#Crit vs Dodge vs AA

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  1. Crit vs Dodge vs AA
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Crit: Each point in Crit gives a 2% chance, maxing at 15 Crit (30%) for INT, AGL, and PHY units and 20 crit (40%) for STR and TEQ units. Crits deal 1.9 times the regular damage a unit would do, ignore defense, and ignore type disadvantage.

AA (Or Combo Attack): Each point in AA gives a 2% chance, maxing at 15 AA (30%) for INT, TEQ, and STR units and 20 AA (40%) for AGL and PHY units. When Additional Attacks trigger, they have a 50% chance to be a super attack. Built in additional attacks increase the chance for a unit to do a Hidden Potential AA.

Example of above: If TEQ Vegito Blue attacks 3 times innately then they have an investment of 15 AA (30%), they have a 1-((1-.30)* (1-.30)* (1-.30)) = 65.7% chance to do a Hidden Potential AA.

Dodge: Each point of Dodge gives a 1% chance, maxing at 15 Dodge (15%) for TEQ, STR, AGL, and PHY and 20 Dodge (20%) for INT units. If dodge is enabled for an event, it completely negates damage from whatever attack is incoming on that unit.


Why Crit>AA is best for most units

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If a unit has 15 Crit (30%), then that is a 30% chance to deal 1.9 damage that ignores type disadvantage and defense. With 15 AA (30%), you’re getting a 50% chance of a 30% to do another Super, which is a 15% chance to do 2.0 damage that does not ignore type disadvantage. Without a drastic incentive to go into AA, Crit wins outright. The standard stacking of attack and/or defense alone is NOT enough of a reason to make AA better.

These builds will generally be 20 Crit, 6 AA for TEQ and STR units, 15 Crit, 11 AA for AGL and PHY units, 15 Crit, 6 AA, and 5 Dodge for INT units (since INT units get Dodge innately).


When should a unit invest in AA>Crit?

A unit should go AA>Crit in these situations always.

A. Their passive includes an omnipresent Type Advantage (i.e. STR Super Gogeta)
B. Their passive has 50% Crit or more built in (i.e. LR PHY Trunks)
C. Their passive has built in auto-Crits that are active 50% or more of the time (STR Cooler)

There are several corner cases as well, such as the aforementioned TEQ Vegito Blue, and all are listed at #36 of this Guide and FAQ.


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**Why is Dodge neglected? **

Dodge at 15 gives you a 15% chance to negate all damage done from a single attack whenever it procs. This number is already half as efficient as AA or Crit. Though this may look attractive for a defensive playstyle, the numbers run it to be largely inefficient on most units. A 15% dodge chance will mean that 3 out of every 20 hits are dodged, which is not enough to turn a poorly defensive unit into a stalwart. Dodging a Super Attack is more significant, but Super Attacks have a 15% chance to happen, and with a 15% chance to dodge, there is only a 2.25 % chance that you dodge an attack and it happens to be a Super. Furthermore, units that would benefit from dodge, the defensively poor, are going to be hidden from attacks by a more savvy player, reducing the overall amount of attacks taken and further reducing the usefulness of Dodge.

What about 3 Dodge?

THIS IS A MEME, AND A BAD ONE
3 Dodge gives a 3% chance to dodge to a unit, cannibalizing 6% AA or Crit chance to do so. Not only is this a largely inefficient practice, the difference in survivability this provides is so little that it’s almost meaningless. Using the previously mentioned math, there’s .45% chance, that’s less than half a percent chance, for you to dodge a move that happens to be a Super with 3% dodge. This is at the cost of sacrificing anywhere between 15% (if you’re taking out of a 20 stat Hidden Potential) to 50% (if you’re taking it out of a 6 stat) of a significantly better hidden potential stat


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What about units that don’t care about doing damage, like supports?

The general advice for supports is that they don’t need to be orb-ed. Supports are fine to be built Dodge, Crit, or AA at the user’s whim since the difference is fairly marginal. When orbing a support, there’s a few things to keep in mind.

KEEP IN MIND THIS ADVICE IS SPECIFICALLY FOR SUPPORTS

A. Does the unit have conditional ATK buffs? Does the unit do Immense damage on their Super? If so for either of these I may wanna go Crit
B. Does the unit have an effect on Super and I have them on a rotation? Then I may wanna go AA
C. Do I want to see if this unit eventually gets an EZA? If so may wish to neglect Dodge since EZA-ed supports tend to deal respectable damage (INT Metal Cooler)