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[ANALYSIS] Damage Analysis and Comparison by SA Type, SA Level, Potential, and MAX Level ATK
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LedgeEndDairy is in Analysis
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Hey all!

Running my current teams (Mono AGL, Mono INT, and Rainbow Extreme), I notice that the cards I have focused on improving potential/SA (namely Super Vegito, Buuhan, SSB Vegeta, Rose, and Zamasu) hit extremely hard, while others that should be doing better (Rage Trunks, Vegito, Turles, STR Omega, etc.) don't really perform nearly as well.

Obviously this is because SA and potential matter a LOT, but it got me thinking - how much? So I ran an analysis, and here are my findings.

NOTE: I will be modifying this post for the first few minutes to an hour after posting it. I'm a perfectionist, expect the formatting to swap around, etc. If it looks ugly right now, hopefully it'll look better in a bit.



A Couple of Notes



First off, these are standalone stats, they don't include:

  • Links

    • Links add too much complexity to this. Just realize that someone like SSJR Goku Black - who has amazing ATK links - is stronger than advertised.
  • Leader Skill boosts

  • Ki boosts (this is mostly minimal anyway, 130% and 160% is like a 20% difference in end-damage at most).

  • LR cards - they are too variable in strength, stats, and etc. We all know they're strong, and have a relatively decent idea of HOW strong each is. LR Androids, for instance, don't hold a candle to LR Gohan, and LR Goku is somewhere in between the two.

  • Complicated boosts, such as ramping SA damage (SSB Vegeta, for instance, will add 50% to his SA modifier on his 2nd SA).

  • Orb boosts, you can estimate these, but a lot of them are 12% per orb, so you'll have awkward values like 36% or 84% that you'll have to estimate between two columns. Sorry.

  • Passive flat boosts. There are a few cards that still have relevant flat passives, like SSBKK Goku. He's sort of left off the mix.

  • Assumes no other flat boosts, like a flat leader skill, or flat links, etc. These will alter the %'s by a marginal, not-to-really-worry-or-care-about amount.

  • In other words, this is just a simple analysis for basic card stats. You can think of this as ATK as calculated at the Passive Skill Phase, while ignoring Leader Skills (because it would be the same anyway, take two values, multiply them by 2, they still share the same ratio between them).

I've tried to include all passive boosts I can think of, but may have missed some.

  • For instance in the "7,000 base ATK" table, it goes from 30% to 180%, because SSJ Goku (Angel) has a rare chance of a 180% boost. I think "rare" means 25% but don't quote me, so this averages to 45%, but the 180% column is there.

    • Likewise the 8,000 ATK table contains a row for 200%, for Beerus. I don't think anyone else currently gets 200% ATK. The 180% for is SSJ3 Goku (Angel) (not the Dokkan Festival one, RIP, but when we get the awakening for free Goku as well).
  • The "Full potential" rows have an added, approximate 40% increase due to Crit and AA maxing. I ran the numbers thoroughly, and it comes to ~36% minimum (INT cards), to ~46% maximum (STR and TEQ cards), if we're maxing Crit then AA.

    • I felt it was a mistake not to include this bonus, since it's such a huge part of maxing out potential. It does cause other numbers to look insanely low, though. But then again they ARE insanely low anyway, and shows the true power of the potential system.

 

The table works like this:

Modifier SA Level Potential Modifier % ATK Bunch of % Values
SA Modifier Name The SA Level Amount of Potential on the Card SA Mod SA levels SA Orbs in Potential Approx. Base ATK at max level This is the complicated one. See below for full explanation.

 

The right, percentage-filled portion of the tables represents different passive ATK boosts, from 30% to 200%. Again these are standalone stats, so while a %ATK support card will increase these values, that has not been taken into account (but you can certainly use it for that).

  • For instance if you have SSB Vegeta and Gohan support, that's a total of 140% ATK from passives. You can compare the 100% and 150% columns to get an estimate of the damage increase Gohan gives Vegeta (hint - it's 20%, not 40%, because Vegeta already has a 100% passive - 200% ---> 240% = 20% damage increase! :P).

The actual % values in the cells for each row represent the % of the highest damaging, non-LR card in the game (SA10, Full Potential SSJ4 Goku) that that card will deal.

  • EX: SSJ Rose Goku Black has a 100% passive, Immense Damage, and 10,000 ATK (approx.) at base. So if we have a full potential, SA10 Rose, he will be doing ~71% of SSJ4 Goku's max damage.


The Tables



Enough with explanation!! Let's look at the actual data, yeah!?

 


7,000 Base ATK


Modifier SA Level Potential Modifier % ATK 180% 150% 120% 100% 90% 80% 70% 60% 50% 40% 30%
Supreme 1 None 250% 7,000 14% 13% 11% 10% 10% 9% 9% 8% 8% 7% 7%
Immense 1 None 280% 7,000 16% 14% 12% 11% 11% 10% 10% 9% 9% 8% 7%
Supreme 10 None 430% 7,000 24% 22% 19% 17% 17% 16% 15% 14% 13% 12% 11%
Immense 10 None 505% 7,000 29% 26% 23% 20% 19% 18% 17% 16% 15% 14% 13%
Supreme 10 Free 460% 9,000 34% 30% 26% 24% 23% 22% 20% 19% 18% 17% 16%
Immense 10 Free 535% 9,000 39% 35% 31% 28% 27% 25% 24% 22% 21% 20% 18%
Supreme 10 Full 505% 12,000 69% 61% 54% 49% 47% 44% 42% 39% 37% 34% 32%
Immense 10 Full 580% 12,000 79% 71% 62% 56% 54% 51% 48% 45% 42% 40% 37%

8,000 Base ATK


Modifier SA Level Potential Modifier % ATK 200% 180% 150% 120% 100% 90% 80% 70% 60% 50% 40% 30%
Supreme 1 None 250% 8,000 17% 16% 14% 13% 12% 11% 10% 10% 9% 9% 8% 8%
Immense 1 None 280% 8,000 19% 18% 16% 14% 13% 12% 12% 11% 10% 10% 9% 8%
Supreme 10 None 430% 8,000 30% 28% 25% 22% 20% 19% 18% 17% 16% 15% 14% 13%
Immense 10 None 505% 8,000 35% 33% 29% 26% 23% 22% 21% 20% 19% 18% 16% 15%
Supreme 10 Free 460% 10,000 40% 37% 33% 29% 27% 25% 24% 23% 21% 20% 19% 17%
Immense 10 Free 535% 10,000 47% 43% 39% 34% 31% 29% 28% 26% 25% 23% 22% 20%
Supreme 10 Full 505% 13,000 80% 75% 67% 59% 53% 51% 48% 45% 43% 40% 37% 35%
Immense 10 Full 580% 13,000 92% 86% 76% 67% 61% 58% 55% 52% 49% 46% 43% 40%

10,000 Base ATK


Modifier SA Level Potential Modifier % ATK 150% 120% 100% 90% 80% 70% 60% 50% 40% 30%
Supreme 1 None 250% 10,000 18% 16% 14% 14% 13% 12% 12% 11% 10% 9%
Immense 1 None 280% 10,000 20% 18% 16% 15% 15% 14% 13% 12% 11% 11%
Supreme 10 None 430% 10,000 31% 27% 25% 24% 22% 21% 20% 19% 17% 16%
Immense 10 None 505% 10,000 37% 32% 29% 28% 26% 25% 23% 22% 20% 19%
Supreme 10 Free 460% 12,000 40% 35% 32% 30% 29% 27% 26% 24% 22% 21%
Immense 10 Free 535% 12,000 47% 41% 37% 35% 33% 32% 30% 28% 26% 24%
Supreme 10 Full 505% 15,000 77% 68% 61% 58% 55% 52% 49% 46% 43% 40%
Immense 10 Full 580% 15,000 88% 78% 71% 67% 64% 60% 56% 53% 49% 46%

12,000 Base ATK


Modifier SA Level Potential Modifier % ATK 150% 120% 100% 90% 80% 70% 60% 50% 40% 30%
Supreme 1 None 250% 12,000 22% 19% 17% 17% 16% 15% 14% 13% 12% 11%
Immense 1 None 280% 12,000 24% 21% 19% 18% 18% 17% 16% 15% 14% 13%
Supreme 10 None 430% 12,000 37% 33% 30% 28% 27% 25% 24% 22% 21% 19%
Immense 10 None 505% 12,000 44% 39% 35% 33% 32% 30% 28% 26% 25% 23%
Supreme 10 Free 460% 14,000 47% 41% 37% 35% 34% 32% 30% 28% 26% 24%
Immense 10 Free 535% 14,000 54% 48% 43% 41% 39% 37% 35% 33% 30% 28%
Supreme 10 Full 505% 17,000 87% 77% 70% 66% 63% 59% 56% 52% 49% 45%
Immense 10 Full 580% 17,000 100% 88% 80% 76% 72% 68% 64% 60% 56% 52%

 



Analysis and Takeaways



Quick Look

  • The difference between Immense and Supreme damage, first of all, is not NEARLY as important as it first appears. Yes it's a significant damage increase, but it's roughly 14% damage. SA Levels are far more important, as is the potential system.

    • Put into perspective - You have two cards that have equal passives, but one is Supreme the other is Immense. If the Supreme is dealing 300k at SA10, the Immense will be dealing 345k at SA10. Yes this is noticeable, but not detrimental.
    • If you have a favorite card that you want to focus on (for me that'd be Cali), you'll notice a difference over doing someone "stronger" but not that big of a difference. Feel free to RP, it won't affect your gameplay too much.
  • Passive ATK% is a big factor in damage. SSJ4 Gogeta's passive 120% causes him (them?) to deal about 88% of SSJ4 Goku's damage. Or seen another way, SSJ4 Goku does 14% (familiar?) more damage than SSJ4 Gogeta, all other things equal.

    • Note that 120% = 220%. This is why a 30% passive still deals 52% of SSJ4 Goku's damage. It's 130% compared to 250%, which is just over half. So it's not as important as it first appears, but still a big factor.
    • 150% over 120% passive is ~14% damage increase, 120% over 100% is a 10% damage increase, and 100% over 70% is ~17.5% damage increase. Bringing it all together - 150% over 70% is ~47% damage increase.
  • Full Potential roughly QUADRUPLES damage over a fresh SA1 with no potential invested. Lower ATK values (7,000) actually get 5x damage, that's nuts. If it's an older card that gets the extra ~ 2,000 ATK (so ~7,000 ATK total), this is NEARLY 6x damage. Wow again.

    • Free Potential (SA10) to Full Potential roughly doubles damage at all tiers. Also crazy.
  • SA Levels are, not surprisingly, probably the easiest and quickest way to increase your damage.

    • SA10 nearly doubles your damage whether Supreme or Immense. Nabbing all free potential makes this boost about 2.5x your "original" SA1 damage.


Comments?



Discuss below! Did I make a mistake in my math? Let me know! I guess I didn't include the math calculations (they're pretty simple), but if you see a discrepancy please let me know!

 

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