• I live in Hyperspace
  • My occupation is Research Analyst/Consultant; also, Theoretical and Philosophical Psychologist
  • DrPsyPhi

    ^This is a link to a Google Doc Spreadsheet (Excel file) that contains a PROC simulator. While it can't be edited online, you may download it and do what you will with it.

    Recommended usage:

    1. Download
    2. On the first sheet, you will see several grayed out boxed, these are for entering your card's PROCs 1-5
    3. Card 1 is center card
    4. This simulator can handle any size deck and is intended to show you the probability of a "3 proc" or 3 activations with any given deck, including suppression effects for decks size 4 or 5. It will also display the "displayed proc rate" so that if you want to compare the rate at which a wall of a card will activate, for example…
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  • DrPsyPhi

    So last time we introduced what we termed equivalence, reducing all the information of a card or a deck to a single statistic (a number, usually a modification of the base stats) which represented not only the base stats BUT ALSO the relative merits of the abilities (including its USAGE and EFFECT). We noted that effect varied depending on size and configuration of deck, but we did not take the time to note then that this game may have been designed for a 3-card deck to begin with and we probably won’t get into that at this time. For DECK EQUIVALENCE we discussed combos in a limited fashion using simple cases. (We also talked about standardization, which just means setting a base for equivalence to something like 100, which is what they do w…

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  • DrPsyPhi

    The true genius of Pants1000's neglected insight is not only that it helps us see that it's ok to mix boosts and degrades, but that it gives us the framework for figuring out true equivalence.

    But, "Hark!" I hear you cry, "What exactly is this 'equivalence' of which you equivocate?" -- I'm glad you asked. What I mean by "equivalence" is a process or conception that would allow one to compare, for example, the relative merits of a +100 increase in base stats with, say, the value of loosing a combo that gives 6% team boost instead of 5% or a host of factors such as:

    • Base stats
    • Combo usage
    • Combo effect
    • Ability usage (sometimes called PROC, but see my collected works)
    • Ability effect
    • and actually, I think that's the whole list, but still! -- hmmm, mayb…
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  • DrPsyPhi

    So... my last treatise on this subject ( had a few supositions that hadn't been tested (the skilled 10 high and the rel. high skill 1, among others). I took advantage of some recently acquired cards and ran a test of 100 battles against the same opponent (spars, actually) and have some revised numbers. Summary of results then some notes on testing below. I may do some additional testing; it has been suggested that rarity has an effect on proc rates, but I have not yet seen that evidence (opportunities for further research also below). For the sake of the discussion, see also:

    Revised Proc Rates (italics…

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  • DrPsyPhi

    Abilities Effects

    June 9, 2014 by DrPsyPhi

    Since I've already done the more difficult job of working out the usage for abilities (how often the activate), I'll turn now to a request I've recently had to clarify the Effects (how much they boost or degrade when they activate).

    Rarity across the top, the effect listed on the left column. A DUAL effect means that the ability affects BOTH ATK AND DEF. Otherwise, it will only do one. So the row labeled "Alignment & Dual Faction" should be used to note the impact of a card that affects EITHER the ATK OR DEF of an ALIGNMENT (FF Wolverine, SC Spider-man, that She-hulk, PD Dr. Strange, etc.) and the #'s in that row are also the same for cards that have an effect on HEROES or VILLAINS with their ATK AND DEF (e.g. MODOK, Nightmare [note: these …

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