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Published: 2016-05-11 21:30:16 +0000 UTC; Views: 4647; Favourites: 15; Downloads: 3
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Description
A critical component of understanding TF2 is health per-class. This article will be leading into part 2b - Speed later. Health in TF2 is odd compared to most class based shooters where you can reliably have similar amount so health per class. TF2's health is all over. However, once you examine each class type as they actually are in TF2's metagame - Power - Pick - Provision, the health system suddenly starts to make a lot more sense.If you are unfamiliar with the metagame classes listed above, see my previous work on TF2 here: reachnetwork.deviantart.com/arβ¦
Warning: Math Content Ahead - Proceed at your own peril.
Introduction:
First of all, the key to understanding health in TF2 is figuring out what the Average amount of Health is. For those of you familiar with Data Management there are three different types of averages. MEAN, MEDIAN, and MODE. We well be examining all of these. Those of you are aren't familiar with Data Management, here's an explanation for each, and why each are important.
MEAN - "The Net Number" - In common place this is typically what you refer to as 'The Average'. The mean is the sum of all numbers in a set divided by the number of numbers. You get this on your term reports from school and the such. For example, the MEAN of 1, 2, and 9 is: (1 + 2 + 9) / 3 --> 12 / 3 = 4. The mean is the number that you could replace every number in the set with and still reach the same sum. I.E (1 + 2 + 9) / 3 --> 12 / 3 = 4. Therefore, the "Net Number" should be four. 4 + 4 + 4 = 12. Yep. It is.
MEDIAN - "The Dead Centre Number" - Median is the next most known, this involves ordering the data set in ascending order and then finding the number that splits the set in half - so that the same amount of entries appear on the left and right side of that number. For example the set: 1, 2, 3, 4, 5. The Median Number is the number that has to have the same number of entries, in this case, 3. Because it has 2 entries to the left and 2 entries to the right of it. The smart people might be going "BUT REACH! WHAT IF YOU HAVE A SET OF NUMBERS THAT HAS AN EVEN NUMBER OF ENTRIES?! You know, like: 1, 2, 3, 4, 5, 6? There isn't an entry that has the same number of entries to the left and right side!" Ah you got me skippy. In that case you take the two numbers that are 'closest' to the where the middle entry would be and then add them together and divide them by two. In this case, 3 and 4. (3 + 4) / 2 --> 7 / 2 = 3.5. In that case, 3.5 is the 'Median' number. The smarter people might notice that the calculation we did for that is taking the MEAN of the two numbers closest to the median.
MODE - "The Most Abundant Number" - Mode is probably the least known way of calculating an average, this involves counting all the entries that are the same within a set. Which ever entry has the most duplicates is the mode of a set. For example the set: 1, 1, 2, 2, 2, 2, 2, 3, 3, 3. The number "1" Has two entries, the number "2" has 5 entries, and the number "3" has 3 entries. In this case the MODE of this set is 2. "BUT REACH! WHAT IF YOU HAVE A SET WHERE TWO DIFFERENT ENTRIES HAVE THE SAME NUMBER OF DUPLICATES?! You know like: 1, 1, 1, 2, 2, 2, 3?" Ah you got my skippy! If this event ever arises, the entries with the same number of duplicates are BOTH the mode of the set. so in this case, both 1 AND 2 are the Mode numbers. However, this logic doesn't move backwards, if each entry doesn't have a duplicate there is NO mode for that set example: 1, 2, 3. No Mode. However, that logic does move FORWARDS. Example: 1, 1, 2, 2, 3, 3. The mode is 1, 2, AND 3. For that set.
Alright, now that we've got that over with, we can get to work. We'll be doing this over all the classes at once, and then per class type.
ALL Classes:
So I'm gonna have you guys the trouble and just give you the number set right here. This doesn't take into account items that effect health. The list in ascending order is:
125, 125, 125, 125, 150, 175, 175, 200, 300
Mean: (125 + 125 + 125 + 125 + 150 + 175 + 175 + 200 + 300) / 9 --> 1500 / 9 = 166.66 repeating.
Median: 125, 125, 125, 125, 150, 175, 175, 200, 300. Nine entries, middle is 5. 5th entry = 150.
Mode: 125, 125, 125, 125, 150, 175, 175, 200, 300. Most entries: 125.
POWER Classes:
As previously mentioned, part of the reason power classes are just that, power classes is because they have above average health, in all factors. Mean, Median, and Mode. The Demoman, Soldier, and Heavy each have above average health. But how much exactly? For this we'll calculate mean. It's the most useful.
Mode: none, Median 200.
(175 + 200 + 300) / 3 --> 675 / 3 = 225. 225 compared to 166, so how much 'more' health do the power classes have then average? We'll use a percentage calculation and a difference calculation.
Difference:
225 - 166.66 = 58.34. But we'll just say '60'. So about 60 more health, which is the difference for burning to death from after burn.
Percentage:
(225/166.66)*100 = 135.00%. So about 35% more health then average. Any smart people may realize that minicrits like: the buff banner, marked for death, and jarate. Deal 35% more damage.
Team health disposition is raised when you have lots of Power Classes on your team. The more health your team has the more damage they can take. This WHY you need Power Classes to make pushes, Pick Classes don't have the health reserves to shrug off damage, especially if they aren't overhealed. On that note, overhealing raises the health of that class by as much as 50%. So you can add half the user's total health pool to figure out what overheal health they would have. Discounting the Quickfix, which increases it by 25% of the users's health pool, typical pools listed below.
Class - Health - Overheal Health - Quickfix
Heavy - 300 - 450 - 375
Soldier - 200 - 300 - 250
Demoman - 175 - 260 - 215
Another thing unique about all these classes is that they have someway to negate some damage taken in some form or another. In the case of the Heavy - the Natascha and Brass Beast offer 20% damage resistance when spun up. The Demoman has shields that offer varying amounts of Explosive and Fire Resistance. Shield - Fire - Explosive: Charge'n'Targe - 50% - 30%, Splendid Screen - 20% - 20%, Tide Turner - 15% - 15%. And the Soldier has access to The Battalion's Backup, which for 10% and effects all allies in the area reduceses incoming damage by 35%, Sentry Damage by 50%, and critical hits and minicrits do NO ADDITIONAL DAMAGE.
A fully overhealed Heavy with any sort of damage resistance, be it from a natascha / brass beast, a vaccinator uber, or the batallion's backup can survive a fully charged Machina Headshot - which normally does 517 damage.
A Soldier can completely shut down the Kritzkrieg uber because the Battalion's Backup stops any additional damage that would've been done by crits. This also effects: Sniper headshots, stored crits (Frontier Justice, Diamond Back), and neutralizes the Buff Banner. It also gives the soldier an extra 20 health. Stopping the crit/minicrit damage bonus is then further reduced by the 35% damage resistance, making any incoming damage do EVEN less. It's also good for rushing sentry nests, as the damage reduction from sentries is increased to 50%.
A Demoman using a shield can also charge to remove and debuffs, this includes: Afterburn, Jarate, Madmilk and Bleeding. If you are struck by anything that causes a debuff during a charge it isn't removed.
Power Classes can use their health as a buffer to last longer in combat, and in the case of the Demoman and Soldier, use their health as a buff between not dying from their own explosive jumps or fall damage. They also have strong options for taking less damage, which allows them to stay alive even longer.
PICK Classes:
Pick Classes are typically alright at one on one combat, to some extent, but can't lead pushes as well. These guys have significantly less health than the power classes. We'll be using mean for the calculations, but we'll look at the others just to see how the results are effected by them. We've got The Heavy, Pyro, Scout, Spy, and Sniper to cover.
125, 125, 125, 175, 300
Mode: 125 (3), Median 125.
Mean: (125 + 125 + 125 + 175 + 300) / 5 --> 850 / 5 = 170. "Wait a minute, that's more than mean health across all classes!" That's why I included the Median and Mean here. This result is effected by outlayer data, pulling the average by mean either up or down. It's being caused by the Heavy functioning as a Pick Class when he's on his own. In the case of Power Classes, the Median was 200, which is the Soldier's health, and the Mode didn't exist. For this calculation, because Heavy is a cross class, by PYRO has to choose to be Provision, we will throw the Heavy's health out because it is effecting the data Negatively by including it. Including the Heavy means that the 'average' health was closer to the Pyro, 175, when more classes have significantly less health and make up a majority of the results. Mean with the Heavy in the calculation doesn't provide a decent representation of the average Pick Class health.
Without Heavy:
125, 125, 125, 175
Mode: 125 (3), Median: 125.
Mean: (125 + 125 + 125 + 175) / 4 --> 550 / 4 = 137.5. This is much better for analyzing data with. Now lets get to work. As compared to the total average, how does this compare?
Difference:
137.5 - 166.66 = -29.16. 30 less health than average. Most pick classes appear to be weaker than average health. 30 damage is a rocket at medium - long range, a shotgun/scattergun blast at short - medium range, an scoped sniper shot killing you. Additionally, 137.5 is less health than a fully charged bodyshot or quick headshot from most sniper rifles.
Percentage:
(137.5/166.66)*100 = 82.5%. Pick Classes have about 18% less health than the average (100% - 82%). 18% doesn't seem like much, but when compared to Power classes that have on average 35% more, not 18% less, the actual difference is. 135% - 82% = 53%. Power Classes have 50% more health than a pick class does, on average. This is WHY Power Classes are better at pushes than Pick. Pick can hold their own in one on one combat, but don't have the health reserves necessary to lead a charge.
Teams mostly composed of Pick Classes may be able to hold their own, but are more likely to have to very slowly trudge forwards through a defense. A defense comprised mostly of pick classes will have trouble engaging the other team, if there decent power classes in decent numbers.
Pick Classes typically work very well alongside Power Classes to help support in some form or another. They may very quick score a kill, or assist in some manner. Pick Classes compliment Power Classes incredibly well, serving as distractions, support, and other services.
The health disposition of your team will be negatively affected if you have too many of these running around, they have less health than average. Which means they can't soak as much damage before dying or running for a health pack. They also have issues damaging masses easily, and typically aren't as effective against well placed buildings and dug in engineers.
Class - Health - Overheal - Quickfix
Spy - 125 - 185 - 155
Scout - 125 - 185 - 155
Sniper - 125 - 185 - 155
Pyro - 175 - 260 - 215
While the Power Classes have alternatives that allow them to soak up more damage, the Pick classes generally don't fair as well with their alternatives. A sniper using the Danger Shield can't survive a fully charged body shot from the Machina, and he takes more damage from explosives. The Dead Ringer doesn't allow a spy to infiltrate without being known about. The Scout has to sacrifice his pistol for something like the Mad Milk or Bonk Atomic Punch. The Pyro has NOTHING that allows him to take less damage passively.
The trade offs most Pick Classes have to pay are just that, Trade Offs. In compairson, a Soldier without a Shotgun as a secondary is just that, a Soldier without a shotgun. He may have a Banner for his ENTIRE team, or gunboats for more maneuverability. A sniper with Jarate insta-dies to a fully charged bodyshot, can't use his SMG because he doesn't have it, and has no Razorback to protect from backstabs. A Demo with a charge'n'targe can use it to run away, take less damage, remove status effects, in exchange for no stickies. He can still use his pipes however. Which as previously said, Pick typically aren't multipurpose, Power are multipurpose.
The Pyro. The Pyro is weird, he has the same amount of health as a Demo. But has no way to defend himself other than his inherited abilities. 1) Pyros don't take afterburn, EVER. 2) Pyros can airblast their teammates to remove fire and get health back at the cost of flame thrower fuel. 3) Pyros can also airblast to reflect enemy rockets, arrows, pipes, stickies (if well timed), and can screw up Ubercharges (sans Quick-Fix). He has all this built into him. But it takes a certain amount of skill (other than Afterburn immunity) to use it, as most of his defensive options are built around his flame thrower. A short range, ammo hungry weapon.
PROVISION Classes:
Typically built less for combat and more for support, Provision Classes are the odd balls, they are seen all over the battle field, and function well anywhere so long as they are protected and doing their job. And here they are: Pyro, Medic, Engie. Their health values are all over.
125, 150, 175.
Mode: none, Median: 150.
Mean (125 + 150 + 175) / 3 --> 450 / 3 = 150. How do these compare?
Difference:
150 - 166.66 = -16.66. So not as crippling as the the Pick Classes, Provision typically have ways of healing themselves reliably. The Medic regenerates health over time, which gives him some resistance to afterburn and bleeding, and the Engineer gets a dispenser to heal from. The Pyro doesn't have either of these things however, so what's he doing in this calculation. In this instance, with and without pyro are equally representative in their own terms. 16 less health under average isn't terrible, but this calculation here is for consistency, and not very representative. Lets keep moving.
Percentage:
(150/166.66)*100 = 90.00%. So, these guys are close to Average, but not quite. Specifically, since the Median and Mean are both 150, the Medic's health, and we only have a sample size of 3. Keeping the Pyro, the highest amount of health, is optional. We'll do it anyway in a bit. 10% less health than average doesn't seem like much, but it is, like Pick Classes, notable for several reasons. Damage Threshold being one of them (will be talked about at a later date) Provision Classes provide a service typically, these are not meant for 1 on 1 combat. Stay with your team, you'll be more effective that way - or in the case of engineers, stay with your buildings. With 10% less health than average (100% - 90%). 10% less health at least means you have more damage that can be taken than the PICK classes, on average. Compared to your friends in the Power Classes however, 135% - 90% = 45%. Power classes still have more than 40% more health than Provision classes do. The health you have as a Provision Class is to keep you alive, not to go into combat with.
Without Pyro:
125, 150
Mode: none, Median: 137.5
Mean: (125 + 150) / 2 --> 275 / 2 = 137.5. Once again, another number we've seen before. Not including the Pyro, Provision Classes have the EXACT SAME health disposition effect on their team as Pick Classes do. Too many of these are detrimental to the effort of your team, in all the same way too many Pick Classes is. With 18% less health than average, and 53% less health than the Power Classes on average, Provision Classes are Pick Classes that can't Pick.
Provision Classes are just that, Provision Classes. As an Engie, stick with your buildings, they're a bigger target than you are - especially teleporters and dispensers. Medics need to be taken care of, this is the job of Pick Classes. Pick Classes can easily counter other Pick Classes. Enemy Picks and Powers will be GUNNING for your Provision Classes, and although Power Classes are more deadly long term, a sniper and a spy can essentially insta-kill in all but a select few conditions. Pybros, you are also a Provision Class. But you are a Pick Class first and a Provision Second. Don't neglect your duties, if there's an engie, spy check for him. Medic on fire airblast him. (This gets into Defending Class Priority, will be talked about in another guide). Be a Pybro, your team your love you for it.
Part 2b, Speed will be uploaded later.
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Comments: 4
TwilightTheSniper [2022-04-24 23:16:11 +0000 UTC]
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kingtwelvesixteen [2018-04-20 05:10:34 +0000 UTC]
Oh man, that 'provision' designation just makes the whole venn diagram thing look so much neater than it does when you have to use 'support'.
Good job coming up with it!
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ReachNetwork In reply to kingtwelvesixteen [2018-04-20 05:53:30 +0000 UTC]
I feel like I should finish these up. That being said, these were made before MYM launched. Since then TF2's been in a state of Limbo in terms of gameplay quality and game functionality. I have no idea if these are every going to get outdated. I wouldn't have seen the Spy getting a speed buff in a million years. BlueMoon I feel is the first right step in the direction since MYM launched. IMO the game was pretty good after Summer 2013 (or whatever one added CP_process) and then only got tweaks with every update, including Gunmettle and Tough Break. MYM was our first actual overhaul, and it was so garbage I left the game for 8 months and played Overwatch.
I've got 3700 hours in game, haven't even touched competitive or any lobbies.
Thanks for commenting.
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