This is regarding my hobby game. And I have had a long thought in how to ask you guys if a certain option is even valid.
Either way.
First the ground rules regarding this war game.
By all means, every choice costs the same regarding credits in this game.
The tier that I am talking about is very late: Tier 13.
What this means is that the damages and health shown are rather high. It often is just one tank doing the attack.
And the damages shown are the average as concequence from dice.
The units in this tier have 65 health.
There are several options to harm your opponent.
There is an attack that costs 1 AP, you can do 3 of these in a round. The total are 3 rolls.
13; no kill possible
26; 0.3% chance on a kill
39; 52% chance on a kill
There is a salvo attack that costs 2 AP, you can do 2 of these in a round. The total are 4 rolls.
In a salvo, the second shot can be avoided by dodging. The complete damage for that shot is lost. This is comparible with only 2 rolls.
Salvo type is constant; 13 then 13
Successful;
13; no kill possible
26; 0.3% chance on a kill
39; 52% chance on a kill
52; 98% chance on a kill
Second shot fails;
13; no kill possible
13; no kill possible
26; 0.3% chance on a kill
26; 0.3% chance on a kill
Salvo type is burst; 22 then 1
Successful;
22; no kill possible
23; no kill possible
45; 85% chance on a kill
46; 89% chance on a kill
Second shot fails;
22; no kill possible
22; no kill possible
44; 81% chance on a kill
44; 81% chance on a kill
Salvo type is charging; 1 then 29
Successful;
1; no kill possible
30; 3.9% chance on a kill
31; 6.3% chance on a kill
60; 100% chance on 1 kill, 0.6% chance on 2 kills
Second shot fails;
1; no kill possible
1; no kill possible
2; no kill possible
2; no kill possible
Then there is the choice to get an AP returned. Running has no use here. The salvo remains complete, 4 rolls. But this comes at a price, which is shown in the damage.
Salvo type is constant; 8 then 8
Successful;
8; no kill possible
16; no kill possible
24; no kill possible
32; 9.4% chance on a kill
The 1 AP attack does 39.
The 2 AP constant salvo does 52 or 26.
The 2 AP burst salvo does 46 or 44.
The 2 AP charging salvo does 60 or 2.
The 2 AP constant with cancelation does 32.
***
These damages are based on having only 1 squad. But if you have multiple squads, using the AP as efficient as possible. We get the following:
The 1 AP attack does 91.
The 2 AP constant salvo does 78 or 39.
The 2 AP burst salvo does 69 or 66.
The 2 AP charging salvo does 90 or 6.
The 2 AP constant with cancelation does 56.
***
On squad basis, the burst is obviously the best weapon.
Unless you want to deal with buildings, then the constant salvo is better and the charging is best.
On efficient basis, the burst is less than the 1 AP attack. Which beats all other attacks, even the charging one, by 1 damage.
The cancelation on squad basis, is a better choice than the charging and even constant salvo. But in its function, the 1 AP attack and the burst salvo will beat the cancelation. And thus the cancelation is actually not a choice here.
The cancelation on efficient basis, does rise relatively in damage. Except for with the 1 AP attack. The burst option is also not surpassed. Meaning that the cancelation is still not a good choice.
When do players use the cancelation?
If the enemy is in range yet is planning on running away. Which normally costs AP and the player would do less damage.
Maybe the difference is too big. In a sense, 13 got reduced to 8. Only for a fact that 1 AP can get spared.
So, how much damage should the cancelation be able to do, before even becomming a practical choice?