As many of you probably know, a speed variance was added to make the game more interesting and less predictable. This basically allows a variance in which monsters get their turn first at the start of a battle. I really like the idea to mix things up somewhat, but I never really paid attention to it before.
I was just testing a bit and I found that there’s at least a 10% variance on the speed of monsters when first entering the battlefield. I think there should be a cap on the variance of no more than a 5% difference.
Let’s take for example you have godfeather, volcagarmr, and tezladragon in your starting lineup and the enemy has my firemane. You want to get protect focus up before you use assisted thunder and let’s say poison sting. Both cost over 140 so they would be weak to timestrike. But if you get protect focus first then tezla will eat the timestrike. The problem is that tezladragons speed is 60% so he should be able to go before any of the others mentioned. Now with the variance it’s totally possible he would go last of all of these.
[spoiler]
Godfeather has 55% speed
[spoiler]
Volcagarmr has 52% speed
[spoiler]
My firemane has 51% speed (he is not fully trained or evolved)
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Now under the variance of 5% I’m suggesting, then it’s completely likely that godfeather could go before tezla; or firemane would go before godfeather. But firemane or volcagarmr would never go before tezla. Here’s some screenshots of my testing, which shows the variance is over 9% speed difference.
[spoiler]
In every case firemane came before tezla.
In every case volcagarmr also came before tezla.
52% and 51% speed came before 60% 4/4 times.
It takes away from a good bit of strategy.
I do like a little variance but it should be smaller than it is now.
I posted the similar issue before in the beta section, Ryan mentioned that they would tune down the randomization of the order later~~
Statement from Ryan:
Posted 06 March 2016 - 06:28 PM
We found that some combos could become broken without randomization , that being said, it might be a bit too random right now, we might lower the low end and high end ranges for the randomness
Posted 13 March 2016 - 07:30 PM
That is very true indeed. we should probably cut back on the randomness
Yeah 10% is a pretty substantial gap for a random effect (assuming it is roughly 10%), especially when that effect can decide the outcome of a battle.
I think that 5% should be fine, maybe 6-7 if that turns out a little low.
So I dug around a little more checking things out. I took tezla and godfeather from the first test and added zephyrox and velocirex as if it was an assisted thunder frontline.
Zephy is a slowpoke at 27% speed and velocirex is 41%
[spoiler]
Now either the variance is off up to 20% or there is an individual value of variance for each monster. I’m guessing the latter is correct according to what mophiese posted about what Ryan said
Statement from Ryan:
Posted 06 March 2016 - 06:28 PM
We found that some combos could become broken without randomization , that being said, it might be a bit too random right now, we might lower the low end and high end ranges for the randomness
This would mean each monster can have a +/- of 10% to their speed. So if tezla got -10% and velocirex got +10% then velocirex would go before tezla. Such was the case here
[spoiler]
Other tests came out relatively similar to speed percentages within a few %
[spoiler]
So 5/9 tests with this team showed a ~19% difference in speed between monsters (velocirex and tezla).
I’ll support my argument that the “randomness” needs to have less of an effect than it has currently