100% Orange Juice
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Analysis of Units' Battle Power, Endurance and Defensive Power
От longtimenotalk
In this guide, I define 3 attributes: Battle Power, Endurance and Defensive Power to describe a charactor's ability of fighting.
I will show details of calculation and give pictures to show the result clearly.
By this method, one can synthetically evaluate a charactor's ability of fighting from the raw statistics of 100% Orange Juice.
   
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Introduction
Statistic and Battle

In 100% Orange Juice, Units have 4 Statistics:
  • Hp, Atk, Def and Evd
which are involved with battle.

How can we use these 4 Statistics to describe battle abilities of Units?

It's not a easy question because It's hard to judge a unit's ability of battle from 4 different statistcs and the actual situations in games are more complex.

In this guide, I define 3 attibutes to describe units' ability of battle in 3 different aspect:

Battle Power
  • Battle Power describes the advantage you have in fighting with other player.
  • If you continue to fight with a player whoes Battle Power is lower, your chance of winning is greater.
Endurance
  • Endurance describes the length of survival time in encounters.
  • If you continue encountering wilds without healing, the higher your Endurance, the longer time you will survive.
Defensive Power
  • Defensive Power describes the survival probability from being attack.
  • If you are attacked with a big attack number, the higher your Defensive Power, the higher probability you will survive.

Notice
  • I just use Atk/Evd/Def logo here to represent Battle Power / Endurance / Defensive Power. Be aware that even if the counterparts have some relation, they are not the same essentially.
  • You maybe curious how can I score these 3 attibutes for every units. In fact, I give a strict definition for these 3 attibutes. All data participate in the calculation are from the raw status in game and there is no subjective part in the calculation. The specific defination and the details of calculation will be showed behind.

If you are not interesting in how I calculate these attributes, just go to "All Units Attribute List" to see the final results.

--Battle Power
Battle Power describes the advantage you have in fighting with other player.



We know that a card named "Final Battle" is in the 100% Orange Juice, which effect is letting 2 units fighting continuously until one suffers KO.


Final Battle
This battle will last until either unit suffers KO.

What will happen when each units play Final Battles to all other Units? Unit with higher Battle Power must have a bigger chance winning in these Final Battles.

So I give the definition of Battle Power as:

Battle Power
  • The Elo rating in the Double Round-Robin "Final Battle" match for all units.

What is Elo rating?
  • The Elo rating system is a method for calculating the relative skill levels of players in competitor-versus-competitor games such as chess.
    (For more detail, see Elo Rating[en.wikipedia.org])
  • Briefly, Each player has a number as R(rating). The more R you have, the more stronger you are. Two players with equal R are expected to have equal probability to win. If your R is greater than your opponent, you are supposed to have a greater chance to win.

In this defination, with units status and a part of passive abilities of units, we can calculate R
rating for every unit.

Meaning of Battle Power
  • Battle Power represents the ability of fighting with other players.
  • With higher Battle Power, you can get more benefits from battle with other players. So you might to fight with others more aggressively. On the contrary, player with low Battle Power is difficult to get benefits, or even suffer losses in battles. So it's better to keep away from other players.
--Endurance
Endurance describes the length of survival time in encounters.



Player in game usually goes into encounter panels.

Encounter Panel
  • You will encounter a Chicken, a Robo ball or a Seagull.

Although these wilds are weaker than you, you may suffer damage or even KO from them.

Let's consider a situation that one charactor keeps encountering without any heal effect, and see how long it can survive from suffer KO. The longer survive time means that it suffers less in encounter panels.

Generally speaking, players with high ATK can survive longer because they have a higher probability to kill wilds and take no damage. On the other hand, player with high EVD have an advantage in fighting with wilds because 2 of 3 wilds only have -1 ATK and they are hard to damage you.

Meaning of Endurance
  • Player with higher Endurance can survive longer time fighting with wilds without heal. When you have to choose a panel from Encounter panel and another bad panel (e.g. Drop panel), if you have high Endurance, you will suffer less in encounter panel, and then you can choose it to avoid another even worse choice.
  • High Endurance do not mean that you have a higher probabiliity to get wins from encounter panels. Endurance only describes your loss from encounters.
--Defensive Power
Defensive Power describes the survival probability from being attack.



Charactor sometimes suffers KO with full Hp.

When a charactor is attacked by a very high ATK number (greater than your max Hp) with full Hp, choosing Defend always make you to be alive with a higher probability than Evade. Except special passive ability, this probability only relates with your Hp + Def number.

So the number "Hp + Def" can represent the Defensive Power of units.

Meaning of Defensive Power
  • Player with high Defensive Power can not be KO'd by one attack easily. This is very important when you have a lots of stars and gonna to win with 200 stars.
-Calcutation details
There are some specific sets in my calculation:

the "Final Battle" match when calculate Battle Power
  • Almost every Available charactor in online game will take part in this match. 4 Bonus charactors are not concluded because their statistics are almost the same as the normal type.
  • Each charactor will fight with others twice as Attacker and Defender (Except Sherry) as a round.
  • After each round, every charactor's R may change a little. After running enough rounds, each charactor's R will be stay at a specific number, and that is what I try to calculate.

Expectation of time survival in Encounters when calculate Endurance
  • Let charactor keep encountering a Chicken, a Robo ball or a Seagull with same probability.
  • For simplfied, all wilds show up with full Hp, despite how many damages it suffered from previous encounters.
  • What I try to calculate is the expectation Encounter number before a charactor suffered KO. Bigger expectation Encounter number means Higher Endurance.

Defend or Evade

All units will choose Defend or Evade as follow, unless they have special passive abilities.
  1. Choose the option which gives a higher possibility to be alive in this attack.
    e.g. When Suguri with 4 Hp is attacked by 4, she will choose Defend rather than Evade because she will definitely be alive by defending in this attack, but maybe suffer KO by choosing Evade.
  2. If two options give an equal possibility to alive, choose the option which gives a higher expectation Hp remained in this attack.
    e.g. When Saki with 4 Hp is attacked by 3, she will choose Evade (which gives an expectation remained Hp of 3 ) rather than Defend (which gives 2.83).

Cards and Passive Abilities
  • All cards and effects with cards will NOT be consider in the calculation.
    e.g. Nath and Kiriko will not be benefit by "Final Battle" card.
  • Only a part of passive abilities are considered in the calculation. A list about considered passive abilities will be showed next.
  • If a or a part of passive abilitiy is not showed below, it will NOT be considered in the calculation.

Passive Abilities List
Syura
At 1 HP, gain +1 ATK and EVD.
  • Notice that it will not be triggered immediately in real Final Battle in the game. But hence we are considering the Battle Power of the unit itself, it should be considered here.
Kae
+1 Atk and -1 Def as Attacker.
  • Notice that ‘Add reverse value of Def to Atk’ is not considered here.
Kyoko
Cannot use the Evade command.
Sherry
Enemy always goes first.
  • Sherry will always be a defenser rather than attacker when fight with other units.
Ceoreparque
On successful Evasion, deal 1 damage to opponent.
Miusaki
When using Defend in battle, never take more than 2 damage at once.
  • Beacause of her special ability, she will defend 4 or more with 4Hp and defend 3 or more with 3Hp.




Results of calculation
Battle Power
Elo rating
Endurance
Expectation survival
Defensive Power
Hp + Def

Unit
HP
Atk
Def
Evd
Elo rating
Expectation survival
Hp + Def
QP
5
0
0
0
1477
6.08
5
Suguri
4
1
-1
2
1543
7.87
3
Marc
4
1
1
-1
1581
6.18
5
Kai
5
1
0
0
1608
7.21
5
Yuki
5
2
-1
-1
1620
7.34
4
Aru
5
-1
-1
2
1413
7.36
4
Hime
5
1
-1
1
1570
7.4
4
Sora
4
1
0
1
1560
7.16
4
Fernet
6
-1
2
-2
1493
7.01
8
Peat
3
1
1
1
1547
6.71
4
Poppo
7
-1
-1
-1
1354
5.67
6
Tomomo
4
2
0
0
1625
7.8
4
Syura
4
0
1
0
1514
7.15
5
Nanako
3
0
2
1
1477
6.26
5
Saki
4
0
0
1
1446
6.02
4
Kyosuke
5
-1
2
0
1467
7.15
7
Krila
6
0
0
-1
1522
6.4
6
Kae
4
0
0
1
1479
6.27
4
Alte
5
0
-1
1
1455
6.22
4
Kyoko
5
-1
3
-5
1386
5.42
8
Sham
4
0
1
1
1521
7.0
5
Sherry
5
1
1
1
1681
6.61
6
Sweet Breaker
6
0
0
0
1547
7.07
6
Star Breaker
5
2
0
-1
1697
8.38
5
Nath
5
-1
-1
1
1323
5.53
4
Tomato
3
1
0
0
1435
4.87
3
Mimyuu
3
-1
0
1
1231
4.32
3
Chicken
3
-1
-1
1
1180
3.76
2
Seagull
3
1
-1
-1
1348
3.85
2
Robo
3
-1
1
-1
1156
3.66
4
Manager
6
2
0
-1
1785
9.8
6
Shifu
5
1
0
-1
1586
6.48
5
Castle
8
1
-1
-2
1713
8.12
7
Kiriko
8
0
-1
0
1589
7.78
7
NoName
5
1
-1
0
1536
6.26
4
Ceoreparque
4
0
0
1
1526
6.02
4
Miusaki
4
1
-2
1
1591
7.33
Inf
Yuki (Dangerous)
5
1
0
-1
1586
6.48
5
Tomomo (Casual)
4
-1
0
1
1314
5.35
4
-Score and Grade
From results (a lot of numbers), you may have a hard time to get informations. So I make Score and Grade of them.

What is Standard Score
  • By calculate Standard Score, one can give scores of these different numbers in a Unified scale.(For more detail, see Standard Score[en.wikipedia.org])
  • I use this formula to calculate scores:
    Score = (Data - Average) / (Standard Deviation / 10) + 50

By doing this, almost all parameters map to a number between 25 to 75 (only a few numbers may surpass this limit).

Then I give Grades from the Scores by this:

Finally, all charactors now can be evaluated from Battle Power, Endurance and Defensive Power by grades.

All Units' Attribute List
Attributes

Battle Power
the ability of fighting with other players
Endurance
the resistance from Encounter
Defensive Power
the ability of being alive from one deadly attack

Starter Charactors


4 Starter Charactors are all powerful in 100% Orange Juice.
QP has a normal statistic, but her hyper is powerful and cheap in cost.
Suguri, Marc and Kai are all good at fighting and have Battle Power around Grade B (Only 4 charactors have Battle Power Grade A or more).
Notice that because of high EVD, Suguri has very high Endurance. But her Defensive Power is very low.

Core Charactors

Part.1


Aru is not good at fighting, but because of her high EVD, she can still survive longer that others who are not good at fighting.
Yuki is very powerful in battle. But she has a subtle hyper.
Sora is similar with Suguri in 100% Orange Juice. They have almost the same Battle Power, but Sora has a little lower Endurance and a little higher Defensive Power.

Part.2


Fernet has a very high Defensive Power. And because of her high Hp and Def, even if she has low Atk and Evd, Her Battle Power and Endurance is not very low.
Poppo is not good at fighting. But her high Hp helps her from not being KO'd a lot.
Tomomo is still powerful in online game, but has a subtle hyper and rec 6.

DLC Charactors

DLC1&2


Syura's passive ability makes her Battle Power and Endurance up.
Nanako's attributes are very balanced as balanced as her hyper.
Saki's attribute are all not very good. But her special hyper can help her get tons of stars beyond battle.
Kyosuke is good at Defense and Endurance.
When he uses cast off, he becomes even powerful, though the Defensive Power drops.

DLC4&5


Kae's statistic is the same with Saki. But because she can +1Atk and -1Def in attacking, her Battle Power and Endurance are all higher than Saki.
Kyoko's Defensive Power is as high as Fernet, but because she has 1 less Hp and can't Evade, her Battle Power and Endurance are much lower than Fernet.

DLC6&7


Sherry always attack behind her opponent, and it make her Endurance much lower than her Battle Power.
Star Breaker is very good at fighting and she has Grade A in Battle Power. But she must choose win Norma which made her embarrassed in some situations.
Sweet Breaker has 1 more Hp than QP and then her attributes are stronger. But she has rec 6 as nerf.

DLC9&11


Nath is very weak without any buff.
But she becomes more and more powerful after using Battle Cards.
Both Mimyuu and Tomato are weak in attributes.
Kiliko has very good attributes, but she can not restore Hp.
Noname's attributes are normal. But his passive ability makes him aggresive in fighting.

DLC13&15


Repa's passive ability makes her Battle Power higher than Saki, but it has no effect on her Endurance.
Miusaki is very powerful with full Hp, because she will not be KO'd by the first attack. But if her hp is lower than 3, she will be in dangerous.
Tomomo(Causal) is very weak, but after she eat her icecream...
Wow.

Neutral Charactors


Although Chicken has 3 F in its attributes, it has the most powerful passive ability (lose only 1/4 stars when KO'd).
Store Manager has the highest Battle Power and Endurance, but he also suffers the strongest negative passive ability.
Flying Castle is also very strong in attibute but its passive ability makes it very embarrassed when catched by others.
Statement and Appendix
Statement

All Figures of Charactor's Copyright belongs to Orange Juice & Fruitbat Factory.

Update History

2017/12/27 First release.
6 коментара
Cloudy﹏☁ 16 ян. 2018 в 20:06 
哇,膜拜大佬,超级直观的数据分析,对角色性能的评价应该说也符合每一个老手的经验了。这些概念可以应用到如何组卡和如何选择自己的游戏风格。

不过战斗和续航评分是相互关联的,也各自受防御评分的影响,而防御指标却完全独立。强迫症又作怪了
Ohagi-Chan 15 ян. 2018 в 19:33 
Mimyuu is also the only character besides Sweet Breaker that makes players have to think really hard about whether they want to keep, or even draw, their cards.
It's a three-way bind, if the player aims to draw no cards then M&T have an advantage because having no cards is a handicap, if they choose to play normally then Mimyuu wins because they'll draw a boatload of trapped cards, and if the player keeps three cards at all times then Tomato wins because her (plentiful) hyper will give her +3atk each time.

The evil spywork is not something to be dismissed lightly.
Ohagi-Chan 15 ян. 2018 в 19:28 
No love for the bad kids :(
You didn't even mention their outstandingly weird quirk, that Tomato has the potential to draw far more hypers than any other character in the game.

I know it isn't a factor in your scores, but she wouldn't have been the only character you'd mentioned the noteworthy hyper for either.
zinnerzPT 10 ян. 2018 в 19:04 
I thought this was very interesting, but it's missing 4 characters...
QP (Dangerous), Marie Poppo (Mixed), Sora (Military) and Aru (Scrambled)

I understand that you only took into account their stats so only QP (Dangerous) makes sense to add since she has different stats than the original QP (and maybe could make a variation of the +1, +2 and +3 attack if holding the Dangerous puddings?)

Other than that, great guide and incredibly interesting!
longtimenotalk  [автор] 31 дек. 2017 в 23:47 
@oh I do not make 3 attributes in the same weight, that is, in different situation, Battle Power, Endurance and Defensive Power have different degree of importance(That is why I do not evaluate characters with the 'Total Score'). "Endurance" may have a better definition which can more accurately reflect in actual games, but because in different games your opponent may have different states, it's hard to define it in general situation. So here I define it in a simple but clear way. Anyway, factors are factors. They just give a reference generally, and you should decide by yourself in the actual game.
Skippy 30 дек. 2017 в 14:10 
I got to hand it to you, this is very in depth and will serve to be a valuable asset when deciding who to play with what deck. If anyone I know ever needs a refrence point for this game I can certainly agree this guide has much to offer.