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Giga-Robo!» Forums » Strategy

Subject: Giga-Robo Core Set Base Robot Stats!!! rss

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Steven Hammerschlag
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https://docs.google.com/spreadsheets/d/1v8LxJkORjwlzCsl_iHyp...

So I am throwing this up here for those who want to dig deeper into a portion of the existing game mechanics. This is a semi-live document, with some planned robots purposefully omitted, but it is the most current version of the core robot cards.

Most of the Robot Card Detail tab is straight forward. A few notes on the Robot Summary tab (so as to avoid confusion as this had been an internal document up until now):

Total Damage Potential = Total damage of all attack cards (Melee, Ranged, Ultimate, etc.)

Average Attack Efficiency = This is a metric that blends Damage Efficiency (Natural Damage per Fighting Spirit) and Hit Efficiency (Attack Dice per Fighting Spirit). The important thing to note on this metric is that it is a measure of natural damage and does not take into account trauma infliction, as a lot of trauma infliction is situational based. That being said, it does hint at how each robot's cards are structured. For example, Ayzn's AAE is 1.04, which is the highest of the four robots. Dai-Raijin V on the other hand has the lowest value, at 0.87. What this means is that Ayzn's cards are built to deliver more straightforward damage more efficiently than Dai-Raijin V. This doesn't mean that Dai-Raijin V is a "weaker" robot - on the contrary, Dai-Raijin's cards are built around delivering trauma tokens (which you can confirm by looking through the card text on the Robot Card Detail tab) and Combo attacks, which I'll touch on later.

Average Attack Reach Beyond Adjacent = This is an average of all attack cards. A value of 0 would mean all attack cards were purely Melee range 1 cards. This is an area where Dai-Raijin V makes up for the deficit seen above - Dai-Raijin V has an average reach beyond adjacent of almost 2.

Combo Differential = This shows the difference between each robot's natural average attack efficiency and their combo average attack efficiency. Ayzn has a terrible value because Ayzn has no combos (sad face) BUT...check out his Ultimate Techniques for a surprise. Dai-Raijin V though has a somewhat large positive value meaning the combo cards are slightly more efficient than the non-combo cards. More importantly, Dai-Raijin V has 10 combo cards which is huge when considering the additional attack die you get per additional combo card (a potential +2 attack dice which is not reflected here in these metrics).

Counter Differential = Same as above but comparing natural average attack efficiency and counter average attack efficiency.

I had't yet noted, but keep in mind that these values are all base values. Pilots have abilities that can alter these numbers beyond their base levels here. Additionally, robot abilities and pilot cards can also alter the noted base values here, so these numbers aren't scripture.

Mostly we wanted everyone to be able to take a look into the other cards that I don't think have been seen elsewhere (besides our lovely, dedicated beta testers). Hopefully this helps people think about different play styles.

Questions? Comments? Lemme have 'em! Otherwise enjoy digging through the "new" cards not on Tabletopia. robotrobotrobot
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Nate Parkes
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This is Giga-Great.
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Scott S
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Yay, spoilers.
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Nate Parkes
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I don't think this awesome resource includes the keywords on the cards (such as "Activated"). Would it be possible to add those at some point?
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