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I think of BB as a granular game where generalizations don't often work, and as you say this strikes me as particularly true in this case.
But something this thread may bias me towards in the future is putting my new lowish-HP very-high-def Nimblers in rather sturdy 55%... (At least vs. "most" enemies.)
Note that with less attackers, the numbers are going to be less overall. Don't compare these numbers with the numbers in the op, rather pay attention to the gap between light/heavier compared to the gap in the op.
80hp
120/9540%: 143
190/6540%: 148
120/11542%: 145
120/16047%: 149
190/16055%: 152
100hp
120/9540%: 160
190/65/40%: 165
120/115/42%: 162
120/160/47%: 164
190/160/55%: 166
120hp
120/9540%: 177
190/65/40%: 184
120/115/42%: 177
120/160/47%: 178
190/160/55%: 180
Indeed, the gap between the lighter and heavier lines have decreased in this scenario. To some extent this is expected with a lower number of attackers, but it also does reinforce the idea that the benefit of the heavier lines is skewed toward weaker attackers.
Obviously weak attackers exist and are common in game, but if you are more worried about more dangerous enemies than the heavier lines aren't really doing you many favors outside of Cleaver enemies and Split Man.
Yeah.
Table will show mean hits to die on average against the enemy test group. The first group had 31 enemies. The second group had 25 enemies where I took out the weakest enemies from the sample. With the weakest enemies removed, the average mean hits to die should fall. The final column will show the difference between the 31 enemy test and the 25 enemy test.
80hp
100hp
120hp
This is another illustration of what we've already discussed. The higher armor lines are more beneficial against weaker attackers.
Another takeaway here is that the 190/65/40% line which tends to score well is hurt the least by the removal of the weaker attackers. This means that it performs a bit worse against these types of enemies than the other options, despite having a high score overall.
Turtle i dont know if you can do this, but i'd be really interested to see a comparison between BF 400 / 400 and top nimble say 140 HP & 200 / 200 at 40% full nimble.
Yeah I can do that, although comparing Nimble to Forge with this test is a bit dangerous to take at face value.
Highest armor is 400/400 Emperor Armor. Otherwise it would be 375/400 with just regular Famed. The Nimble dream would be 250/200/41%. Alternatively we could do 175/200/40%, but even at enormous 140 hp that extra helmet is better than 1% more Nimble. We'll give Nimble Bone Plates and Forge AFP.
31 Enemy test group.
-- 80hp, 400/400 Forge w/ AFP: 415. 13.39 hits to die on average.
-- 140hp, 250/200 Nimble w/ BP: 375. 12.1 hits to die on average.
25 Enemy test group - weakest 6 enemies removed.
-- 80hp, 400/400 Forge w/ AFP: 270. 10.8 hits to die on average.
-- 140hp, 250/200 Nimble w/ BP: 256. 10.24 hits to die on average.
Probably not surprising, but Forge is winning overall here. Nimble wins in some matchups. Removing the weakest attackers brings them a lot closer, but there's still some skew cases that heavily favor Forge here.
Either option is incredible. The odds of finding perfect Nimble armor is basically impossible. At least Forge is guaranteed a 400/400 set from the legendary locations, but if you've already beaten those it doesn't matter all that much.
Thats really interesting cheers! I find on most play throughs i can find some very good named noble armour by doing caravan runs and checking the towns nice and regular!
The odds of finding not-too-far-from-perfect rare Nimble armours has always seemed quite high to me (better than the odds of finding OP rare heavy armours).
It's not especially rare to get one rare steppe helm and one nightcloak in a campaign, and they are always quite close to perfect (and allow you to add bone plates or AFP for further protection).
In addition to nightcloaks, there is the light, blue, mail-studded armour that can start with just over 185 durability and with a fatigue cost as low as -9. It can be given bone plates or AFP, or even a +40/-4 attachment (taking durability into the 220s while still reducing HP damage by ~half).
With the addition of LPR, some of the lighter rare "heavy" armours can become Nimble-worthy. The blue/white/gold heraldic mails can start with durability just over 260 and with a fatigue cost as low as -17 (-13 with LPR). The best of these allow almost perfect Nimble (with a wolf helm) or a HP damage reduction ~half (with rare steppe helms).
The rare golden scale armours and the rare green "sellsword" ones (253-325 durability) can become light enough (with LPR) to allow ~50% HP damage reduction in combination with a wolf helm (even taking ~60% of HP damage with a rare steppe helm would be very good at that level of armour).
The rare barbarian fur armour often has -8 fatigue and ~150 durability. Clearly not as good as nightcloaks, but still allowing near-perfect Nimble with a rare steppe helm or still better than 50% HP damage reduction with a +40/-4 attachment that takes durability close to 200. The rare black/brown padded leather armours are not quite as good.
The rare barbarian chain armour has 209-238 durability and -15 to -21 fatigue. If near its lightest, it can be given LPR and give near-perfect Nimble with a wolf helm (or still better than 50% HP damage reduction with a rare steppe helm), or it can be given bone plates and give better than 50% HP damage reduction with a wolf helm.
There are also the rare barbarian skull helms (or nose-horn helms) that can have a fatigue cost as low as -9 or -11 while giving 231-288 durability. An efficient one of these, combined with bone plates on one of the most efficient rare body armours, would be exceptionally strong.
In addition to the four helms mentioned above (wolfs, steppes, skulls and nose-horns), the rare norse/owl helms and the standard ZHHs and barbutes can offer strong combinations with suitable efficient rare body armours. That's 7 helm varieties, to go with 7 or 8 body varieties, not every combination anywhere close to perfect, but still plenty of possibilities for very good combinations.
Your results show lines with higher armour and lower Nimbleness becoming inefficient as weaker enemies are removed ... but what about when a portion of higher-threat enemy attacks are deliberately weakened via the timely usage of Indom, and/or the timely application of dazing, stunning, disarming etc., and/or by manoeuvring the endangered to safer positions with rotation/footwork?
For example, someone in very light armour can quickly have all their armour removed by the odd melee hit and/or a bit of ranged fire, and then almost immediately come under threat from lots of orcs/barbarians/etc. with high-damage bleed weapons (to which their HPs are already directly exposed).
In the same scenario, someone in heavier armour with less Nimbleness would still have a decent amount of armour left and could use Indom to slow the loss of armour, delay bleeding and minimize HP loss. Allies could then apply daze/stun/disarm effects to some of the threatening enemies (and/or manoeuvre the vulnerable one to a safer spot) before HPs come under direct assault.
In other words, having more armour can sometimes give you more time to anticipate and negate/diminish sudden bursts of high-risk enemy attacks, while having less armour can leave you exposed to sudden bursts before you have any chance to react.
For the same reason, I still wonder whether AFP could be desirable on heavier Nimble lines, despite being clearly inferior according to every abstract calculation.
This is a weakness of the calculator. It can only generalize and cannot fully capture the dynamic nature of the game.
Indom does favor higher armor, so if you are intending to use a lot of Indom then the Noble Mail line benefits more from that than the lighter options.
AFP really doesn't do much when you already have Nimble and only have 160 Noble Mail. Maybe with a famed option.
But many efficient famed armours are insanely good, and either bones or AFP is a great addition. But a thing with bones is that they allow you one massive free hit to body armour, but after that you can't visually tell whether that hit has been taken, and it's impossible to remember who has used their free hit if you have lots of guys with that attachment. With AFP and still ~half of a heavier armour left, you can plan ahead to tank a tight spot, knowing that armour+AFP+Indom+Nimble will minimize HP exposure.