Hey Friends,
I'm not on JP, but new SV got me curious on how much damage he does, so I did a quick-and-dirty estimate in the announcement thread, and concluded he starts out at Rose Black's damage, and ramps up to deal a great deal more than SSJ4 Goku, but not quite LR Gohan (unless he gets 4 counters and is already at 100%). I decided to get a bit more nitty-gritty, and really look at his damage.
Keep in mind this is still not a full, comprehensive analysis. This just adds more variables as well as an average 2,000 iterations of damage, rather than "averaging" damage in the calculation itself.
THE RESULTS
I want this to be as viewer-friendly as possible, so I'm posting the results first, I expect this section to be insanely small, because it's just the answer at the end. How I performed the math will be a much larger section that the majority of you can/most likely will just ignore.
Over 16 turns (8 attacks by SV)
This is for extended fights, such as Super Road, etc., that are relatively-to-extremely challenging.
Unit | ATK | Average ATK | % of SV |
---|---|---|---|
Super Vegito | 12,728 | 2,361,459 | 100% |
Rose Goku Black | 12,100 | 1,190,359 | 50% |
SSJ4 Goku | 13,456 | 1,760,953 | 75% |
Over 8 turns (4 attacks by SV)
For "It's over pretty quickly" fights, such as older Dokkan Events.
Unit | ATK | Average ATK | % of SV |
---|---|---|---|
Super Vegito | 12,728 | 2,079,982 | 100% |
Rose Goku Black | 12,100 | 1,184,065 | 57% |
SSJ4 Goku | 13,456 | 1,771,918 | 85% |
Over 4 turns (2 attacks by SV)
For insanely easy content, such as the first few Dokkan Events.
Unit | ATK | Average ATK | % of SV |
---|---|---|---|
Super Vegito | 12,728 | 1,733,749 | 100% |
Rose Goku Black | 12,100 | 1,180,114 | 68% |
SSJ4 Goku | 13,456 | 1,750,876 | 101% |
FUN FACTS
Average counters work out to ~2.8 per turn.
He can counter 3 times roughly 40% of the time.
2 times roughly 35%.
4 times roughly 17%.
Each time he counters, he's adding ~30,000 damage to his next counter. This is, again, with only free potential.
- Each time he counters, he's adding ~46,000 damage to his next SA.
Starting at max passive, then getting 5 counters and a Super Attack, he deals nearly 4 million damage.
- If you add the holy grail of an additional SA (which will basically never happen), you nearly reach 5 million damage.
He reaches max passive on his 4th turn almost every time. Reaching there on his 3rd or 5th turn are about the same chance, with both being roughly 10% of the time.
- If it takes 5 turns, the 4th turn is nearly always 90%, so the difference in damage is very small anyway.
CONCLUSION
He's an insanely good card. When you're dealing ~30% more than SSJ4 Goku, you're in a good spot right now. Even on events where the boss is dying within 4 turns, he's on par with SSJ4 Goku, and outclassing Rose Black by a great deal at all stages.
This was a fun analysis. Let me know if you have questions/corrections, or other requests!
THE MATH
This section is fairly long, since it is documenting exactly how I performed this analysis. Only those who wish to check my steps or reproduce them for your own uses need to read on. The actual results have already been given above, this is just extra stuff - like the special features on a DVD that nearly everybody ignores or skips past! XD
Leader Skill - two SV's, so 260% ATK.
Passive - will ramp up from 0% to 100% based on the number of counters - see below for the math on countering.
Links - both common damage links active (SS 10% and FB 15%), so 25%. This obviously doesn't look at "optimal" teams and rotations, but SS and FB are both insanely common, so I imagine this is still pretty realistic. Infighter is not active, since it's rarer, and I'm not sure it'll even be active at all on most team compositions, let alone an optimal one. PBbG's is a flat bonus and adds very little bonus while being complicated to include, so it's been removed.
Ki-Bonus - SA is assumed to trigger every time, this obviously inflates his damage, but calculating whether a super attack triggers or not involves team rotations (which you can only look at ONE team, which would be the OPTIMAL team, which hardly anyone will get anyway), and average ki gains from orbs. Both of those are complicated. 12-ki bonus is assumed to be 150%, since he's a new card.
Potential - SA10, Free potential filled, no dupes. This eases the calculations because all I have to calculate is a 5% AA chance and no crit, and it falls in line with what 90% of the community will obtain. I can do a separate 1- and 2-dupe calculation for those that want to know (3 and 4 dupes adds VERY little damage, FYI). This brings his SA mod up to 535% (475% for SA10 Immense -30%, 30% for his SA, 30% for 6 SA nodes filled out).
No advantage or disadvantage was calculated. This is basically assuming he's attacking a Super TEQ/STR/AGL enemy, and no enemy reduction was taken into account either, so someone like SSJ4 Gogeta. These are just the displayed ATK numbers you'd see while he's supering or countering.
No support units are used, obviously. This is purely based on his own stats.
2,000 "turns" were used for each analysis.
Full Calculation as follows:
SA - 12,728 ( 2000 ATK from potential) * 360% (LS) * 100% -> 200% (Passive, based on # of times hit) * 125% (links) * 150% (Ki Bonus) * 535% (SA Mod)
- ~460,000 to ~920,000 depending on passive ATK.
Counters - the above minus the 535%, instead it's a 350% mod.
- ~330,000 to ~600,000 per counter depending on passive ATK. First counter will be 110% on passive since he's been attacked before he counters.
Randomization
I simulated randomized boss encounters by using Excel. Boss was assumed to attack 5 times per turn, and each attack was randomized to the 4 positions. Super Vegito was assumed to be part of a main rotation - in other words only position 1 and 2 - and placed in whichever position had the most counters available (in other words if my query randomized 1 attack on position 1 (before and after) and 3 attacks on position 2, then SV was assumed to be on position 2.
Each counter was then calculated separately to account for each increase in ATK%, and his actual attack took into account the number of times he has countered. A MIN() statement was also included to account for when his passive maxed out at 100%.
A 10% chance to have an additional attack (from top-left potential) was also included in the randomization by including a RANDBETWEEN(1,20) column in the calculations. If a 1 was chosen, then SV attacked and the attack was a SA, if a 2 was chosen, he attacked but didn't super. 3-18 just returned a value of 0, indicating no AA was triggered.
The number of turns he was given to perform is the variable here, my first calculations gave him 8, and then I moved it all the way down to 3. Surprisingly his average damage didn't chance as much as you'd think it would between 8 and 4 turns (meaning less time spent at full passive). Results for these are above, and you've probably already seen them.
Rose Black and SSJ4 Goku
These guys were calculated a bit more simply than SV, since they're just serving as a benchmark. They're assumed to also be under two 130% ATK category leads (even though I'm pretty sure neither of them qualify in a major category yet), just for fairness. All %ATK links are activated, free potential (AA for Black, Crit for Goku), and the calculations for these random factors are similar to SV.
For SSJ4 Goku's SA countering - I simply calculated him in line with SV as you using him to tank the most hits on either position 1 or 2, then calculated an 80% chance of a super that turn (sometimes the boss doesn't do it each turn, but usually does, in other words), and then a 20% chance per attack tanked to be that super attack, THEN a 40% chance to actually counter the super (I've seen that as the quoted % though the wiki doesn't state anything), which then calculates as a 350% modifier.
The odds work out to roughly 1 in 8 "turns" he will counter a super attack, after randomizing the number of attacks he tanks.
SSJ4 Goku's damage ranged from 1.45M (no crit, no counters) to 2.77M (crit & counter). Adding in crits and counters added roughly 20% to his overall damage (9% from crits, 11% from counters).
Black's damage ranged from 1.12M (no AA) to 2.24M (double SA). Adding in AA increased his damage by ~5.75%.
Using the same randomization for both Goku and Vegito causes bias issues, but over a sample size of 2,000, this will be minimized.
Why I didn't include LR Gohan
Simply put - he's difficult to randomly calculate. I have no idea how to randomize Ki orbs in an even relatively accurate way. If we assume LR Gohan is hitting 10 orbs every turn ( 180% on his passive), then he's dealing ~3M damage, or 72% more than SV. This is pretty much a best-case for LR Gohan, though, and once we throw in potential I believe SV catches up a bit, but never surpasses him.
Potential Errors
I just realized I didn't include him NOT countering super attacks. These would still activate the passive % increase, but he wouldn't counter them. It does affect the numbers, but since I'm at home now and don't have access to the worksheet I created (RIP), I'm not sure how much. I would expect it to drop his damage by 10-15%, so 2M damage instead of 2.3M, for instance.
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