Special Charge Up vs. Special Saver - math

GreenSpiny

Full Squid
Joined
Sep 7, 2015
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Hey squids. I thought I'd compare the efficiency of Special Charge Up and Special Saver. The math is pretty basic but it's not always clear at first glance.

Data taken from Box's post http://squidboards.com/threads/how-to-calculate-ability-effects.8271/

With two main abilities:
:ability_specialcharge::ability_specialcharge: 16.7% increase in special charge rate.
:ability_specialsaver::ability_specialsaver: 77.8% of special bar carried over after respawn.

Assume we're charging a 200p special.

If splatted with Y charge, how many turf points does it take to charge your special?
:ability_specialcharge:
..........Y
200- (200 * 0.5) = 100 ... 1.17x = 100 ... x = 85
200- (150 * 0.5) = 125 ... 1.17x = 125 ... x = 107
200- (100 * 0.5) = 150 ... 1.17x = 150 ... x = 128
200- (50 * 0.5) = 175 ..... 1.17x = 175 ... x = 150
200- (0 * 0.5) = 200 ....... 1.17x = 200 ... x = 171

:ability_specialsaver:
..........Y
200 - (200 * 0.78) = 44
200 - (150 * 0.78) = 83
200 - (100 * 0.78) = 122
200 - (50 * 0.78) = 161
200 - (0 * 0.78) = 200

RESULTS:
With two mains, :ability_specialsaver: is efficient when splatted with ~40% charge or greater. :ability_specialcharge: is otherwise.

Unlike :ability_specialsaver:, :ability_specialcharge: helps you get your first special of a match and charge a special after expending one.
Some say :ability_specialcharge: doesn't have diminishing returns. This is why I chose two mains each, it's the middle of the road.


Correct me if I'm wrong here. The results are what we expect, but I hope this gives a better idea of efficiency differences. Thanks.
 

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