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I was thinking about power combinations and the law of diminishing returns: there is a tendancy to create redundancy when you repeat a power multiple times. (Maybe call it a supposition or a theorum).
An obvious example: super strength tends to be redundant if you have more than two characters with it. At three, that is one object per character (abscent some other factor, like Rip it Up), and late dial super strength gets redundant as well. Note that this is slightly different from team diversity: the point here is not the benefit from a lot of different powers, but a look at the detriment/reduced benefit in having a repeat of the same power.
Other Suppositions:
When looking at the benefit involved, there seems to be several different factors at play, most of which are uncontrolled variables:
- The number of figures the opposing character field;
- The ability to use my powers on the opposing characters (Power Comsic v. Outwit; Perplex v. Stealth);
- The number of figures I field;
- The number of attacking characters I field (Roullette v. Trevor Fitzroy v. BB 140 point Shazam)
- The map
- The point build (for the sake of this post, suppose 200 points - 500 points generally).
In my opinion, there are five key powers that provide fantastic support: outwit, perplex, probability control, telekensis, and barrier (you can easily disagree on this last one). Enhance is also a wonderful power, but it does not as often have that linchpin role, though a team designed around it could (Talia + Gothem City Detective x3).
Law of Doubling: in my experience, these powers tend to get more of a benefit when doubled. If the value of 1 outwit is 1, then the value of 2 outwit is 2.5. This is another supposition that is easily contendable, of course, but it is my starting basis. But if the value of 3 outwits drops because of the Law of Diminishing Returns, then say that the value is 2.9--or less. These numbers are not hard / refined stastics, I'm just using them to illustrate what I mean. But take the supposition one step further: suppose the value of each power started at one, and the goal of making the team was to maximize the values. The entire worth of the team would go up if I were to reduce the amount of diminishing returns in favor of a more diverse power line up.
Analysis:
Outwit: As far as I can tell, the value of outwit seems to drop considerably after I have it twice on a team, but that is usually based on the team that I am playing (of course). I would prefer one outwit for every two opposing characters, but it is an uncontrollable variable subject to generally accurate estimation. (My venue seems to prefer smaller teams filled with more power to bigger teams with more support--which I play quite often).
A recent formation I faced: 75 point Lucy Lane, Livewire, and Tarot. Despite the fact of superior placement of the opponent (I could rarely Line of Fire any of his pieces), two outwits would be the perfect number. One outwit for a damage reducer, and a second for the retaliation or recovery; maybe two outwits on move and attack. A third would be nice, but also tends to be redundant.
This rule is not always true, of course. If I am facing 300 point Superman, I would like three outwits: one for his outwit, one for his move/attack, and one for his defense/indomidable. If I am facing Darkseid, I probably would not want any outwit, for after his fodder is gone I cannot outwit him at all.
Probability control: having 2-3 probability Control pieces is wonderful. Unlike outwit, I think it best correlates to the number of attacking figures on my own team, plus one per the number of probability control pieces my opponent fields. While prob control can also be used defensively, I cannot control the number of attacking figs on the opposing team, the team placement, and the number of probability control figures--though this number is subject to generally accurate estimation. I fellow gamer who is a ruthless awesome strategist (Immortal_Raven on the realms) often says "If I pack probability control, I don't need it. If I don't pack it I end up needing it." I can usually estimate one to two proability control pieces depending on the build size. (Example, he was the Tarot/ Lucy/Livewire player, although Tarot did not end up on Probability Control that game).
That leaves me to suspect that I will start receiving diminishing returns on probability control if I have more than three (though I generally only play two at most). If I have four prob pieces + two attackers, and my opponent has two prob pieces, there is probably no diminshing return.
If, however, I play the same team during the next round and my opponent fields no probability control, there is a definate diminishing return. While I can manuever my pieces however I wish within limitation, most likely it will be a little too crowded for my pieces to each see his attackers. So for the event, diminshing returns adjusts between games (that is gramatically correct-I am talking about one concept), and I could probabably have reduced the number of prob control pieces entirely to make my overall team more effective.
Telekenesis: The law of doubling might not apply to this power, because Telekenesis generally plays as a first strike power. The value tends to be in throwing a guy out there, and letting him cross the board for a huge immediate hit. There is also incidental value in repositioning (If you can pull back the TKee to a medic, or to switch targets from the 30 plasticity Adaptoid to the 175 point Super Adaptoid. But, considering the cost of most TKers, the value of the TK comes at the expense of another attack (generally). While double TK may have uses, generally the diminishing returns kicks in immediately. I would not consider the second TK rto be added value unless the point total of the game was greater than 500 points.
Barrier: Often overlooked, this power really needs to be mentioned in a discussion of diminishing returns. First, it is a multi-purpose foil. If I were fighting a BB 140 point Shazam, 2 Jason Bloods AEing into Etrigan, and 2 Scarlet Witches at 298 points, I would probably not be able to land a hit. However, with apporpriate use of barrier, I could block LoF from ALL the outwitters and land a solid hit. Additionally, barrier can shut down corridors for movement and block line of fire for outwit.
Barrier's value increases tremendously with the law of doubles, partly because barrier is a power action, so unlike perplex it is not happening each turn.
Triple barrier has a slight decrease in value, in my book, because it allows for repoisitioning of pieces: Barrier one rests, clearing at the end of the turn; Barrier two repositions as an action; Barrier three uses barrier. Anything above that seems to have heavy diminishing returns, not only because more barriers are excessive but also because it chews up more and more actions.
Perplex: Perplex alone seems untouched by the rule of diminishing returns. If I have six perplexers, I can perplex damage and attack to max, and I could still use perplex on defense. But If I have that many perplexers, I probably have more attacks coming. Gone are the days of Con Artists littering the streets: now a good perplexer is in the range of 26 points for a unique (JJJ), to 40 points for a common that is a viable secondary attacker (GF Howling Commando). The more perplex I have, the more I have to perplex. Even if all else is pointless, I can always perplex defense up.
Other Powers: I have not intentionally thought through how this relates to other powers, but I am welcome to insights.
Any additional thoughts?
I partly write this out to think through it on paper (or the computer screen), but also to get the thoughts from others. Here are some obvious pre-generated responses:
- Its less about the figures and more about the player. Well, yeah. Still, I find the team building aspect fascinating, and I assume that a good player builds a good team.
- Five probability controlers does not sound fun to play or play against. I agree: but this post is about the value of the power on the team, found in multiples. I would actually prefer two barrier pieces and an outwit to this, not to lockdown the pathway but to block line of fire, outwit, and then smack for heavy damage.
- I didn't read the whole post but.......... Well, yeah, its kind of a long post, but I would still love to hear what you think.
Last edited by gfishfunk; 10/20/2011 at 13:09..
Reason: readability
Here is the thing. You are on point partially. You are correct on perplex that it doesn't have diminishing returns. Here is the thing neither does prob control. You can have 5 prob controls and just about lock out an opponents ability to attack. That is the thing that people over look. It is not just about making your rolls but you need to shut down the other persons rolls.
Tk is great. It helps you reposition your figures early and midgame. But you have to have a mind that sees the advantage of repositioning. You can tk your figures without having to roll break away. I will say that you need 1 tk per 4 characters.
With outwit and barrier I think they cap effectiveness when you hit 3. You have to realize they will get taken out fast so you really need 2 to function. But having 3 outwits allows you to transition into mid and late game well. Barrier is another positioning tool. If you can make your opponent waste actions destroying barrier tokens you have negated damage potential. If my opponent can deal out 10 damage in a turn I could have cost him 3-4 damage so that he could break down a barrier wall. This is just based on positioning. Once you see it like that then having 3 barrier figures caps you out. This way if you can always reposition a barrier piece to cover the next point instead of having to push one figure to barrier as the other one gets in position then push that figure the next turn.
One power that never diminishes is pulsewave. Pulse wave always does what it does. You can only outwit it. If you can pulsewave do it. It will save you so much in this meta.
Definitely spot on with Outwit. Probability Control I find you only need one if you get one that's mobile and hard to hit (AA Per Degaton comes to mind). I've used said Per Degaton with Crisis Darkseid, to great effect. The double Outwit combined with a Perplex and a Prob (and Per Degaton's second click 19 DV) really can rip teams.