I have noticed the same thing. I have a 7* chewie and he hits for crap, but his stats (even on offense) are higher than some of my other characters who hit harder.
It's gotta be some secret mumbo jumbo code that determines this.
You know this has bothered me too , chewiness stats don't seem to make logical sense to his damage output, can @EA_Jesse look into this? Something is statistically not adding up unless we are not doing modification formula right or missing how they tabulate damage
It's gotta be some secret mumbo jumbo code that determines this.
And for me that bring a question, why have status on things if they don't work? And if they work, why have something shown if the player cannot make sense of it? What's the point?
While I might not be able to share the "secret mumbo jumbo code", I can still ask the team for some clarification on this and why Chewie is the way he is.
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Chewbacca is a tank in this game. You might have seen in the movies that he deals massive damage, you might read from the stats that he hits very hard, but he doesn't. His strength in this game is survival and taunting, not hitting hard.
Also don't forget that you can't see the damage boosts 5%, 15%, etc that you add to the skills using ability mats. So there's a hidden modifier in there somewhere if you leveled the skills for Jawa.
My ally code: 296-673-769. Wish we could have more than 35.
What I mean is for his low damage and health he does not function well, because you lose a turn to defend therefore making attackers more valued as a whole
I just assumed that since basic attacks are still technically abilities, they had a physical damage stat scaling, like in League of Legends. Some characters might have it 1 for 1, making their damage the same as the stat reads, barring buffs, ability effects and ability damage ranks. Others, like Chewie, might have it at like .9 scaling, while Barris would be at around 1.45, scaling with a bonus. Obviously not exact numbers, just giving an example that translates to how it's represented in games like League of Legends. They always show the bonus power of abilities in-game, from which the ability's level of scaling can be derived.
"Mockery: Oh, Master, I love you, but I hate all you stand for! But I think we should go press our slimy, mucus-covered lips together in the cargo hold!"
Well power I think was designed to represent some form of attack but it takes into account stat level Only and seems to reflect an addition of base stats as opposed to a "power" level
My boba is a tank classification and destroys chewie in damage and is only rank 6.
i haven't looked at their gear in specifics, but each character has a different set of gear from one another. for instance...daka has gear that increases her special damage, yet she doesn't have any skills that do special damage. maybe fett has gear that has better synergy with his stats than chewie?
just an idea.
i don't think we can expect all tanks to deliver the same output in terms of damage or any other category. there's going to be some variation even within their descriptions. additionally, and the one that makes the most sense to me, is that every character has a multiplier associated with their attacks/skills that is unknown. unfortunately, testing costs energy and we have no set of controls or environment (opportunity cost is crystal refills = $$$) with which to test and find out what the relationship of stat vs base skill dmg should be.
I dont like how we cant see damage stats in the stats menu. The physical damage stat seems to be a lie, I would love for this number to be a more accurate representation of what the damage actually looks like.
I dont like how we cant see damage stats in the stats menu. The physical damage stat seems to be a lie, I would love for this number to be a more accurate representation of what the damage actually looks like.
Physical damage is a flat stat, akin to Attack Damage in League of Legends. Refer to reizse's and my posts to see why physical damage as a stat might not be reflected in the net damage output of a particular skill. I believe, if we are close to the truth, that this is a useful and healthy mechanic to maintain game balance. Every skill should have its own scaling, to reflect what the character's niche is in the competitive PvP scene in particular. Kylo Ren has a poor basic attack, with strong secondary abilities that synergize with his passive ability. That is the character's identity, not an overall strong physical attacker, like Sidious, Lando and Ahsoka.
"Mockery: Oh, Master, I love you, but I hate all you stand for! But I think we should go press our slimy, mucus-covered lips together in the cargo hold!"
I dont like how we cant see damage stats in the stats menu. The physical damage stat seems to be a lie, I would love for this number to be a more accurate representation of what the damage actually looks like.
Physical damage is a flat stat, akin to Attack Damage in League of Legends. Refer to reizse's and my posts to see why physical damage as a stat might not be reflected in the net damage output of a particular skill. I believe, if we are close to the truth, that this is a useful and healthy mechanic to maintain game balance. Every skill should have its own scaling, to reflect what the character's niche is in the competitive PvP scene in particular. Kylo Ren has a poor basic attack, with strong secondary abilities that synergize with his passive ability. That is the character's identity, not an overall strong physical attacker, like Sidious, Lando and Ahsoka.
The difference in that non-sense comparison is, LoL gives you EVERY FREAKING STAT!!! You can decide what to do... Here? Its just "magic" take your pick and pray...
I didn't mean they were direct mirrors of eachothers' mechanics. Just trying to give a handy example that reflects the basic concept that we're trying to figure out, if it applies at all. I know there aren't tooltips showing all the behind-the-scenes maths. That's why we're waiting to hear from @EA_Jesse, to find out about Chewbacca hopefully, and apply that knowledge to the game as a whole.
"Mockery: Oh, Master, I love you, but I hate all you stand for! But I think we should go press our slimy, mucus-covered lips together in the cargo hold!"
If thats the case, then they need to show how much power is behind every skill so we dont waste time farming a character for a month only to find that even though his stats are killer, he cant do squat for damage because his skill power is low. This is important
While I might not be able to share the "secret mumbo jumbo code", I can still ask the team for some clarification on this and why Chewie is the way he is.
Thanks for looking into this. TBH, there shouldn't even be " secret" code for this. The whole point of even having a stats page is for a player to understand and reasonably predict what the character can do. If a number is presented and then secretly modified, then the number doesn't really mean anything, which negates the purpose of the stats. It undermines the entire upgrade system.
Why show all these numbers and multipliers if there is another secret multiplier.
Replies
It's gotta be some secret mumbo jumbo code that determines this.
And for me that bring a question, why have status on things if they don't work? And if they work, why have something shown if the player cannot make sense of it? What's the point?
Physical damage: 1253
Physical crit rating: 225
Armor penetration: 12
special damage: 1037
special critical rating: 20
critical damage: 150%
Comparing that to my 5* Lumi,
She has physical damage: 1084 +56
physical crit rating: 269
armor penetration: 0+6
Lumi crits for 3200 and hits for 1600ish, while my Chewie hits for 1.1k and crits for 1.8k or so.
So I want your Chewie if that's the case!!!!! Roooooooooaaaaaaaaaarrrrraaaahhhhhh
Im sure he meant 1.1k and 1.8k
Does agility not get added to the damaged number?
I know strength increases increase health.
So he's really in a bad spot and we all have him so should be a bit better
Until this...
Back to square one.. Maybe Chewie needs an "UnNerf"?
#wookieinchains #unnerfthefur #wookiestyle
i haven't looked at their gear in specifics, but each character has a different set of gear from one another. for instance...daka has gear that increases her special damage, yet she doesn't have any skills that do special damage. maybe fett has gear that has better synergy with his stats than chewie?
just an idea.
i don't think we can expect all tanks to deliver the same output in terms of damage or any other category. there's going to be some variation even within their descriptions. additionally, and the one that makes the most sense to me, is that every character has a multiplier associated with their attacks/skills that is unknown. unfortunately, testing costs energy and we have no set of controls or environment (opportunity cost is crystal refills = $$$) with which to test and find out what the relationship of stat vs base skill dmg should be.
too many variables.
Makes it tough to judge characters.
The difference in that non-sense comparison is, LoL gives you EVERY FREAKING STAT!!! You can decide what to do... Here? Its just "magic" take your pick and pray...
Thanks for looking into this. TBH, there shouldn't even be " secret" code for this. The whole point of even having a stats page is for a player to understand and reasonably predict what the character can do. If a number is presented and then secretly modified, then the number doesn't really mean anything, which negates the purpose of the stats. It undermines the entire upgrade system.
Why show all these numbers and multipliers if there is another secret multiplier.