What's an AC/CL worth?
Posted: Fri Oct 22, 2010 11:23 pm
Here's the question: under what circumstances is an AC/CL a good bargain?
This is a little long and rambly; I may edit it later, but right now, it's just a musing.
Part one: The Value of Winning.
5/36 of all Kickoff Table rolls yield a "Brilliant Coaching" (BC) result, and another 5/36 yield "Cheering Fans" (CF) result. When this comes up, one or both sides will get a Re-Roll counter (RRC). A Re-Roll counter is worth half a Team Re-Roll (TRR), if it is likely to be used. Some Re-Roll counters are not likely to be used, or are impossible to use, and are worth less than this, because all RRCs provided by TRRs are likely to be used, for our purposes.
TRRs have a "hard value" in GC, which is convenient for comparison to the 10k value of the AC/CL. But the "hard value" of the TRR isn't so hard, really. It's got one value in starting cash and TV, another value in inducement cash, and a third value in winnings. If a team can't take enough TRRs, or if it induces Extra Training, a TRR can be considered to be worth 100k, so a meaningful RRC is worth 50k. If a team has enough TRRs, but one more would be meaningful, the value of a TRR is its listed cost of 50k-70k, so the RRC is worth 25k-35k. If one more TRR would not be meaningful, the value of an RRC is 0k. In a league, your opponent's RRC is worth 50k if you play a lot of novice teams and 25k if you play a lot of veteran teams (they will average 30k, but some won't be able to use the RRC). If you regularly induce a Master Chef, set your opponent's RRC to 50k value.
Let's call a drive where a "free" RRC would be valuable to both teams a meaningful drive (MD). If only one team could use the RRC, the drive is "meaningful for" (M+) or "meaningful against" (M-) you, and only one side of the equation is considered. If you gain a TRR in a drive that's meaningful for you, it's a Re-Roll gain (RR+); if you deny your opponent a meaningful gain, you get a Re-Roll stop or denial (RR-). Successful grind teams tend to play an average of two or three meaningful drives, possibly also with one more drive that's meaningful against, but not in favor. Struggling agility teams tend to play three or four meaningful drives, with maybe one of them that's not meaningful against. Successful agility teams, and teams with major offensive problems (especially the ones that have a hard time securing the ball) may play more meaningful drives.
Putting this together, we have the value of getting an automatic RR+ on all BC or CF rolls equal to the value of a usable RRC for your team (25k-35k or 50k), times M+ (the number of drives where you'd like a free re-roll), times 5/36 (for each type). The value of an automatic RR- on BC/CF is equal to the value of an enemy RRC (25k or 50k) times M-, times 5/36. So that's one part of the equation.
Example I: An Amazon team is playing in a perpetual league. That team has all the TRRs and players and cash it wants, and its TV is still nice and low. The team plays a lot of three-drive games, with higher-scoring games usually blowout wins, so the coach settles on MD=3.5 drives as an average even though the actual average is higher. The team has slightly fewer meaningful drives than its opposition, so the coach settles on M+=3, M-=4. The value of an automatic RR+ for this team on all BC rolls is 25k x 3 x 5/36 = 25k x 5/12 = 125k/12, or just over 10k GC.
Now, since this team is playing perpetual, you have to assume that your opponent will have what he wants most of the time, so you probably want to consider 25k or 30k for the median TRR value. Let's use 30k. 30k x 4 x 5/36 = 50k/3, or 16.667k. So the total value of automatically winning all BC rolls is RR+ plus RR-, or 26.667k, by comparison to automatically losing.
Example II: A runaway High Elf team is smashing its way through the same league, embarrassing all and sundry, and racking up an average of 3.5 TDs per game. [/i]Every drive is meaningful except post-turn-8, so MD, M+ and M- are all about 5.5, which the coach brings down to 5, because there are fewer drives in most of the important games. The team tries to stay lean by running 3x TRR, but its runaway value means that it tends to give up a Master Chef sometimes, and its opponents tend to have all their stuff together. All the team's money goes to replacements, and cash is at a premium. So all RR counters for are worth 50k, and against are worth 25k. Since M+ and M- are the same, the condensed formula is (50k or 25k) x 5 x 5/36, or 75k x 25/36, or (5^4)k/(36 or 18), or 625k/18 (34.7k) for RR+ and 625k/36 (17.4k) for RR-.
Part 2: The Odds
The odds of "winning" the CF or BC roll are based an opposed D3 + FAME + (CL or AC). There are three variables in there: the opposed d3 roll, relative FAME, and the opponent's coaching squad.
FAME is a little more complex than the others: let's start by introducing a concept called FAME weight, or your estimation of the odds of getting any given FAME outcome. I'll leave to you the odds calculation; it's rather back-of-the-envelope. But put a percentage or fraction on the general odds of each possible FAME result (+2, +1, 0, -1, -2).
For instance, if nobody's got any FF, you've got 159/1296 each for +2 and -2 and 146/1296 for 0. That's about 12% each with an equal chance of being over or under, so we can approach FAME as one-third +1, one-third -1, and one-ninth each +2, 0 and -2. But if you're FF7 in a perpetual format, and you're usually a 3-point underdog, you'll almost always be FAME -1, so that's the only one you have to consider.
Next, the opponent's coaching squad. I think it's smartest to use the league median here, or 0 if you don't suspect otherwise. Whatever you use, subtract that from your FAME for each FAME being weighted for.
Finally, the die roll.
Net FAME: RR+ odds; RR- odds — Advantage
+4: 1; 1 — 0
+3: 1; 1 — +1/9 (all stop)
+2: 1; 8/9 — +1/3 (1/9 gain, 2/9 stop)
+1: 8/9; 2/3 — +5/9 (2/9 gain, 1/3 stop)
+0: 2/3; 1/3 — +5/9 (1/3 gain, 2/9 stop)
-1: 1/3; 1/9 — +1/3 (2/9 gain, 1/9 stop)
-2: 1/9; 0 — +1/9 (all gain)
-3; 0; 0 — 0
As you can see, the "point of diminishing returns" comes at +1 NAC/NCL if you're trying to earn TRRs, and at +2 if you're primarily trying to stop them. There are a few ways to calculate the value of the AC or CL based on this. Let's start with an example, and work our way back.
That High Elf team, with its 34.7k RR+ value and 17.4k RR- value, has a FAME that tends to be higher than its opponents. Its opponents aren't slouches, though, and it's hard to double up on them, so most games the High Elf team has FAME +1, say 60% of the time, with 20% FAME +2 and 20% FAME -1.
One AC would have a 60% chance of adding 1/9 gain and 2/9 stop, plus 20% of 1/3 gain and 2/9 stop, and 20% of 1/9 stop. So that's 2/15 gain and 1/5 stop on average. 2/15 x 34.7k is 4k x 34.7 /30, or about 4.65k for gain. 1/5 x 17.4k is 3.48k for denial. 3.48k plus 4.65k makes 8.13k, or about 5/6 of the cost. That's too close to make a definitive statement. If you find you or your opponent always running out of RRs early, take one. If not, don't.
Let's say the Amazons have a pretty average FF, and their FAME may be +1 or -1, with equal odds. If automatically winning CF rolls is worth about 26.667k, or 80k/3, then buying one CL pays off if it generates a positive result 3/8 of the time. If you have a 50% chance of being -1 and a 50% chance of being +1, you have the average of 1/3 and 5/9 of a TRR, or 4/9. 4/9 > 3/8, so one AC/CL is clearly worth it.
I'll leave the rest to y'all. I haven't proofed this. Feel free to attack my assumptions.
This is a little long and rambly; I may edit it later, but right now, it's just a musing.
Part one: The Value of Winning.
5/36 of all Kickoff Table rolls yield a "Brilliant Coaching" (BC) result, and another 5/36 yield "Cheering Fans" (CF) result. When this comes up, one or both sides will get a Re-Roll counter (RRC). A Re-Roll counter is worth half a Team Re-Roll (TRR), if it is likely to be used. Some Re-Roll counters are not likely to be used, or are impossible to use, and are worth less than this, because all RRCs provided by TRRs are likely to be used, for our purposes.
TRRs have a "hard value" in GC, which is convenient for comparison to the 10k value of the AC/CL. But the "hard value" of the TRR isn't so hard, really. It's got one value in starting cash and TV, another value in inducement cash, and a third value in winnings. If a team can't take enough TRRs, or if it induces Extra Training, a TRR can be considered to be worth 100k, so a meaningful RRC is worth 50k. If a team has enough TRRs, but one more would be meaningful, the value of a TRR is its listed cost of 50k-70k, so the RRC is worth 25k-35k. If one more TRR would not be meaningful, the value of an RRC is 0k. In a league, your opponent's RRC is worth 50k if you play a lot of novice teams and 25k if you play a lot of veteran teams (they will average 30k, but some won't be able to use the RRC). If you regularly induce a Master Chef, set your opponent's RRC to 50k value.
Let's call a drive where a "free" RRC would be valuable to both teams a meaningful drive (MD). If only one team could use the RRC, the drive is "meaningful for" (M+) or "meaningful against" (M-) you, and only one side of the equation is considered. If you gain a TRR in a drive that's meaningful for you, it's a Re-Roll gain (RR+); if you deny your opponent a meaningful gain, you get a Re-Roll stop or denial (RR-). Successful grind teams tend to play an average of two or three meaningful drives, possibly also with one more drive that's meaningful against, but not in favor. Struggling agility teams tend to play three or four meaningful drives, with maybe one of them that's not meaningful against. Successful agility teams, and teams with major offensive problems (especially the ones that have a hard time securing the ball) may play more meaningful drives.
Putting this together, we have the value of getting an automatic RR+ on all BC or CF rolls equal to the value of a usable RRC for your team (25k-35k or 50k), times M+ (the number of drives where you'd like a free re-roll), times 5/36 (for each type). The value of an automatic RR- on BC/CF is equal to the value of an enemy RRC (25k or 50k) times M-, times 5/36. So that's one part of the equation.
Example I: An Amazon team is playing in a perpetual league. That team has all the TRRs and players and cash it wants, and its TV is still nice and low. The team plays a lot of three-drive games, with higher-scoring games usually blowout wins, so the coach settles on MD=3.5 drives as an average even though the actual average is higher. The team has slightly fewer meaningful drives than its opposition, so the coach settles on M+=3, M-=4. The value of an automatic RR+ for this team on all BC rolls is 25k x 3 x 5/36 = 25k x 5/12 = 125k/12, or just over 10k GC.
Now, since this team is playing perpetual, you have to assume that your opponent will have what he wants most of the time, so you probably want to consider 25k or 30k for the median TRR value. Let's use 30k. 30k x 4 x 5/36 = 50k/3, or 16.667k. So the total value of automatically winning all BC rolls is RR+ plus RR-, or 26.667k, by comparison to automatically losing.
Example II: A runaway High Elf team is smashing its way through the same league, embarrassing all and sundry, and racking up an average of 3.5 TDs per game. [/i]Every drive is meaningful except post-turn-8, so MD, M+ and M- are all about 5.5, which the coach brings down to 5, because there are fewer drives in most of the important games. The team tries to stay lean by running 3x TRR, but its runaway value means that it tends to give up a Master Chef sometimes, and its opponents tend to have all their stuff together. All the team's money goes to replacements, and cash is at a premium. So all RR counters for are worth 50k, and against are worth 25k. Since M+ and M- are the same, the condensed formula is (50k or 25k) x 5 x 5/36, or 75k x 25/36, or (5^4)k/(36 or 18), or 625k/18 (34.7k) for RR+ and 625k/36 (17.4k) for RR-.
Part 2: The Odds
The odds of "winning" the CF or BC roll are based an opposed D3 + FAME + (CL or AC). There are three variables in there: the opposed d3 roll, relative FAME, and the opponent's coaching squad.
FAME is a little more complex than the others: let's start by introducing a concept called FAME weight, or your estimation of the odds of getting any given FAME outcome. I'll leave to you the odds calculation; it's rather back-of-the-envelope. But put a percentage or fraction on the general odds of each possible FAME result (+2, +1, 0, -1, -2).
For instance, if nobody's got any FF, you've got 159/1296 each for +2 and -2 and 146/1296 for 0. That's about 12% each with an equal chance of being over or under, so we can approach FAME as one-third +1, one-third -1, and one-ninth each +2, 0 and -2. But if you're FF7 in a perpetual format, and you're usually a 3-point underdog, you'll almost always be FAME -1, so that's the only one you have to consider.
Next, the opponent's coaching squad. I think it's smartest to use the league median here, or 0 if you don't suspect otherwise. Whatever you use, subtract that from your FAME for each FAME being weighted for.
Finally, the die roll.
Net FAME: RR+ odds; RR- odds — Advantage
+4: 1; 1 — 0
+3: 1; 1 — +1/9 (all stop)
+2: 1; 8/9 — +1/3 (1/9 gain, 2/9 stop)
+1: 8/9; 2/3 — +5/9 (2/9 gain, 1/3 stop)
+0: 2/3; 1/3 — +5/9 (1/3 gain, 2/9 stop)
-1: 1/3; 1/9 — +1/3 (2/9 gain, 1/9 stop)
-2: 1/9; 0 — +1/9 (all gain)
-3; 0; 0 — 0
As you can see, the "point of diminishing returns" comes at +1 NAC/NCL if you're trying to earn TRRs, and at +2 if you're primarily trying to stop them. There are a few ways to calculate the value of the AC or CL based on this. Let's start with an example, and work our way back.
That High Elf team, with its 34.7k RR+ value and 17.4k RR- value, has a FAME that tends to be higher than its opponents. Its opponents aren't slouches, though, and it's hard to double up on them, so most games the High Elf team has FAME +1, say 60% of the time, with 20% FAME +2 and 20% FAME -1.
One AC would have a 60% chance of adding 1/9 gain and 2/9 stop, plus 20% of 1/3 gain and 2/9 stop, and 20% of 1/9 stop. So that's 2/15 gain and 1/5 stop on average. 2/15 x 34.7k is 4k x 34.7 /30, or about 4.65k for gain. 1/5 x 17.4k is 3.48k for denial. 3.48k plus 4.65k makes 8.13k, or about 5/6 of the cost. That's too close to make a definitive statement. If you find you or your opponent always running out of RRs early, take one. If not, don't.
Let's say the Amazons have a pretty average FF, and their FAME may be +1 or -1, with equal odds. If automatically winning CF rolls is worth about 26.667k, or 80k/3, then buying one CL pays off if it generates a positive result 3/8 of the time. If you have a 50% chance of being -1 and a 50% chance of being +1, you have the average of 1/3 and 5/9 of a TRR, or 4/9. 4/9 > 3/8, so one AC/CL is clearly worth it.
I'll leave the rest to y'all. I haven't proofed this. Feel free to attack my assumptions.