Hi,
Now with the new expansion I thought it would be appropriate to update my calculation of the most efficient creature. If you haven't read the last thread on the topic please take a look
here.
I have changed the calculation quite substantially since last time. Good thing is that it shows rather similar results which would indicate that both of them are fairly correct. Last time we have discussion about how to treat trait. I have now changed this to a much more robust model whist is also more discrete.
The equation now only contains 5 variables instead of 6 (which make it more stable) and looks like this now:
Calculated cost = x1*Attack+x2*Armor^(1/2)+x3*Health+x4*Trait
Attack:The attack part of the equation is described like this:
Attack = max(Attack1 or Attack2)+0,3*min(Attack1 or Attack2)
(This means a creature with two attacks will get a bonus of 30% for its worse attack. It is strictly better to have two vs. one attack opportunity)
Followed by
AttackX = Dies*[2*sum(AttackTrait)/max(AttackTrait)+1]*AttackType^(y1)
(Each attack will hereby include how powerful it is, which effects it has and how fast/slow it is. It also takes care of if it is range or melee type. The AttackTrait part will be in the range of 1-3. In this way I can control that Triple strike is three times better them regular strikes and that double strike is twice as good. max(AttackTrait) is equal to 20 according to the present evaluation setup (see table below))
Attack Type:This attribute follow this table:
Slow Melee = 1
Fast Melee = 2
Slow Range 1-2 = 3
Slow AOE = 3
Slow Range 1-3 = 4
Fast range 1-2 = 4
Since variable y1 is the power of AttackType it will accommodate exactly how valuable the each AttackType is towards each other, with the lowest number at 1.
AttackTrait:I have evaluated and ranked each trait in two categories; the ones who takes place with an attack (AttackTrait) and the ones who are always active (Trait).
20 Triplestrike
18 Counterstrik
15 Double strike or Sweeping
13 7+ Taunt
12 Doublestrike
11 Sweeping
10 Vampiric
10 Critical damage
10 Slam 5-10 Stun 11+
9 Slam 7+
8 Weak 4-9 2 Weak 10+
8 Burn 5-9 2 Burn 10+
8 Piercing +3
7 Burn 7-10 2 Burn 11+
7 Piercing +2
7 Daze 7-8 Stun 9+
6 Push 7-10 Push & Daze 11+
6 Daze 7-10 Stun 11+
6 Daze 7-10 2 Daze 11+
6 Unavidable
5 Push 7+
5 Mana Drain +2
5 Piercing +1
4 Taunt 7+
4 Cripple 7+
3 Burn 8+
3 Rot 8+
3 Daze 9+
3 Rot 9+
3 Mana Drain +1
2 Ethereal
2 +2 vs. Flying
2 +2 vs. Incorporeal
1 +1 vs. Nonliving or Dark
1 Defrost
0 None
-5 Grimson Deadeye, sniper
Trait:Trait = 2*sum(Trait)/max(Trait)
Note that the “+1” from AttackTrait is now gone. We don’t want a positive addition for creatures that doesn’t have any passive traits. max(Trait) is equal to 25 according to the present evaluation setup (see table).
25 Thorg. Chief Bodyguard spec
24 Defence 5+ inf
22 Invisible
20 Defence 6+ inf
20 Flying
19 Defence 6+ 2x
18 Fast
17 Incorporeal
16 Defence 8+ 1x
16 Valshalla speciality
15 Redclaw special
15 Malacoda speciality
14 Rage +3
14 Charge +2
13 Gray Angel healing
12 Goblin builder spec
12 Thoughtspore spell cast
12 Raven spell cast
12 Fella spellcast
11 Goran speciality
10 Aegis 1
9 Defence 7+ 1x no range
8 Defence 8+ 1x no range
7 Regenerate 2
7 Unicorn speciality
6 Flame immunity
6 Psychic Immunity
6 Lightning immunity
6 Wind immunity
5 Asyrian Healing
5 Necropian flying
5 Blue Gremling spec
5 Raven peek card
4 Tough -2
3 Elusive
2 Frost -3
2 Flame -2
2 Frost -2
2 Lightning -2
1 Unmovable
1 Nonliving
1 Climbing
1 Burnproof
0 None
-5 Lightning +2
-8 Pest
-10 Upkeep +1
-15 Slow
-30 Goblin Bomber spec
Method:The method is as last time. I have improved it a bit to reach convergation a bit faster.
Summary:No matter how you play around with the figures it always comes down to how you evaluate your traits. I have done my best to evaluate them as good as possible. Now I would like you to comment if you feel some are better or worse than my estimation. Remember all traits are normalized later on in the equation so it is a relative evaluation that must be done.