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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u/PatenteDeCorso May 03 '18

Take It easy, you are overreacting a bit.

He is universal, yes, because he doesn't bost a class, boost a type, the captain type, of course. I've already have already give you examples, but lets see them again.

So, one character can boost 4 members of all these teams for three turns, bringing a 20% HP cut and an orb lock, makes DEX orbs beneficial to all characters and restore 3 turns of his special if rewinded. All in a f2p unit, seems OK to me. ;)

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u/[deleted] May 03 '18

That is not universal. You are patently wrong here.

Universal = without restrictions.

1

u/PatenteDeCorso May 03 '18

Ok, change universal for 'can be used as atck boosters on almost every teams that doesn't requiere rainbow composition or six specific types', that's what OP said.

These are examples of him been used as an atck booster for at least 4 characters. Do you still think that his special is useless?

On top of that, his sailor making DEX beneficial is really good. Him, RR Marco, and RR Garp on a FS team gives you 4/7 orbs as matching, not bad at all.

1

u/[deleted] May 03 '18

Was FS ever really struggling for orbs?

Why would anyone use Kizaru on a nearly monotype non-DEX team?

1

u/PatenteDeCorso May 04 '18 edited May 04 '18

Maybe because he gives 3 turns of 1,75 atck boost for at least 4 chars? That's the point of the conversation.

Don't understand what you mean with the FS and the orbs thing. Was driven struggling for orbs? No, but everyone loves V2 Doffy all matching orbs. Same goes to Zunnesha, and to every single 'orbs as beneficial' sailor/captain.

The units that are able to get the boost through stages are one of the most valuables, 6+ Sabo, Valentine Nami, etc. Kizaru can work almost like these at many teams (a preemptive buff clear screws him) and you keep saying he is useless.

1

u/[deleted] May 04 '18

Don't understand what you mean with the FS and the orbs thing. Was driven struggling for orbs? No, but everyone loves V2 Doffy all matching orbs. Same goes to Zunnesha, and to every single 'orbs as beneficial' sailor/captain.

Yeah, it kind of was on a timely manner. CDs for reliable orbs were too damn high.

V2 Doffy batch also introduced a lot of LBs that helped for sailor abilities or CD. Really poor analogy here. You're acknowledging some events of a time period but ignoring others.

The units that are able to get the boost through stages are one of the most valuables, 6+ Sabo, Valentine Nami, etc. Kizaru can work almost like these at many teams (a preemptive buff clear screws him) and you keep saying he is useless.

...because he is a type boost not a class boost.

How many times does this have to be said? You keep intermingling the terms like they're the same thing when they're vastly different.

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u/PatenteDeCorso May 04 '18

Sorry, but no, class boost and type are both atck up boost, can you overlap them? No, you can't, so you bring one of them.

Again, the teams provided got three turns of atck boost for 4 members? Can you replace Kizaru for a type boost for similar efects? Yes, you can, what units will you be using? Legends and/or very unique RR that are considered one or the best boosters for their class, and the overall damage won't be much lower using Kizaru, even ignoring the HP cut, look at OP maths.

About orbs, yes Doffy batch bring tons of orbs as matching sailor, same as Luffy&Ace, same as Valentine batch, what's your point?

I have given you examples of funcitonal teams and you keep saying he doesn't work, do the exercise of replacing him with other unit that fits the atck boost role, and see what happens.

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u/[deleted] May 04 '18

We're done here.

You've now said that class and type boosts are the same thing, because "both are attack boosts".

I can't reason with you.

Kizaru is not a novel concept. We know exactly how he will perform. Subpar. And inferior to most other options.

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u/PatenteDeCorso May 04 '18

Yes, we are done, OP gives the maths, I give you examples, you don't want to refute them and keep repeating the same arguments.

Best luck on your farming and have fin with the game.

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u/[deleted] May 04 '18

He gave no real math. Just faulty and elongated straw-man propped up to make Kizaru appear better than he is.

I can't refute something that lacks even a shred of validity. By your logic, it's my duty to yell at the wall or my desk, because they might be trying to prove me wrong.

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