Well, just went 3/38 farming fleet nodes. If that's the droprate, I'll be having Y-Wing somewhere next year. I remember the droprates were A LOT better with Ebon Hawk and Palp's Shuttle...
For what is worth I'm 15/65 on 10 energy nodes. Added bonus is farming extra gear for my GL requirements. Down to the last piece needed for G13 Rose...what a waste of gear.
I am working under the assumption that the drop rate is 2%/energy since my current data set is giving me 2.10% +/- 0.61% per energy (95% confidence interval) and a direct halving would make sense based on the energy changes. To understand why this is actually significantly worse, we need to dive a little deeper. It takes 80 shards to unlock or an expected value of 4000 energy and 7250 energy to 5 star under the assumption of 2%/energy.
You get 285 energy for free each day under the current regeneration rate. I assume you managed to bring in 600 energy from the day before (240+3x120), though this will ultimately just boil down to 1 less refresh required per day. As such, to even expect to unlock the ship, you need to get 1975 energy from refreshes across the event, or 3.29 refreshes/day. From a practical standpoint, I will always round up since you can forgo the refreshes later if you're on track or ahead, but making them up later is extremely expensive. That puts it at 250 crystals/day to even unlock the ship. If you want to 5 star the ship, that number goes up to 8.708 refreshes/day expectation (round to 9) for about 1050 crystals/day.
Compare that to the previous situation. You needed 2000 energy to unlock and 3625 energy to 5 star. Assuming 165 free energy per day and the same 600 energy carryover from the day before, you would only need 0.958 (so 1) refresh per day at 100 crystals/day to unlock the ship or 3.67 (so 4) or 500 crystals/day to 5 star it.
You would expect 120 energy = 12 attempts for gear on a 10 energy node * 20% drop rate for those nodes = 2.4 blueprints per refresh.
At 100 crystals per refresh, that's 41 &2/3rds crystals per blueprint.
At 200 crystals per refresh, that's 83 & 1/3rd crystals per blueprint.
With shipments costing 100 crystals per blueprint, on average even 200 crystal refreshes will pay off compared to buying them. On top of that, you get the benefits of farming g12 gear. (Obviously if you're going after shards on hard nodes, node-refresh costs come into play, but you can always skip that refresh and move on to gear farming once you've exhausted your hard node attempts).
Thus, if you have the crystals even 200 crystal refreshes are worth it for people who spend on new ships.Of course, most people do not do this.
If you don't spend on new ships, but do spend crystals on energy and/or node refreshes when farming ships to get them quicker, the ultimate break-even point will depend on how much you typically spend on refreshing nodes and energy, but at least the 50 energy refreshes are worth it because of the extra gear you get.
The real conundrum for me is whether I want to skip the 100 crystal refreshes this time so I can focus on buying Kyros for GLs. It's not that a 100-refresh isn't "worth it" in crystals. It's whether it's "worth it" in terms of how much it would delay GL progress.
Blueprints gained = 36 attempts extra per day * 5 days * 20% drop rate = 36 blueprints.
Of course, my g12 needed is the Mk12 Fusion Furnace and I'll get about the same drop rate (20%) for those as for Y-wing blueprints, so I hurry along my efforts to relic RHPoe, RHFInn, & RTrooper by 36 FF prototype salvage as well.
Costs = 100 x 3/day x 5 days = 1500 crystals.
So fully funding all 3 100-crystal refreshes over the whole length of the chase is about 3 days of my crystal profit per day, after normal daily expenses. It's hard to justify delaying GLs even a single day for a ship that belongs to a faction I don't run, but it is crystal-efficient, so it's up to each person how they feel about this.
I’m farming hard nodes and have a much better drop rate. Did 8-16 energy nodes and 16-20 energy nodes. Ended up with 10 shards after spending 448 energy.
it seems from a few of the numbers posted above that the overall rate is approaching 2% which seems right, since the old was 4% and they changed the rates for energy.......how much cost that will equal to doesnt' seem to line up with previous models, which is also shown in a few posters data.....
"Kyno;c-2110791" wrote: They are looking into this.
it seems from a few of the numbers posted above that the overall rate is approaching 2% which seems right, since the old was 4% and they changed the rates for energy.......how much cost that will equal to doesnt' seem to line up with previous models, which is also shown in a few posters data.....
But that wouldn’t make sense because the old GC’s that were on the normal/hard nodes had similar energy refill and costs. So if the drop rate was cut in half, I’m curious to know the reasoning.
There's never been a chase on a normal energy node. They've all been fleet or cantina.
I spent about 900 ship energy on day one, and got 40 shard.
Not bragging, just saying that just because some don't get any doesn't mean no one gets any, and the ones that get close to none are more likely to complain on the boards.
"Kyno;c-2110791" wrote: They are looking into this.
it seems from a few of the numbers posted above that the overall rate is approaching 2% which seems right, since the old was 4% and they changed the rates for energy.......how much cost that will equal to doesnt' seem to line up with previous models, which is also shown in a few posters data.....
But that wouldn’t make sense because the old GC’s that were on the normal/hard nodes had similar energy refill and costs. So if the drop rate was cut in half, I’m curious to know the reasoning.
"chionophile;c-2110796" wrote:
"Ravens1113;c-2110793" wrote:
"Kyno;c-2110791" wrote: They are looking into this.
it seems from a few of the numbers posted above that the overall rate is approaching 2% which seems right, since the old was 4% and they changed the rates for energy.......how much cost that will equal to doesnt' seem to line up with previous models, which is also shown in a few posters data.....
But that wouldn’t make sense because the old GC’s that were on the normal/hard nodes had similar energy refill and costs. So if the drop rate was cut in half, I’m curious to know the reasoning.
There's never been a chase on a normal energy node. They've all been fleet or cantina.
this. they have always been on the "more expensive" refreshed energies, that had the longer refresh time.
"Kyno;c-2110791" wrote: They are looking into this.
it seems from a few of the numbers posted above that the overall rate is approaching 2% which seems right, since the old was 4% and they changed the rates for energy.......how much cost that will equal to doesnt' seem to line up with previous models, which is also shown in a few posters data.....
But that wouldn’t make sense because the old GC’s that were on the normal/hard nodes had similar energy refill and costs. So if the drop rate was cut in half, I’m curious to know the reasoning.
There was never a chase on ls/ds energy, only cantina and fleet. Furthermore, this is the first fleet node chase since the change to fleet energy, so the energy refill and costs are different than the other 3 chases.
Details if curious:
Palp Shuttle, Feb 2019, Fleet Energy (source of the original drop rate info) https://forums.galaxy-of-heroes.starwars.ea.com/discussion/194697/galactic-chase-emperor-s-shuttle Ebon Hawk, March 2019, Fleet Energy https://forums.galaxy-of-heroes.starwars.ea.com/discussion/197310/content-update-3-6-2019 Fleet energy refresh changes, July 2019 https://forums.galaxy-of-heroes.starwars.ea.com/discussion/209271/gear-12-farming-changes Hyena Bomber, October 2019, Cantina Energy (same refresh rate and refill cost as the old fleet energy) https://forums.galaxy-of-heroes.starwars.ea.com/discussion/217602/galactic-chase-hyena-bomber
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