You are sure you didn't mix in dice from another similar game?
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I wish! If the lightsaber had two upgrade slots I wouldn't be complaining at all. Or if it had a green die instead of a blue die, or it's piercing quality didn't cost a surge. Just any bone thrown to it at all... though an extra modification slot would be best, since it's the most scaleable option. I hope FF releases errata at some point.Teh light saber has more upgrade slots.
You can put the upgrade that gives you a free Surge on it and the one that gives you reach.. The staff can only take one upgrade.
Just saying...
After looking into this a bit more. I actually think that the Lightsaber isn't so bad. It's free. As in you don't have to spend credits for it. Plus you get credits for the mission in which it is acquired, and any credits not used on buying new weapons can be used to upgrade the Lightsaber. I agree with Hatting that Balanced Hilt can really beef up the saber.
All that being said, I feel most the side missions have better rewards.
Just because it doesn't cost credits doesn't mean its free. You have to choose to do Temptation, which means you aren't doing a different side mission with a better reward. If you do this side mission toward the end of the campaign, the lightsaber is basically trash. Yeah you can upgrade, but you could also use that same upgrade on a better weapon.
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If the OP's main concern is rushing, maybe he should just increase the mission time limits?
When you've got only like six rounds to hit four objectives that take multiple rounds to get to, it doesn't make a lot of sense to stop and fight unless you absolutely have to.
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No campaign story spoilers here, just item mechanics.
Is my math off, or is Shu Yen's lightsaber severely underwhelming, to the point of not even worth using over the starter staff?
Shu Yen's lightsaber uses a red and blue die, which means on average it does 3 damage on an attack, and gets .5 surges.
The plasteel staff uses a green and yellow die, which means on average it does 2.33 damage on an attack, and gets 1.33 surges.
Even though the lightsaber does .66 more damage per attack, it only gets a single surge 50% of the time, while the staff can get multiple surges (on average 1.33).
Since on both weapons one surge can be transformed into 1 damage, this means the staff actually does more damage on average.
The lightsaber of course can use a surge to do pierce 3 or cleave 2, but that's only if the player rolls a surge on the attack (50% chance, and the Imperial player may negate the surge anyway). The pierce 3 value is lessened on a hero that can remove a defense die from the target's pool, and cleave is only useful if you happen to have two targets adjacent to you (which the imperial player is less likely to do, both knowing you have that ability and having forces that mostly use ranged attacks anyway.)
The lightsaber does 1 automatic damage when the hero uses their ability to reroll their defense die. Of course this only useful if the hero rolled low, otherwise they risk getting a poorer result on their defense for the sake of doing one damage.
On top of that, the staff has reach and the lightsaber doesn't. You might argue the lightsaber is slightly better, but it shouldn't even be a contest. Why am I even debating if I should bother to use a lightsaber over a freakin' tube of plasteel?
There's some circumstances where the saber will be better than the staff, and some where the staff will be better than the saber. Considering the staff is your free starter item and the saber requires success at a side mission (which even on success has the opportunity cost of not having done a different mission), it seems like the saber should have been more in line with the tier 3 weapons, no? As it is, the tier 2 and 3 weapon you can purchase are clearly better. Guess I'll sell my lightsaber and staff to more easily afford, well, almost any other weapon.

Shu Yen's Lightsaber underwhelming?
in Imperial Assault Campaign
Posted
As far as fairness goes, that's why the option I was in favor of was more modification slots. So when you first get it it's not that great, but if you are able to spend the credits you can buy tier-appropriate modifications.