8 years ago
Territory Battles Facts/Figures and feature request
So a fair amount of figures have already been revealed about territory battles.
For instance if all 50 members of a guild do a full completion of all combat missions in a territory then that is enough to 2* that territory. EDIT: ---- THIS IS NOT TRUE
We also know the number of territory points required to 2* and 3* the territories in phase 6.
Now I would say having 7 good light side teams is enough to finish all your combat and special missions for a territory while leaving room to rotate based on what's required in platoons that day.
The teams would more or less be:
Rogue One
Phoenix
Clones
Resistance
Hoth Rebels
Jedi
Other Rebels
Now the reason for these teams is threefold. One: they are all quite effective teams. 2: Some of them are required, there are rogue one and phoenix only missions. Lots of missions require various members of the Hoth Rebels (CLS, ROLO, CHan, Hoth Scout, Hoth Soldier). 3: these teams pretty much contain all the light side pilots as well so gearing them up means not having to gear up pilots separately from these teams.
Now g10 seems like a safe bet as an average all around minimum. Some will have zetas, others not. Bearing this in mind, I would say that an average GP per character needed of about 13-14k seems reasonable.
At 5 members per team, and 7 teams that is more or less 13.5 * 5 * 7 = 472.5k gp invested in those 7 teams per player per guild
In order to compete in stage 7 ship combat missions you need a 6* command ship and 3 7* ships. Now a max gear ship can range anywhere from about 40k - 60k power, but we don't need max gear pilots to do this and the range makes it reasonable to say that about 40k per regular ship seems reasonable. A 30k command ship is also reasonable. This means roughly a 150k gp investment in light side ships per player to 2* the phase 6 ship territory.
So, based on what we have figured out so far, A person needs a minimum of roughly 470k gp invested in light side characters to fully participate in all phases of a territory battle, and a person who has invested 150k gp in light side ships has reached the minimum gp requirement to fully complete all ship combat missions.
Now obviously people may have invested in other characters which will skew their number away from their actual capabilities. This is just about the bare minimum needed (with uber focused leveling)
Now we look at the differences between full combat mission completion and 3* for the final territories: upper: 60mill - (614k * 50 = 30.7 mill) = 29.3 mill; Middle: 100 mill - (514 * 2 * 50= 51.4 mill) = 48.6 mill; Lower: 81.5 - (514k * 50 = 25.7 mill) = 48.6 mill. These figures need to be reached through deployment and filling platoons (but I'm going to be lazy and just figure deployment).
so 29.3 mill /50 = 586k. 48.6 mill + 48.6 mill = 97.3 mill / 50 = 1.944 mill.
So in our final conglomeration of data we can see that a player has what it takes to contribute to max stars on a territory battle if they have a GP of 2.53 million, 1.944 of that in characters, 586k in ships. Of the characters, 470k of it needs to be invested in the specific light side teams I have mentioned. Of the ships, 150k of it needs to be in 3 7* ships and a command ship.
All calculations were made from facts on this spreadsheet: https://docs.google.com/spreadsheets/d/1V6EWy8gZfvWMy2cYo9fOAmxSAWxA0mtqSjeix75s3iw/edit#gid=1052891379
Now after bearing all this in mind. I would like to see some stats somewhere that show GP in more segregated stats such as:
Light side GP, Dark side GP. And the guild GP display would be so much more useful if it was split into dark side ships, dark side characters, light side ships, and light side characters GP (so 4 separate categories rather than one lumped together).
The only reason I would like to see them separate is because when we are figuring out how far we can go and what territories to deploy in, ship and characters are always separate, yet our only benchmark is lumped together...
So that's the thread, useful statistics for guild managers, and a request for the devs.
Comments and feedback are always welcome.
For instance if all 50 members of a guild do a full completion of all combat missions in a territory then that is enough to 2* that territory. EDIT: ---- THIS IS NOT TRUE
We also know the number of territory points required to 2* and 3* the territories in phase 6.
Now I would say having 7 good light side teams is enough to finish all your combat and special missions for a territory while leaving room to rotate based on what's required in platoons that day.
The teams would more or less be:
Rogue One
Phoenix
Clones
Resistance
Hoth Rebels
Jedi
Other Rebels
Now the reason for these teams is threefold. One: they are all quite effective teams. 2: Some of them are required, there are rogue one and phoenix only missions. Lots of missions require various members of the Hoth Rebels (CLS, ROLO, CHan, Hoth Scout, Hoth Soldier). 3: these teams pretty much contain all the light side pilots as well so gearing them up means not having to gear up pilots separately from these teams.
Now g10 seems like a safe bet as an average all around minimum. Some will have zetas, others not. Bearing this in mind, I would say that an average GP per character needed of about 13-14k seems reasonable.
At 5 members per team, and 7 teams that is more or less 13.5 * 5 * 7 = 472.5k gp invested in those 7 teams per player per guild
In order to compete in stage 7 ship combat missions you need a 6* command ship and 3 7* ships. Now a max gear ship can range anywhere from about 40k - 60k power, but we don't need max gear pilots to do this and the range makes it reasonable to say that about 40k per regular ship seems reasonable. A 30k command ship is also reasonable. This means roughly a 150k gp investment in light side ships per player to 2* the phase 6 ship territory.
So, based on what we have figured out so far, A person needs a minimum of roughly 470k gp invested in light side characters to fully participate in all phases of a territory battle, and a person who has invested 150k gp in light side ships has reached the minimum gp requirement to fully complete all ship combat missions.
Now obviously people may have invested in other characters which will skew their number away from their actual capabilities. This is just about the bare minimum needed (with uber focused leveling)
Now we look at the differences between full combat mission completion and 3* for the final territories: upper: 60mill - (614k * 50 = 30.7 mill) = 29.3 mill; Middle: 100 mill - (514 * 2 * 50= 51.4 mill) = 48.6 mill; Lower: 81.5 - (514k * 50 = 25.7 mill) = 48.6 mill. These figures need to be reached through deployment and filling platoons (but I'm going to be lazy and just figure deployment).
so 29.3 mill /50 = 586k. 48.6 mill + 48.6 mill = 97.3 mill / 50 = 1.944 mill.
So in our final conglomeration of data we can see that a player has what it takes to contribute to max stars on a territory battle if they have a GP of 2.53 million, 1.944 of that in characters, 586k in ships. Of the characters, 470k of it needs to be invested in the specific light side teams I have mentioned. Of the ships, 150k of it needs to be in 3 7* ships and a command ship.
All calculations were made from facts on this spreadsheet: https://docs.google.com/spreadsheets/d/1V6EWy8gZfvWMy2cYo9fOAmxSAWxA0mtqSjeix75s3iw/edit#gid=1052891379
Now after bearing all this in mind. I would like to see some stats somewhere that show GP in more segregated stats such as:
Light side GP, Dark side GP. And the guild GP display would be so much more useful if it was split into dark side ships, dark side characters, light side ships, and light side characters GP (so 4 separate categories rather than one lumped together).
The only reason I would like to see them separate is because when we are figuring out how far we can go and what territories to deploy in, ship and characters are always separate, yet our only benchmark is lumped together...
So that's the thread, useful statistics for guild managers, and a request for the devs.
Comments and feedback are always welcome.