05-08-2007, 09:11 PM
This is an explanation of how I approach rating weapons.
As a believer in consistency in weapon ratings, and a long time fan of sirhatter’s work*, I feel it is important to have a critical theory and system in place when rating weapons. To some degree ratings will always be somewhat subjective, but I’d like to have mine be less so than many have been previously, so I’ve worked out a scale I intend to use and apply as consistently as possible.
If any of the other new (or old) raters want to use parts of this or modify it for their own ratings, please feel free.
To fit weapons into a 1-10 scale, I will assign points thusly:
Power:
This is the most important factor in determining a weapon`s usefulness, and thus it is assigned the most points of any category.
Price
Another important factor, this is not always as straightforward as it seems, due to the constantly changing weapons market and the exponential cost of successive upgrades.
Tactical
This is a measure of how strong a particular weapon is likely to be against other common weapons in the same range of battling. You can think of the contrast between power and tactical as quantity vs. quality. This category is far more subjective than the power category, but it can be just as important -- there’s been at least one match where I was in trouble because my opponent swapped in a 9-icon Essence of Esophagor to replace his 18.2 average icon Pirate Captains Cutlass, as EoE got more damage through my defenses.
Unlike the other scales, this one has 1 as the lowest rating. All weapons get at least a 1, because no weapon is ever so bad that you can`t at least put it into your first slot and hope your opponent steals it.
Another Angle:
This category is a subjective measure of other factors;
Alternatives
This is a short list of links to other weapons that are somewhat similar in price and usefulness.
Upgrades
This is a short list of links to other weapons that are somewhat better in usefulness, but probably cost more. In many ratings this will be merged with the “Alternates” category.
Defenses/Countermeasures
This is a short list of weapons, shields or strategies that are effective against the weapon rated. In some cases it will offer further explaination of the factors involved in my tactical rating.
*For comparison of methodologies, please see the immortal sirhatter’s original article and system at: http://idb.finalhit.org/?searchtype=page...es&a_id=91
As a believer in consistency in weapon ratings, and a long time fan of sirhatter’s work*, I feel it is important to have a critical theory and system in place when rating weapons. To some degree ratings will always be somewhat subjective, but I’d like to have mine be less so than many have been previously, so I’ve worked out a scale I intend to use and apply as consistently as possible.
If any of the other new (or old) raters want to use parts of this or modify it for their own ratings, please feel free.
To fit weapons into a 1-10 scale, I will assign points thusly:
- Power 0-4
- Price 0-2
- Tactical Use 1-3
- Another Angle 0-1
Power:
This is the most important factor in determining a weapon`s usefulness, and thus it is assigned the most points of any category.
- Power Rating 0 - In most cases, weapons with 0 power rating are not worth using. Weapons can receive a 0 rating for power if they fall under these criteria
- Weapon averages less than 9 total combined offensive and defensive icons
- Weapon averages less than 6 offensive icons
- Weapon is a healer that heals fewer than 25 hp
- Weapon is a reflector that reflects less than half of one icon type
- Power Rating 1 - weapons can receive a 1 rating for power if they fall under these criteria
- Weapon averages from 9 to 12 total combined offensive and defensive icons
- Weapon averages from 6 to 9 offensive icons
- Weapon is a healer that heals 26 to 40 hp
- 2 weapons can receive a 2 rating for power if they fall under these criteria
- Weapon averages from 13 to 20 total combined offensive and defensive icons
- Weapon averages from 10 to 12 offensive icons
- Weapon is a healer that heals 41 to 80 hp
- Weapon fully blocks one icon type
- Weapon reflects half of one icon type
- 3 weapons can receive a 3 rating for power if they fall under these criteria
- Weapon averages more than 20 total offensive and defensive combined icons
- Weapon averages from 13 to 20 offensive icons
- Weapon fully blocks one icon type and also has additional effects
- Weapon reflects more than half of one icon type
- Weapon heals more than 80 hp
- Weapon heals from 50% to 99% of total HP
- 4 weapons can receive a 4 rating for power if they fall under these criteria
- Weapon averages more than 20 offensive icons
- Weapon fully blocks more than one icon type
- Weapon reflects half (or more) of more than one icon type
- Weapon is a 100% freezer
- Weapon is a full healer
- Other notes about power ratings
- Once per battle, one use or fragile icon-based weapons will receive a one point deduction.
- Multiple use freezers, stealers and healers will receive an additional point
- Species and stat restricted weapons will usually receive a deduction of a point - in some few cases the restrictions may not be meaningful enough for this to apply
- Percentage freezers are evaluated as a percentage of 30 offensive icons, so a 20% freeze chance is equivalent to a 6 icon weapon -- this is somewhat arbitrary, but seems to be a fair estimate of the advantage a freeze gives.
- Stealers are evaluated as stealing chance * 15 offensive icons -- this is totally arbitrary and I am making it up right now, because that’s still better than making it up each time I rate a weapon.
- Item generators will be evaluated as if they did the damage of the item they generate directly, as the loss of a turn before dealing damage is roughly equal to gain in endgame options and safety against stealers
Price
Another important factor, this is not always as straightforward as it seems, due to the constantly changing weapons market and the exponential cost of successive upgrades.
- A Weapon will receive a 0 rating for price if it:
- Costs more than 5x what equivalent weapons cost
- Costs substantially more than what substantially better weapons do - thus many 0 power weapons will automatically receive a 0 price rating
- A Weapon will receive a 1 rating for price if it:
- Costs from 1x to 5x as much as equivalently powerful weapons cost
- Is subject to such price fluctuations that a more accurate rating cannot be determined
- A Weapon will receive a 2 rating for price if it:
- Costs less than equivalently powerful weapons cost
- No equivalent weapons exist. This point is important as it means that some of the dream level weapons will be rated as price bargains
Tactical
This is a measure of how strong a particular weapon is likely to be against other common weapons in the same range of battling. You can think of the contrast between power and tactical as quantity vs. quality. This category is far more subjective than the power category, but it can be just as important -- there’s been at least one match where I was in trouble because my opponent swapped in a 9-icon Essence of Esophagor to replace his 18.2 average icon Pirate Captains Cutlass, as EoE got more damage through my defenses.
Unlike the other scales, this one has 1 as the lowest rating. All weapons get at least a 1, because no weapon is ever so bad that you can`t at least put it into your first slot and hope your opponent steals it.
- A weapon will receive a 1 tactical rating if
- The weapon is hopeless and the only use is if your opponent wastes a turn stealing it.
- The weapon loses in head-to-head matchups against many common, well-known or important weapons that opponents can be expected to carry
- A weapon will receive a 2 tactical rating if:
- The weapon wins head-to-head matchups against some common or important weapons, but is weak versus others and/or has well-known easy counters
- The weapon is not generally good against common weapons, but has one or more important uses in specific cases
- A weapon will receive a 3 tactical rating if
- The weapon wins most head-to-head matchups against other weapons of its level
- The weapon cannot be effectively countered by any cheaper weapon
- The weapon is abusively powerful within a given niche, such as many multihealers when battling below the 55 Str boost
- Other notes about tactical ratings
- Due to the limited space for ratings, I am usually assuming that weapon vs. weapon matchups are in fights between two pets with even stats who have both trained their defense to be balanced with their strength. Be aware that this is not always the case, and fighting against pets with different strength boosts or higher/lower defense can drastically affect the outcome.
- I am also usually just comparing single weapon to single weapon matchups. This can also be misleading, as in real battles, pets use two weapons and an ability each round and the interaction matters. Yooyuball Players Sling beats Scuzzys Comb by one icon, Scuzzys Comb ties against itself and Steam Shield cuts Scuzzys Comb in half, but the combo of YYPS + Scuzzys + Steam Shield beats Scuzzys + Scuzzys + Berserk by 24 (effective) icons to zero.
- The weapon market changes constantly, and this has a drastic effect on what weapons are common at any level of battling. Be cautious of older dates on tactical ratings, as newer weapons may have become common since that rating was written.
Another Angle:
This category is a subjective measure of other factors;
- A weapon receives a 0 here if there is nothing special about this weapon, I don`t like it
- A weapon receives a 1 here if for some reason, I personally like this weapon. This can let me adjust a weapon which I think my other categories have rated unfairly low, or it can let me add a point to a weapon which is good for galleries, or it can just be because I like the art, the name, or the description.
Alternatives
This is a short list of links to other weapons that are somewhat similar in price and usefulness.
Upgrades
This is a short list of links to other weapons that are somewhat better in usefulness, but probably cost more. In many ratings this will be merged with the “Alternates” category.
Defenses/Countermeasures
This is a short list of weapons, shields or strategies that are effective against the weapon rated. In some cases it will offer further explaination of the factors involved in my tactical rating.
*For comparison of methodologies, please see the immortal sirhatter’s original article and system at: http://idb.finalhit.org/?searchtype=page...es&a_id=91

