08 February, 2015

Cardfight!! Vanguard G Mechanics Special - Triple Drive

Central to Vanguard G is the introduction of Stride to the game as the core new mechanic of the season, available to every deck from the outset. Stride will likely be what receives the most support and focus ongoing, as such it's important to first take a look at what the very basics of Stride does for us as a mechanic and how it can be applied to our main strategies.

For the cost of discarding 3 "grades" worth of cards you get for one turn only:

  • Retention of your vanguards' name so that you don't de-activate your rear-guard abilities.
  • At least 26,000 power on your vanguard, comparable to that of break-riding a vanguard that can gain a 5K power boost independently.
  • A triple drive-check, increasing your vanguard's attack pressure as it throws the reliability of a "two to pass" guard out of whack.

Roll that all together and you have a recipe that creates a "power" style vanguard attack on demand in absolutely any deck going! The core part in all of this though is that triple drive, which causes extremely difficult guarding decisions when also run with critical triggers; but just how reliable is that triple drive exactly? Time for more spreadsheets:

#Cards in Deck4040363632322828
# Triggers in DeckTwin DriveTriple DriveTwin DriveTriple DriveTwin DriveTriple DriveTwin DriveTriple Drive
15.00%7.50%5.56%8.33%6.25%9.38%7.14%10.71%
29.87%14.62%10.95%16.19%12.30%18.15%14.02%20.63%
314.62%21.36%16.19%23.59%18.15%26.33%20.63%29.79%
419.23%27.73%21.27%30.53%23.79%33.95%26.98%38.22%
523.72%33.76%26.19%37.04%29.23%41.03%33.07%45.94%
628.08%39.43%30.95%43.14%34.48%47.58%38.89%52.99%
732.31%44.78%35.56%48.82%39.52%53.63%44.44%59.40%
836.41%49.80%40.00%54.12%44.35%59.19%49.74%65.20%
940.38%54.50%44.29%59.03%48.99%64.29%54.76%70.42%
1044.23%58.91%48.41%63.59%53.43%68.95%59.52%75.09%
1147.95%63.02%52.38%67.79%57.66%73.19%64.02%79.24%
1251.54%66.84%56.19%71.65%61.69%77.02%68.25%82.91%
1355.00%70.39%59.84%75.20%65.52%80.46%72.22%86.11%
1458.33%73.68%63.33%78.43%69.15%83.55%75.93%88.89%
1561.54%76.72%66.67%81.37%72.58%86.29%79.37%91.27%
1664.62%79.51%69.84%84.03%75.81%88.71%82.54%93.28%

So this one is fairly simple, showing the chance of hitting one or more triggers on your vanguard attack depending on remaining triggers and cards in deck. The first core pull out  is that an early Stride moves you from having a ~50% chance to a 2/3 chance of going critical when running 12 critical triggers; a very hefty jump in pressure. The second is that decks or clans with access to only 8 critical triggers jump up to having similar probabilities as that of a twin-drive with 12 triggers (both in blue).

With odds like those it becomes exceptionally risky to let a Stride unit attack through if you are at four damage. But what are the odds of hitting two or more triggers and bypassing that fateful "two to pass"?

#Cards in Deck4040363632322828
# Triggers in DeckTwin DriveTriple DriveTwin DriveTriple DriveTwin DriveTriple DriveTwin DriveTriple Drive
10.00%0.00%0.00%0.00%0.00%0.00%0.00%0.00%
20.13%0.38%0.16%0.48%0.20%0.60%0.26%0.79%
30.38%1.13%0.48%1.40%0.60%1.77%0.79%2.32%
40.77%2.23%0.95%2.75%1.21%3.47%1.59%4.52%
51.28%3.64%1.59%4.48%2.02%5.65%2.65%7.33%
61.92%5.36%2.38%6.58%3.02%8.27%3.97%10.68%
72.69%7.37%3.33%9.02%4.23%11.29%5.56%14.53%
83.59%9.64%4.44%11.76%5.65%14.68%7.41%18.80%
94.62%12.15%5.71%14.79%7.26%18.39%9.52%23.44%
105.77%14.88%7.14%18.07%9.07%22.38%11.90%28.39%
117.05%17.81%8.73%21.57%11.09%26.61%14.55%33.58%
128.46%20.93%10.48%25.27%13.31%31.05%17.46%38.95%
1310.00%24.21%12.38%29.13%15.73%35.65%20.63%44.44%
1411.67%27.63%14.44%33.14%18.35%40.36%24.07%50.00%
1513.46%31.17%16.67%37.25%21.17%45.16%27.78%55.56%
1615.38%34.82%19.05%41.46%24.19%50.00%31.75%61.05%

Here we are more worried about the total amount of triggers remaining in a deck rather than any specific chance to be crit. With a triple-drive we more than double our chances of two triggers, broadly looking at the chart, early on in a match we can take an approximate of a 25-30% chance for a double-trigger on a triple drive attack - certainly very risky to guard against with a "two to pass".

Later in the game the odds become deadly for any deck which is able to thin itself out and maintain a high trigger count. From this, it will pay off for an expert player to be very observant of both the size of your opponents deck and the amount of spent triggers, before deciding how much to guard a Stride attack for. Most of us though will simply boil it all down to "Perfect Guard Needed" which is exactly the situation a power deck wants to be in.

With that in mind, a large amount of dealing with a Stride triple drive will come down to players being able to find their perfect guards in the first place. This places an increased importance on draw power and deck thinning, though for clans which don't have a staple of draw abilities that's going to mean draw triggers suddenly jump up in importance.

What is truly interesting though is the comparison of Legion to Stride. With later game Legion activation's generally putting four triggers back in the deck, they also heavily increase their trigger odds. Using the above charts we can directly compare the two by taking any given triple-drive % and shifting to four more cards in deck and four more triggers as highlighted in red.

From this we can see that Legion can achieve broadly comparable odds for a single trigger hit as a triple-drive but is much safer to guard against early on due to low chances of a double trigger. Late in the game though, when decks are running very thin, Legion becomes much more favourable in comparison to a basic Stride.

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