r/OnePieceTC Doktah Carrot Muffins May 03 '18

JPN Analysis TM Kizaru - The Misconception of Multi-Component Specials (PART 1)

Introduction

WARNING - LOTS OF TEXT BELOW

SEE TLDR IF YOU DON'T WANT TO READ THE MATH OR EXPLANATIONS

Ever since TM Kizaru's CA and special were introduced, players have been shitting on him, complaining that he is the worst TM unit and not worth farming (although Bandai decided to spice things up this time with the free Legend pulls).

Originally, I wanted to discuss his special and compare TM Kizaru with other TM units overall in this post. However, it's getting quite lengthy so I'm going to split it into 2 posts.

In this post, I want to begin with his special and how multi-component specials (especially health cuts) are seemingly misunderstood by most players. In particular, players seem to read specials such as 1.75x boost as being automatically weaker than specials with 2x boosts - this is NOT the case.

My next post will compare TM Kizaru with other TM units.

 

Part 1 - Multi-Component Specials

Most units these days have multiple components in their specials, including utility components such as reducing attack down, defense up, damage reduction, healing, etc., in addition to damage components such as attack boosts, orb boosts, HP cuts, nukes, etc.

I will not be spending any time analyzing utility components, as they are incredibly difficult to compare across units, as it is completely situational. It's practically impossible to theoretically say whether a special that reduces despair by 3 turns is better or worse than a special that reduces paralysis. Events may need an orb locker, or multi-turn attack booster, or perhaps a paralysis reducer, but these specials could be completely useless in other events. However, it is still important to note that TM Kizaru has other utility components, namely a 3 turn boost that extends across multiple boss stages, as well as an orb lock which synergizes well over multiple turn burst.

Therefore I will be only focusing on the damage components of specials, specifically excluding nukes (which although may be necessary in certain situations and definitely contributes to how much damage a unit deals, is situational and much more difficult to compare between different units).

 

Damage-Components of Specials & Health Cuts

Different boosts can stack with each other multiplicatively, but not with boosts of the same nature. However, health cuts are essentially damage boosts that can endlessly stack, both with other health cuts and with other attack boosts, provided the stage does not have a barrier and can be HP Cut.

How do HP cuts work as damage multipliers? A very simplified answer would be to divide the other damage multiplier by the percentage health remaining (or 100% - HP Cut). So a 20% health cut would be equivalent to a 1 / 0.8 = 1.25x damage multiplier.

While that's true for a single turn burst without other assumptions, let's get into the nitty gritty details and assumptions for some specific scenarios. For all the calculations below, we'll assume that each unit in the team has the same attack stat for simplifying purposes.

 

Definition: Effective Damage (ED) - If an enemy unit has X HP and the team deals Y > X total damage (which includes all damage components of specials, including HP cuts and nukes), the team's effective damage is equal to X.

Note: This excludes the effect of IntHawk and V2 Doffy specials from the remainder of the calculations as their specials are extremely unique and situational.

Example: Enemy unit has 5M HP. Your team after using all specials deal a total of 5.5M, including 1M from a 20% HP cut and other damage of 4.5M. Your effective damage is 5M. The principle is - it does not matter how much overkill damage you deal if you are still able to defeat the enemy unit.

 

Definition: Equivalent Multiplier (EM) - Suppose with unit A, the team is able to deal an effective damage of Y. The Equivalent Multiplier is the minimum flat damage multiplier X that a replacement unit B provides such that the team with unit B instead of unit A deals exactly Y effective damage.

Example: Enemy has 1M HP. Unit A does a 20% HP cut, after which the team one shots the enemy. ED is 1M. Without any other information, the team with A will deal at minimum 800k in damage after the HP cut. The minimum flat damage multiplier that a replacement unit B needs is then a 1.25x damage boost. Higher damage boosts, like 2x, will result in the same ED of 1M, but it is not the minimum damage boost. The EM is 1.25x.

 

Equivalent Multiplier for TM Kizaru

Suppose we have TM Kizaru's special, which has a 20% health cut in conjunction with a 3 turn 1.75x adaptable attack boost. Both components contribute to damage, but how much damage does TM Kizaru deal in total?

 

1) Single turn burst, mono-DEX team


To keep comparisons simple, assume that TM Kizaru is boosted in the team. Further assume that after the health cut, we are now able to 1-turn the enemy. Let X be the EM of a replacement unit. Let C be the damage multipliers from the remainder of the team, including the captain ability and chain multipliers and excluding TM Kizaru and the replacement unit.

  • Then for TM Kizaru:

    • 0.8 * ED = 1.75 * C
    • ED = 1.75 / 0.8 * C
  • For the replacement unit:

    • ED = X * C
  • Equating the two gives:

Conclusion

For a single turn mono-DEX team, TM Kizaru provides the highest attack boost @ 2.1875x in the game except for V2 Shanks.

 

2) 2 turn burst, constant attack boost, mono-DEX team.


Let's suppose that instead of a 1-turn situation, we now need 2 turns to completely burst the enemy, with the ED over 2 turns being the entire enemy's health bar. In this calculation, since TM Kizaru is a 1.75x boost for 3 turns, let's assume that the replacement unit provides a constant EM of X for at least 2 turns.

Let C1 being the remaining damage multiplier for the first turn and C2 being the remaining damage multiplier for the second turn.

  • Then for TM Kizaru:

    • 0.8 * ED = 1.75 * C1 + 1.75 * C2
    • ED = 1.75 / 0.8 * (C1 + C2)
  • For the replacement unit:

    • ED = X * C1 + X * C2
  • Equating the two gives:

Conclusion

In order to replace TM Kizaru for up to 3 turns of damage, you need a unit that provides an EM of 2.1875x for up to 3 turns.

 

3) Single turn burst, non mono-DEX team.


One unique feature of TM Kizaru's special is that the damage boost is adaptable, similar to V2 Shanks. What if you replace any other type booster (who is boosted in the team) with TM Kizaru? For example, if you decide to replace Colo Sicilian with TM Kizaru in a V2 Akainu team.

In which case TM Kizaru himself is not boosted by the CA and will be the first one attacking. To be simple, let's exclude chain lock or chain boost.

Let C1 be the damage multiplier for the units that are boosted by the team, excluding chain. Let C2 be the damage multiplier for the units that are not boosted by the team (TM Kizaru).

  • Then for TM Kizaru:

    • 0.8 * ED = C2 + 1.75 * C1 * (1.3 + 1.6 + 1.9 + 2.2 + 2.5)
    • ED = 1.25 * C2 + 2.1875 * 9.5 * C1
  • For the replacement unit:

    • ED = X * C1 * (1 + 1.3 + 1.6 + 1.9 + 2.2 + 2.5)
    • ED = 10.5 * X * C1
  • Equating the two gives:

    • 10.5 * X * C1 = 1.25 * C2 + 2.1875 * 9.5 * C1
    • X = 1.25 / 10.5 * C2 / C1 + 2.1875 * 9.5 / 10.5 * C1 / C1
    • X = 0.12 * C2 / C1 + 1.98
  • Since C1 and C2 > 0,

So even if he is not boosted, TM Kizaru provides almost as much damage as a 2x type booster. You can replace literally every other single turn 2x type booster in the game with TM Kizaru.

In fact, the result from 2) follows through as well. TM Kizaru is equivalent to a 3-turn 1.98x type booster FOR ANY TYPE.

In fact, if we compute 3) using chain lock of between 2.5x-3x OR a chain boost of between 0.5x-0.9x, we'd get that TM Kizaru is equivalent to a 3-turn 2.02x-2.05x type booster FOR ANY TYPE.

 

4) 2 turn burst - Other Units


Similar to example 2. This calculation works for other units with single turn boosts such as Colo Lucy or 6+ Croc. This differs from the TM Kizaru situation above since you are free to use a second unit for the 2nd turn of burst (for example, using Colo Lucy for turn 1 and V1 Doffy for turn 2).

For example, suppose we're looking at Lucy, who contributes a 1.75x orb boost for 1 turn and 20% HP cut. He is the only unit being changed and does not impact the 2nd turn's damage.

Assume C is the remaining damage multiplier for the first turn. Assume D is the total damage multiplier for the second turn. Assume that in the replacement team, the total damage multiplier for the 2nd turn is also equal to D (in the above example, suppose we switch out Lucy for turn 1 but keep Doffy for turn 2).

  • Then:

    • 0.8 * ED = 1.75 * C + D
    • ED = 2.1875 * C + 1.25 * D
  • For the replacement unit:

    • ED = X * C + D
  • Equating the two gives:

    • X * C + D = 2.1875 * C + 1.25 * D
    • (X - 2.1875) * C = 0.25 * D
    • X = 0.25 D / C + 2.1875
  • Since both C and D must be positive,

Conclusion

So a unit like Colo Lucy actually provides an orb boost with a minimum EM of 2.1875x for a single turn, which actually deals more damage than 2x orb boosters like Doffy, especially since his 20% HP cut is unblockable.

Furthermore, Lucy's EM is actually higher than 2.1875x if you are in situations where you need a multi-turn burst.

 

Common HP cut & damage boost units

The above math can be extended towards a number of different units, summarized below.

1.75x + 7% HP Cut 1.75x + 10% HP Cut 1.75x + 15% HP Cut 1.75x + 20% HP Cut 2x + 10% HP Cut 2x + 20% HP Cut
What Players See 1.75x 1.75x 1.75x 2x 2x
Effective Multiplier >= 1.88x 1.94x 2.06x 2.1875x 2.22x 2.5x
Examples Colo Jesus Valentine Nami 20 Anni Sanji TM Kizaru Franky 6+ Croc
Marguerite Lucci Colo Lucy
Oars
Daruma
Bellamy

Comments


  • 6+ Croc provides the strongest single turn burst in the game, despite Nami having a 2.25x attack boost.
    • For a 2 turn burst (on the same enemy), 6+ Croc will only need a 1.56x attack booster to match Nami's damage.
    • Nami has an advantange of both crew efficiency (only need 1 unit vs 2 for 6+ Croc and keeping the buff in between stages
  • Oars is actually the strongest conditional booster in the game, at an Effective Multiplier of 1.88x!

 

Thanks for reading! If anything doesn't make sense with my calculations or assumptions, or if you have any other questions, feel free to ask!

I'll be doing a Part 2 that compares TM Kizaru with other TM Units sometime soon.

 

TLDR

  • Units with 1.75x multipliers are NOT necessarily weaker than units with 2x multipliers

  • Colo Lucy is one of the strongest universal orb boosters in the game, equivalent to (at minimum) a 2.1875x orb booster

  • Versus all content that can be HP Cut, TM Kizaru is equivalent to a 3-turn 2.1875x DEX attack booster (+ orb lock)

  • Versus all content that can be HP Cut, TM Kizaru is equivalent to a 3-turn 1.98x (occasionally 2.02x-2.05x) ADAPTABLE attack booster (+ orb lock)

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5

u/klyze The cookies stopped coming :( May 03 '18 edited May 03 '18

looking at him, from a global player point of view, i dont think the beef the players have with this unit will be his special strength, it will be his versatily, his special is indeed nice, and with units like luffy/ace you can even choose a boost type when activating the special.

Still im not sure players will use him that often, i mean in other than a support role and in niche situations.

I think the major beef players have with him its the captain ability, its weak af its actually decent ( i didnt read the 1.5x chain part, my bad, sorry) for a TM unit he has a nice multiplier but. still ... his special with that captain ability doesnt really screams synergy. :|

I saw the rewards and at 3M points there was a legend reward, i think its not a coincidence bamco did this, i think they add it because this unit its nowere near legend tier not as appealling as most TM units and players would "riot".

Thats my opinion anyways, maybe thats because i personally dont like this new trend of type boosting (captains like akainu / aokiji or this type of specials).

EDIT: in the future, with the release of more dual type units he may become even more usefull, either way.. i wouldnt skip his TM in global, the rewards are the only reason i need tbh.

5

u/FateOfMuffins Doktah Carrot Muffins May 03 '18 edited May 03 '18

Ah but is it weak af? (More in depth in Part 2 - main reason why I was originally going to put this in 1 post)

Why was TM Sabo practically universally praised, even as a captain, when his CA is strictly weaker than TM Kizaru's?

Sabo's equivalent CA is approximately 2.79x for Cerebral above 70% and below 30% and 2.25x otherwise.

Kizaru's equivalent CA is approximately 3.1x for DEX, PSY and INT types - no HP threshold attached.

Sure Sabo is tankier with 1.2x HP, but he has a more troublesome condition, whereas Kizaru has CDR.

Don't like the type based CA? Why not, when Lucy (universally acclaimed as broken af) has the exact same conditions? Ofc you're not going to get the 3.73x CA that Lucy gets as a F2P unit.

Or maybe it's because his special seemingly does not work well with his CA?

  • What if Kizaru had an equivalent special multiplier that boosts the entire team instead of just the DEX units + 20% HP Cut?
    • Versus QCK content: approximately 2.08x if we use a single 20% HP cut or 2.6x if we use both 20% HP cuts in the same turn.
    • Versus PSY/INT content: Admittedly his special sucks ass vs. PSY/INT content when running himself as captain. However, nothing's preventing you from bringing a PSY/INT attack booster as a sub! 2x 20% health cuts still add a 1.5625x multiplier on top of whatever sub attack boost you bring!

Remember when WB, BB and Mihawk were praised for their "insane" 30% HP cut specials that did literally nothing else? 20% HP cuts are the same, just that they have a bunch of other effects tacked onto them.

3

u/KSmoria May 03 '18

But an you come up with some teams with him? No matter how good a unit is on paper, if there is no actual use for it it's worthless.

2

u/FateOfMuffins Doktah Carrot Muffins May 03 '18

I mean, unless we build teams around specific content, all we can really make are the super damage meme teams.

In terms of actual content - for TM Kizaru himself, I was actually using a Kizaru/Zanji team (with friend Kizaru since the rest of my team were primarily psy). It didn't matter that only 3-4 of my units were boosted by the CA - what mattered was his 1.75x attack boost carrying over from stage 6 to stage 7.

I switched to this team as I started to have trouble with my double Zanji team (not enough damage without the attack boost! & not enough crew space to put Kizaru as a sub!).

In terms of pure damage, let's try to build some teams with each of the TM units! Note that TM Kizaru's special is not working in the calculator atm and will freeze it. Also note that Zanji's +0.5x chain is also not working.

  • Here's a double Kizaru team made vs QCK content. Adjust the numbers for the +0.5 chain and the 1.75x type boost, as well as two 20% health cuts. That's equivalent damage of approximately 29M to QCK.ty Hina

  • Here's a Zanji/Kizaru hybrid team vs QCK content. Adjust for +0.5 chain, 1.75x type and one 20% HP cut resulting in approxiately 29.5M to QCK

  • Here's a PSY Kizaru/Zanji variant vs INT content. Adjust for +0.5 chain, 1.75x type and 20% & 25% HP cuts, resulting in approximately 47.5M damage to INT.

  • Here's a double TM Ace team instead with a 15% health cut approximating 29M damage to DEX.

2

u/[deleted] May 03 '18

Why would I use any of those Kizaru teams instead of a 2x Zanji team which is going to outspeed Kizaru in every way possible thanks to the starting CD lowering + orb safety?

2

u/FateOfMuffins Doktah Carrot Muffins May 03 '18

Oh idk, maybe if you need damage over multiple turns?

Zanji can only sustain the 3.75x burst damage for a single turn.

Or a 3.21x multiplier for 2 turns (and that's only for mono teams)

While Kizaru maintains his > 3.1x multiplier for, well, the entire run. You know, kinda his thing with the fact that his special lasts 3 turns.

2

u/[deleted] May 03 '18

Dude, you know the average HP has significantly less than 15m HP right?