Regarding the 1 Life exception. Many people are confused as I don't mention handsize, but if handsize were low, the power at which you attack at is significantly different. If handsize is a factor, then the attacks will change. However, in the case that the opponent has, let's say, 10 cards in hand, but you must go for lethal, you need to understand how to maximize the requirement from the opponent by Counter and not by hand size, as sometimes, hand size is simply too big for it to be a factor. 9000 7000 7000 requires the opponent to use 7 cards, while 10000 6000 7000 requires only 6 cards. (Also consider that because the opponent is at 1 life this isn't entirely true as they absorb 1 attack for free). The priority in a situation where the opponent has a massive hand is on maximizing the counter required. The reason why 9000 start is wrong is because in the event that they defend the 9000 (+5000 counter) they can now take the first 7000, and defend the 2nd 7000 (+3000 counter). This means that they have the ability to defend the final attack with only 8000 total counter with life. Conversely, starting at 10000 requires the opponent to use more counter. 10000 start means the opponent uses +6000 counter. (also keep in mind that the requirement of having 3 2000 counters is harder than the requirement of having 2 2000 counters and a 1000 counters so 10000 could potentially burn more than 3 cards more often than 9000 does. Once the 10000 is defended, if you were to hit at 6000 (+2000 counter), now the opponent is required to defend 8000 counter without taking their life. If they take the hit, the need to defend the 7000 attack with +3000 counter totalling to 9000 counter with their life. Starting with 9000 equates to 8000 counter required with life Starting with 10000 equates to 8000 counter required without life, or 9000 counter required with life. There are times where hand size is a factor to consider. But in situations where you simply cannot consider handsize as a factor but NEED to end the game, the 10000 start is absolutely the best way to end the game in this situation. Regardless. If the opponent has 8000 counter in hand, you lose. But if they have 7000 for example, and their final life is 1000 counter. You lose if you start with 9000, and you win if you start with 10000. It's an extremely narrow margin, but it's a game of inches. There are exceptions for when the opponent has blockers, or 1 blocker 1 life, or when hitting Enel specifically, but this video is to demonstrate the differences that these scenarios *can create.
In terms of content creation. I think the graphics and way you went about presenting the info was clear and informative. The content/info is a lot more important in videos like this than fancy editing techniques. I think the video did a great job of that goal. Thanks for the video have a good day!
this was a very hellpful video. Whenever I have played one piece the biggest struggle I've had is knowing how to efficiently go for lethal which has caused me to lose winnable games but this video really clears it up!
Great to see more perspectives on how to allocate don when attacking. This is something I’m currently trying to optimize. Event counters add even more complexity.
The 1 Life Exception part honestly just doesn't work that way. It's not just about how much counterpower the opponent need but how many hand cards he has left. In the 11k scenario for example you are swinging for 6,6 which can lose to a hand size of 2 if both are 2k Counter. if you swing 5 and 7 however you guarantee lethal. And then swinging for 10 is just strictly worse than swinging for 9. Swinging for 10 requires 3 cards from hand (3x 2k counter) while swinging for 9 also requires 3 cards from hand. Swinging 10 > 6 > 7 requires 3 + 1 + 2 = 6 hand cards Swinging 9 > 7 > 7 requires 3 > 2 > 2 = 7 hand cards so it is just better.
If the opponent is low on hand the situation changes of course. I should have clarified but this is for the event that you need to finish the game and the opponent has an abundance of cards. I pinned a comment discussing this topic.
It is most definitely not strictly better. 10 > 6 > 7 requires 5 2ks + 1 1k vs 9 > 7 > 7 is 4 2ks and 3 1ks. If your opponent has 7 cards, the most optimal play is actually to go 10 > 6 > 7 since he literally cannot defend without 5 2ks.
Great video, the visuals with the cards and Don attribution were great, especially when you got to the saka borsalino example. The presentation of equal power and power staircase was awesome as well. Also liked the multiple choice segment. One call out for new players and relatively new players is when you jumped between talking about Don power needed and counter power needed. You and many other great players understand it so well that you may talk about it a little too simplified. It may have benefited from a visual like the other ones you created. Thank you for the video and lesson, looking forward to your future content.
Also important when you go lethal is to look at your oppenents trash pile how many 2k and counter cards are already there. Almost each Deck plays 8-12 2k counters.
But how can you actually make an optimal play w/o knowing the number of cards in your oponents hand? That is what actually matters. I agree that donning up tsuru is wasting don since your first 4 don attached actually do nothing, whereas each 1 don attached to leader or borsalino actually require 1kcounter to be guarded; if I need 5 don to swing with tsuru, that attack gets stopped by a 1K counter but if I attach those same 5 don to borsalino, my opponent needs 9K counter to guard that attack. If he's able to guard that attack, we most likely arent winning, since he'll be able to guard a weaker borsalino attack AND the tsuru swing anyway@@ikailakai
Thank you for this video, it is awesome! I can't wait to see future videos. I'm confused on the level 3 example of calculating lethal, how do you go about calculating lethal without giving how many hand cards the opponent has? Is it just assuming they have many cards in hand and that lethal is not guaranteed, then what would be the best numbers?
Yes that is correct. In the case that the opponent has too many cards in hand to play around mathematically, you need to maximize counter required. I added a pinned comment clarifying the reasoning.
This video is made to be a bit more fast paced and comedic, but make sure to read this FREE write-up on the content for a deeper understanding: www.patreon.com/posts/ultimate-one-110425799?Link&
Essentially, there are times where it's not guaranteed lethal, but it is still optimal to go for it as it will only get worse the longer you wait. Knowing these small windows will help you find lethal in games where it otherwise felt hopeless. If the opponent is playing a deck like Lucci that is known for his high late game defense, you might need to try going for lethal when the oppurtunity presents itself.
@@ikailakai Yes, I understand, but what I don't understand is that in the third option it doesn't say how many cards are in hand, so I got very confused there and I still don't understand just that part haha, very good video by the way!
@@asurapOh right, that one. I thought this was about a different part of the video. I added a comment clarifying the reasoning on this. I hope it helps
Regarding the 1 Life exception.
Many people are confused as I don't mention handsize, but if handsize were low, the power at which you attack at is significantly different.
If handsize is a factor, then the attacks will change. However, in the case that the opponent has, let's say, 10 cards in hand, but you must go for lethal, you need to understand how to maximize the requirement from the opponent by Counter and not by hand size, as sometimes, hand size is simply too big for it to be a factor.
9000 7000 7000 requires the opponent to use 7 cards, while 10000 6000 7000 requires only 6 cards. (Also consider that because the opponent is at 1 life this isn't entirely true as they absorb 1 attack for free). The priority in a situation where the opponent has a massive hand is on maximizing the counter required.
The reason why 9000 start is wrong is because in the event that they defend the 9000 (+5000 counter) they can now take the first 7000, and defend the 2nd 7000 (+3000 counter).
This means that they have the ability to defend the final attack with only 8000 total counter with life.
Conversely, starting at 10000 requires the opponent to use more counter.
10000 start means the opponent uses +6000 counter.
(also keep in mind that the requirement of having 3 2000 counters is harder than the requirement of having 2 2000 counters and a 1000 counters so 10000 could potentially burn more than 3 cards more often than 9000 does.
Once the 10000 is defended, if you were to hit at 6000 (+2000 counter), now the opponent is required to defend 8000 counter without taking their life. If they take the hit, the need to defend the 7000 attack with +3000 counter totalling to 9000 counter with their life.
Starting with 9000 equates to 8000 counter required with life
Starting with 10000 equates to 8000 counter required without life, or 9000 counter required with life.
There are times where hand size is a factor to consider. But in situations where you simply cannot consider handsize as a factor but NEED to end the game, the 10000 start is absolutely the best way to end the game in this situation.
Regardless. If the opponent has 8000 counter in hand, you lose. But if they have 7000 for example, and their final life is 1000 counter. You lose if you start with 9000, and you win if you start with 10000. It's an extremely narrow margin, but it's a game of inches.
There are exceptions for when the opponent has blockers, or 1 blocker 1 life, or when hitting Enel specifically, but this video is to demonstrate the differences that these scenarios *can create.
is there a formula to determine the sizing? kinda hard to see all the lines during the game
Yeeting the Doffy deck for content makes you a real TH-camr
Just doing what everyone has always wanted to^^
In terms of content creation. I think the graphics and way you went about presenting the info was clear and informative. The content/info is a lot more important in videos like this than fancy editing techniques. I think the video did a great job of that goal. Thanks for the video have a good day!
this was a very hellpful video. Whenever I have played one piece the biggest struggle I've had is knowing how to efficiently go for lethal which has caused me to lose winnable games but this video really clears it up!
My goat
Nah, he's my goat
I love you both
Never thought of the 1 life exception so thay was really helpful, thanks!
Great to see more perspectives on how to allocate don when attacking. This is something I’m currently trying to optimize. Event counters add even more complexity.
The 1 Life Exception part honestly just doesn't work that way. It's not just about how much counterpower the opponent need but how many hand cards he has left. In the 11k scenario for example you are swinging for 6,6 which can lose to a hand size of 2 if both are 2k Counter. if you swing 5 and 7 however you guarantee lethal.
And then swinging for 10 is just strictly worse than swinging for 9. Swinging for 10 requires 3 cards from hand (3x 2k counter) while swinging for 9 also requires 3 cards from hand. Swinging 10 > 6 > 7 requires 3 + 1 + 2 = 6 hand cards
Swinging 9 > 7 > 7 requires 3 > 2 > 2 = 7 hand cards so it is just better.
If the opponent is low on hand the situation changes of course. I should have clarified but this is for the event that you need to finish the game and the opponent has an abundance of cards. I pinned a comment discussing this topic.
It is most definitely not strictly better. 10 > 6 > 7 requires 5 2ks + 1 1k vs 9 > 7 > 7 is 4 2ks and 3 1ks. If your opponent has 7 cards, the most optimal play is actually to go 10 > 6 > 7 since he literally cannot defend without 5 2ks.
Great video, the visuals with the cards and Don attribution were great, especially when you got to the saka borsalino example. The presentation of equal power and power staircase was awesome as well. Also liked the multiple choice segment. One call out for new players and relatively new players is when you jumped between talking about Don power needed and counter power needed. You and many other great players understand it so well that you may talk about it a little too simplified. It may have benefited from a visual like the other ones you created. Thank you for the video and lesson, looking forward to your future content.
Also important when you go lethal is to look at your oppenents trash pile how many 2k and counter cards are already there. Almost each Deck plays 8-12 2k counters.
That is very true! Very important to check 2ks
Great video! I liked the question part and then going through all potential answers 👍🏻
The 🐐 on his debut 💪
instruction unclear. Opponents life was 4 copies of Bege :(
Found your channel today.
Gonna listen and read your stuff.
The man the myth the legend
Sympathic :) Thanks for the video, very useful. Keep on going & greetings from Germany
He's finally here!!
I found the third example confusing without knowing how many cards the opponent had in hand
Thank you for the feedback. I have added a pinned comment to clarify this scenario. I hope it helps
I dont get the tsuru part tbh are you not wasting 4 don making the tsuru able to attack?
Tsuru unlocks the ability for us to not lose when the first attack is defended. If the first attack goes through, we don't need Tsuru!
But how can you actually make an optimal play w/o knowing the number of cards in your oponents hand? That is what actually matters. I agree that donning up tsuru is wasting don since your first 4 don attached actually do nothing, whereas each 1 don attached to leader or borsalino actually require 1kcounter to be guarded; if I need 5 don to swing with tsuru, that attack gets stopped by a 1K counter but if I attach those same 5 don to borsalino, my opponent needs 9K counter to guard that attack. If he's able to guard that attack, we most likely arent winning, since he'll be able to guard a weaker borsalino attack AND the tsuru swing anyway@@ikailakai
Thanks for the guide! Also your voice is really nice.
Thank you, that's very kind of you to say!
Thank you for this video, it is awesome! I can't wait to see future videos. I'm confused on the level 3 example of calculating lethal, how do you go about calculating lethal without giving how many hand cards the opponent has? Is it just assuming they have many cards in hand and that lethal is not guaranteed, then what would be the best numbers?
Yes that is correct. In the case that the opponent has too many cards in hand to play around mathematically, you need to maximize counter required. I added a pinned comment clarifying the reasoning.
Goated video by my glorious king
Let's goooo, best of luck with the content creation man! Great vid. >:D
GOAT making GOAT content
Amazing video.
Awesome video!! Can't wait for more! Easy sub!
Amazing work
great video! would love a new perona guide for your fellow believers! :))
Great video
Great insight
que chimba parcerito
I subscribed
Ultimate perona guide vid when
This video is made to be a bit more fast paced and comedic, but make sure to read this FREE write-up on the content for a deeper understanding:
www.patreon.com/posts/ultimate-one-110425799?Link&
Hey I love this 😊
👑
comment for the algorithm
🎉
🐵🙌🏻
+rep
How do you play this game shit to confusing
Wouldn't you want to swing 7k, 7k, 9k?
i dont undertand the 3rd example XD
Essentially, there are times where it's not guaranteed lethal, but it is still optimal to go for it as it will only get worse the longer you wait. Knowing these small windows will help you find lethal in games where it otherwise felt hopeless. If the opponent is playing a deck like Lucci that is known for his high late game defense, you might need to try going for lethal when the oppurtunity presents itself.
@@ikailakai Yes, I understand, but what I don't understand is that in the third option it doesn't say how many cards are in hand, so I got very confused there and I still don't understand just that part haha, very good video by the way!
@@asurapOh right, that one. I thought this was about a different part of the video. I added a comment clarifying the reasoning on this. I hope it helps
just play duel masters the game that this game rips off
Easy sub for me. Loved the video