I had suspected +2 was the sweet spot, but never did the math to work it out. Good work. That said man that -4 token seems to show up a lot
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Meta and card efficiency discussion
#41
Posted 18 November 2016 - 06:55 PM

- Gaffa likes this
#42
Posted 18 November 2016 - 08:43 PM

It is guaranteed. I can draw a card and hopefully get a skill icon i need. Or I can get a resource for a guaranteed +1 to a skill. It also allows you to reliably boost to 7 or 8 which can be important to defeating elite monsters or high shroud locations.
- Gaffa likes this
#43
Posted 23 November 2016 - 07:30 PM

Working on the rest of the scenarios for hard and expert levels. Spoilers--it gets worse.
- phillosmaster likes this
#44
Posted 24 November 2016 - 06:58 PM

Did someone say they want charts?
https://arkhamprotec...l-rumors-afoot/
Pumping to hit 1 drastically increases your odds. Pumping to hit 2 really turns it in your favor. Above that... well I wouldn't do that.
I assume this is for normal difficulty? On hard in the first scenario we generally aim for +2 unless its a really important check, such as the Frozen in Fear that always hits Skids.
#45
Posted 25 November 2016 - 04:34 AM

+2 is definitely the sweet spot. But if I have extra resources, I will pump it up for important checks. It gets even more important in later scenarios when the tokens get tougher.
#46
Posted 25 November 2016 - 01:44 PM

I assume this is for normal difficulty? On hard in the first scenario we generally aim for +2 unless its a really important check, such as the Frozen in Fear that always hits Skids.
According to what Lockewood cooked up on Discord, the "sweet spot" (of bonuses above target number before you hit diminishing returns) on Hard would appear to be +3, but I don't think Lockewood's finalized that yet.
#47
Posted 28 November 2016 - 12:51 AM

According to what Lockewood cooked up on Discord, the "sweet spot" (of bonuses above target number before you hit diminishing returns) on Hard would appear to be +3, but I don't think Lockewood's finalized that yet.
Seems to be +2 for normal, +3 for hard, +4 for extreme (with +2 being a secondary target if you can't get to +4). A simple way to figure this out is the volume of chaos tokens with the opposite modifier. This usually correlates to the 'special tokens' modifier (Hoods, broken tablet).
#48
Posted 28 November 2016 - 04:51 PM

More graphs and charts! This article breaks down the remainder of the Standard campaign scenarios and calculates for Hard and Expert campaign scenarios in the "Night of the Zealot" campaign:
https://arkhamprotec...-rumours-afoot/
With the "Night of the Zealot" campaign, the break points or sweets spots currently appear to the following:
- 2 more than what the skill check requires for Standard Campaign;
- 3 more for Hard Campaign; and
- 4 more for Expert Campaign.
Please note that (1) this analysis uses a range between 4 over to 4 below the skill test--I'm considering testing for 5 over in the expert modes to see if that makes a significant difference; and (2) "The Devourer Below" scenario almost seems like a midway point to the next whole number integer.
I will follow up with the "Curse of the Rougarou" scenario in the near future.
Additionally, I'd appreciate any comments or thoughts on the calculations themselves or the working assumptions to create the adjusted values (amount of doom per cultist or in play overall). One can only stare at charts and graphs for so long without going number-blind.
- MaxDog, Gaffa, WarFather and 1 other like this