Total chance to cleanse on any given turn based on when last status was inflicted. Cumulative chance for any single cleanse to fire shown, but the independent chance is shown for each turn (not the total cumulative chance to cleanse since the status was inflicted).
Pre-Nerf, 40% medal:
Turns Since Last Status | Auto Cleanse | 1 Medal | 2 Medal | 3 Medal |
---|---|---|---|---|
1 | 0.00% | 40.00% | 64.00% | 78.40% |
2 | 10.00% | 46.00% | 67.60% | 80.56% |
3 | 20.00% | 52.00% | 71.20% | 82.72% |
4 | 30.00% | 58.00% | 74.80% | 84.88% |
5 | 40.00% | 64.00% | 78.40% | 87.04% |
6 | 50.00% | 70.00% | 82.00% | 89.20% |
7 | 60.00% | 76.00% | 85.60% | 91.36% |
8 | 70.00% | 82.00% | 89.20% | 93.52% |
9 | 80.00% | 88.00% | 92.80% | 95.68% |
10 | 90.00% | 94.00% | 96.40% | 97.84% |
11 | 100.00% | 100.00% | 100.00% | 100.00% |
Post-Nerf 10% medal:
Turns Since Last Status | Auto Cleanse | +1 Medals | +2 Medals | +3 Medals |
---|---|---|---|---|
1 | 0.00% | 10.00% | 19.00% | 27.10% |
2 | 10.00% | 19.00% | 27.10% | 34.39% |
3 | 20.00% | 28.00% | 35.20% | 41.68% |
4 | 30.00% | 37.00% | 43.30% | 48.97% |
5 | 40.00% | 46.00% | 51.40% | 56.26% |
6 | 50.00% | 55.00% | 59.50% | 63.55% |
7 | 60.00% | 64.00% | 67.60% | 70.84% |
8 | 70.00% | 73.00% | 75.70% | 78.13% |
9 | 80.00% | 82.00% | 83.80% | 85.42% |
10 | 90.00% | 91.00% | 91.90% | 92.71% |
11 | 100.00% | 100.00% | 100.00% | 100.00% |
The pre-nerf numbers kinda aren’t ok if we want statuses to be a thing in PvP. I know theres a lot of debate on whether or not they even should be a thing in PvP, but I think its pretty clear that they kinda aren’t with those medals unless stun is involved, which is a really dumb interaction.
Post nerf though… ehh… those numbers don’t look so good.
If they stacked additively and were lumped in with auto-cleanse mechanics, the new numbers wouldn’t be that bad. As it stands, you are still probably going to want to bring a dedicated cleanser to counter non-dedicated stray statuses, since more badges doesn’t really increase reliability by all that much, which is the primary thing people would be looking for. Also, stun wouldn’t turn them off.
Same post nerf numbers but additive stacking and preserving existing auto-cleanse mechanics/not implemented as a trait:
Turns Since Last Status | Auto Cleanse | 1 Medal | 2 Medal | 3 Medal |
---|---|---|---|---|
1 | 0.00% | 0.00% | 0.00% | 0.00% |
2 | 10.00% | 20.00% | 30.00% | 40.00% |
3 | 20.00% | 40.00% | 60.00% | 80.00% |
4 | 30.00% | 60.00% | 90.00% | 100.00% |
5 | 40.00% | 80.00% | 100.00% | 100.00% |
6 | 50.00% | 100.00% | 100.00% | 100.00% |
7 | 60.00% | 100.00% | 100.00% | 100.00% |
8 | 70.00% | 100.00% | 100.00% | 100.00% |
9 | 80.00% | 100.00% | 100.00% | 100.00% |
10 | 90.00% | 100.00% | 100.00% | 100.00% |
11 | 100.00% | 100.00% | 100.00% | 100.00% |
A two-turn (3 with curse) average expectation for status sticking (if you aren’t reapplying them) going up against three stacked badges in PvP is plenty long enough to set up whatever you need to. And any status based strategy could still be effective on those that don’t have dedicated cleansers. Beyond that is pointless stalling. This would also make them still viable in PvE content, since you are still cutting the average turns you are expected to be inflicted with a status significantly (as well as reducing the max turns, and covering stun). But if you are expected to be bombarded with statuses, you’d obviously still want a cleanser, because not only do you have to cleanse a lot more but your timers would keep getting refreshed.
Going to say it again - having any cleanse at the first turn just serves to make certain setups unreliable randomly, like using root trap and/or snap freeze to protect against a much stronger opponent while you set up your slightly slower “punch up” combo. And now that its a small random chance, its going to be even worse since players are going to remember every time their setup just failed randomly but an AI isn’t ever going to care.
Edit: Medals, not badges