Let me tell you, it’s been a ride trying to figure out this whole “average damage delta per round” thing. I wanted to see how much a character’s damage output changes from one round to the next, you know? See if there are any patterns or whatever.
Getting Started
First off, I had to get some data. I spent a good chunk of time just playing the game, recording my battles. I made sure to write down every single attack, how much damage it did, and what round it was. It was a pain, but hey, gotta do what you gotta do.

Crunching the Numbers
Then came the fun part – spreadsheets! I dumped all that battle data into a spreadsheet, with each row being an attack. I had columns for the round number, the damage dealt, and the character who did the attacking. I felt like a real data scientist or something, even though it was just a game.
After that, I started calculating the damage difference between rounds. Basically, I subtracted the damage from one round from the damage of the previous round for each character. So, if a character did 50 damage in round 1 and 60 damage in round 2, the delta would be +10.
Making Sense of It All
Once I had all those deltas, I calculated the average for each character. That was pretty simple, just your standard average calculation. I also looked at the maximum and minimum deltas, just to see the range of damage changes.
Here is what I did in detail:
- Collected a ton of battle data. Seriously, so many battles.
- Threw it all into a spreadsheet. Felt organized, which was nice.
- Calculated the damage difference between each round. This was the core of it.
- Averaged those differences out. To get a single number for each character.
- Checked out the biggest and smallest changes. Just for some extra context.
What I Found
It was actually pretty interesting! Some characters had a really consistent damage output, with small deltas. Others were all over the place, with huge swings from round to round. It really showed how different characters play, and it helped me understand which ones are more reliable for consistent damage.
It wasn’t perfect, of course. There’s a lot of randomness in the game, so the numbers aren’t always going to tell the whole story. But, it was a fun little project, and I definitely learned a few things about the game and how to analyze data like this. I can tell you, it was a good use of my time.
So in summary, I gathered data, organized it, calculated differences, averaged them, analyzed the ranges, and came to some interesting conclusions. I learned that each character is different, and my knowledge on the game increased.