Post by taliesin on Dec 29, 2008 6:09:36 GMT -5
Sorry, my bad, some sloppy analysis there. Not sure what I was thinking. Always throwing SWD at the para-man reduces you effectively to two 50-50s though. I agree that including "nobody" in the targets does confuse things more than a little, since it opens up the possibility of an instant loss. (SWD at self and para at nobody is as fatal as SWD at nobody and para at you). Will need to think as to how to randomise that correctly, but always going SWD at the para-man is obviously weak.
Now, with the DSF:
DSF and FFF countering both give you another 50-50.
DSF on your opponent while he paralyses you gives you an escape.
DSF on yourself while he self-paralyses also gives you an escape, though he may get a fireball - you can safely clap.
In short, it's a proper 50-50, as is the DPP/clap after it.
So you've got 1/4 with predictably casting Fear at Paraman all of the time, if he knows what you'll do.
Let's weigh up the options beyond that though.
Casting SWD at him: 50-50 chain continues if he self-paralyses, escape if he paralyses the ogre, escape if he paralyses you.
50-50 chain gives you a 75% chance of escape.
Casting SWD at self: escape if he self-paralyses, outright loss if he paralyses the ogre, 50-50 chain continues if he paralyses you.
Casting SWD at nobody:
escape if he self-paralyses, 50-50 chain continues if he paralyses the ogre, outright loss if he paralyses you.
This is going to require a bit of math-crunching. It's above 75%, but exactly how much above 75% will take a chunk of working out. You'll want to select SWD at nobody/yourself sometimes, but I don't know how often yet.
Incidentally
gives a fairly clean 1/8 with good strong 50-50s. Our defender can para himself or his opponent with impunity, and the clap/charm 50-50 at the end is likewise safe. I think the continuation is perhaps a little weaker against PWPPS than PS/FW, but not critically so.
Double Ogres
Not sure why you have a W in your analysis vs the double ogres. This looks potentially fatal against your line:
Turn 5: first damage of game, paraman down to 13.
Turn 7: Paraman paralyses new ogre (why not? you're countering yourself/the old ogre after all and can't cover it) - down to 11
Turn 8: The "50-50" with the Invis. You get away if he paralyses you and you go PS, or if he paralyses the ogre and you go Pw.
However if you go Pw and he paralyses you, he drops to 7, and 3 the turn after. You have a double death with
If he paralyses the ogre and you go PS/>, he drops to 8. You squeeze out 6 damage the turn after, but he jams you into PSDD preventing the clap and kills you.
I think you've a better option though in:
If he paralyses you:
takes 4 damage turn 8, 3 turn 9 - dropping him to 4, and he has to protect the charm, which requires a para on himself he can no longer afford.
If he paralyses an ogre:
He drops to 9 health turn 8. You then get another 50-50 - if you go WPP and he paralyses you, he takes 5 damage turn 9 and cannot defend the charm. If you go WPF and he paralyses the ogre, he drops to 7 health and then has to defend the charm and WPFD on turn 10. In all other cases you die, but it gives you double the survival chances of the PSD/W>> defence.
A reward for those of you who've stuck out reading this all the way to the end:
It's also worth mentioning that
looks pretty nasty for S/W. If S/W gets caught dummying the initial fear, it gets ugly pretty fast, with just one 50-50 between him and oblivion. I would suggest for this reason that you don't get predictable about trying that particular dummy....
Now, with the DSF:
DSF and FFF countering both give you another 50-50.
DSF on your opponent while he paralyses you gives you an escape.
DSF on yourself while he self-paralyses also gives you an escape, though he may get a fireball - you can safely clap.
In short, it's a proper 50-50, as is the DPP/clap after it.
So you've got 1/4 with predictably casting Fear at Paraman all of the time, if he knows what you'll do.
Let's weigh up the options beyond that though.
Casting SWD at him: 50-50 chain continues if he self-paralyses, escape if he paralyses the ogre, escape if he paralyses you.
50-50 chain gives you a 75% chance of escape.
Casting SWD at self: escape if he self-paralyses, outright loss if he paralyses the ogre, 50-50 chain continues if he paralyses you.
Casting SWD at nobody:
escape if he self-paralyses, 50-50 chain continues if he paralyses the ogre, outright loss if he paralyses you.
This is going to require a bit of math-crunching. It's above 75%, but exactly how much above 75% will take a chunk of working out. You'll want to select SWD at nobody/yourself sometimes, but I don't know how often yet.
Incidentally
PWPPWP
FFFFFF
SWPPWPPSDF
WPSFWFFFF
gives a fairly clean 1/8 with good strong 50-50s. Our defender can para himself or his opponent with impunity, and the clap/charm 50-50 at the end is likewise safe. I think the continuation is perhaps a little weaker against PWPPS than PS/FW, but not critically so.
Double Ogres
Not sure why you have a W in your analysis vs the double ogres. This looks potentially fatal against your line:
12345678901
PWPPWPFSSSD
FFFFFFFFFPP
SWPPSFW>>
WPSFWPPSDD
Turn 5: first damage of game, paraman down to 13.
Turn 7: Paraman paralyses new ogre (why not? you're countering yourself/the old ogre after all and can't cover it) - down to 11
Turn 8: The "50-50" with the Invis. You get away if he paralyses you and you go PS, or if he paralyses the ogre and you go Pw.
However if you go Pw and he paralyses you, he drops to 7, and 3 the turn after. You have a double death with
12345678901
PWPPWPFSSSD
FFFFFFFFFPP
SWPPSFWWDDC
WPSFWPPWPPC
If he paralyses the ogre and you go PS/>, he drops to 8. You squeeze out 6 damage the turn after, but he jams you into PSDD preventing the clap and kills you.
I think you've a better option though in:
SWPPSFWP
WPSFWPPS
If he paralyses you:
takes 4 damage turn 8, 3 turn 9 - dropping him to 4, and he has to protect the charm, which requires a para on himself he can no longer afford.
If he paralyses an ogre:
He drops to 9 health turn 8. You then get another 50-50 - if you go WPP and he paralyses you, he takes 5 damage turn 9 and cannot defend the charm. If you go WPF and he paralyses the ogre, he drops to 7 health and then has to defend the charm and WPFD on turn 10. In all other cases you die, but it gives you double the survival chances of the PSD/W>> defence.
A reward for those of you who've stuck out reading this all the way to the end:
It's also worth mentioning that
PWPFSSSD
FFFFFFF
SWPPSDD
WPSDF
looks pretty nasty for S/W. If S/W gets caught dummying the initial fear, it gets ugly pretty fast, with just one 50-50 between him and oblivion. I would suggest for this reason that you don't get predictable about trying that particular dummy....