184.174.212.199 wrote:
I also want to account for soul fusions somehow. I'm not so concerned with actually listing the slots because you enter your own 'base stats' anyway, but I do want to add something that marks the skill cooldown or charge turns. Mostly because i'm thinking about adding something like "average damage per turn". As such i need to record how often skills become available over a certain window of turns. Obviously it would make some assumptions like, 'default' DEF/WIS score, all skills hit the maximum number of targets, all skills are used as soon as they become available, and all opposing targets are of the same affinity. This wouldn't do anything to decrease the usefulness of this number since all commanders would have the calculation done the same way. The number would more be used to compare the actual damage strength of one commander to another rather than being used to give you real damage numbers. Maybe i should call it "attack power" rather than "average damage" so there's no confusion, but in any case those are some changes I'm planning to make moving forward.
I like the idea of having some sort of method of gauging average skill damage to comparatively rank familiars, since the stats of each commander have obviously been adjusted to account for different abilities, damage modifiers and skill charges. Since agility has been removed, variation in skill charges is the closest thing the game has to a "speed" rating now. While it's somewhat irrelevant in terms of openers in PvP since you can carry over charged skills, having a lower cooldown seems like it will be a lot more important in PvE now that they've introduced Gauntlet events.
The lowest normal skill charge rating (before soul fusion) is 2, the highest is 4. After soul fusion this would put the numbers at 1, 2 and 3 turns. If starting from scratch and assuming all skills are used immediately upon being active to begin recharging, then the earliest turn that all commanders will have their skills available simultaneously is on the 12th turn. Over 12 turns, a commander with a skill charge of 1 will use their skill 6 times, a commander with a skill charge of 2 will use their skill 4 times and a commander with a skill charge of 3 will use their skill 3 times.
I suppose the easiest way to calculate average skill damage would be to divide the number of skills used over the course of 12 turns by 12 (6, 4 and 3, respectively), then multiply that number against total skill damage done in one active turn. So the modifier for each respective skill charge number would be 0.5 for 1 turn, 0.333 for 2 turns and 0.25 for 3 turns. If you are calculating numbers pre-soul fusion, you'd use the same number for 2 and 3 turns and 0.208 for 4 turns.
I'd like to determine some method of comparing healing abilities as well. To gauge healing per turn to see how regeneration stacks up against instant heals I suppose the same modifiers listed above could be used. The only trouble is how to compare Max HP Healing against Current HP Healing. You'd need to set up a specific 3 commander party that would be used for all comparisons and set an HP floor that would be used to determine the amount used to calculate Current HP Healing.
It would be interesting to find a way to calculate damage over time from poison as well, since that amount is based on the target's current HP.