"Ricter;781375" wrote:
This is false. In the end both players will end up with 7* ships just the same and get the same fleet arena rank. If the zeta challenge player could upgrade their ships forever via fleet shipments you would be correct, but that's simply not the case.
Want to start off by saying that this claim isn't guaranteed, and therefore my claim isn't false. I have seen it said rather frequently that people can't get up into higher arena ranks despite having 7* max gear characters because other teams are already there and the current arena meta (at 80+) can be challenging to get through (especially with guys like Chirrut and Baze boosting rebel power). Just because the RZ guy *eventually* gets 7* ships doesn't mean anything about approaching former ranks in fleet arena. Additionally, those that stayed on top in fleet arena will have had more tokens to farm up more ships, giving them (what I believe to be) a massive advantage in adjusting to meta shifts, acquiring new ships, etc. Like everyone who had been hoarding GW tokens before ally points were added to shipments and tournaments used AP instead of crystals. If you didn't have a stockpile of GW tokens (because you "weren't ranking as high for an extended period of time"), you simply could not compete for top prizes. This sets you behind on any new tournament characters (not to mention the other goodies). The same principle applies to fleet arena (more so, since GW doesn't have ranks).
"Ricter;781375" wrote:
First, you're assuming that a single * difference will make a player drop at *least* 400 (!) ranks in fleet arena. That seems rather extreme to me (of course I could eat my words here and drop even farther, making my situation even worse). Second, you don't bother to acknowledge that for a significant portion of the time, the zeta rusher will have ships at the same * count. For example, when going from 4-5, the ship rusher may be 60 blueprints ahead, but a ship at 0/65 and a ship at 60/65 are the exact same stats.
First, the drop in 400 ranks is over a 7 week time frame, which is plausible if the difference in ship star levels is more than 1. And you'll be more than 1* behind. You start off with a bunch of 1* ships. Using only GW tokens to get blueprints (since you're rushing zetas you are not buying anything out of fleet shipments other than zetas, to do that would be to confuse RZ and RS/RZ), you only get 12 blueprints a day. My initial math was only focused on RZ vs RS, which shows RZ will fall behind in fleet arena (which I sincerely believe will be of growing importance as ships develop further). You can get all 5 DS ships from GW if you use the (currently) weak Geo Spy Starfighter. Since you are rushing zetas, you have to use him because rushing zetas = zetas only. If you were to carry that out fully, it would take you 97 days to 5* all 5 DS ships from GW. You still have no LS ships at all. To grab the first zeta ability and then switch to full time RS to try and catch up, you are working with several fewer blueprints a day (21 total blueprints vs 25.5 blueprints), meaning you will eventually reach the challenge, but you will be behind in arena for a long time because you will be at more than a 1* disadvantage. (I'm not using full math here because of next point below, because I still believe RS is the better play as it counts on the devs to do more with ships, and because I'm more focused on making a supplement to the ships guide right now.)
"Ricter;781375" wrote:
Disagree strongly here. You're assuming (and I think this is a big assumption) that more than 2 zeta upgrades are going to be significantly useful. Right now there aren't that many that are even good, and some of them are on characters that have since fallen out of the meta (Rey, Phasma).
And I disagree strongly here - this is a huge assumption on your part that there will only ever be 2 useful zeta abilities. We've seen the recent power creep. Shoretrooper into Chirrut/Baze (and anyone before them - I joined mid-October, so ST's 2nd tournament I think), Vader (best ship in the game) released one week after the launch of ships, now zetas (once we unlock them). There has always been power creep (almost impossible to have a growing game without it), and there have been significant jumps recently. If they continue (and I don't see why they wouldn't), we will see more zeta abilities that are strong and can contend with QGJ (which is not the only good zeta ability). Additionally, while I don't think Rey's and Phasma's zeta abilities are enough to save them, just because a character has fallen out of favor doesn't mean a zeta can't revive them.
"Ricter;781375" wrote:
Again, disagree, as there are only a handful of zeta upgrades that are useful. Also it seems like you neglect that the zeta rusher will eventually get to the challenges too, which I think you realized in your edit.
Again, disagree with this assumption that there will never again be a new zeta that is worthwhile. The devs said more zeta abilities are coming. Even if 2 out of every 13 or however many we had this time around are good, that's instantly >2 that you see right now. Nah, my edit was simply to adjust the math to include 100 daily tokens. Though my math does not include RZ getting to challenges eventually, I believe it's a clear and safe assumption to claim that they will be behind in ship strength, fleet arena ranking, flexibility to meta shifts, and overall zeta count. After all, they rushed only zetas from fleet arena.
"Ricter;781375" wrote:
So in conclusion, you're spending, by your own estimation, 60 days behind on zeta upgrades.
No, in my math I'm only spending 32 days behind on zeta upgrades. It would take roughly 30 days for the falling fleet arena rank to afford 20 zetas (using the payouts in my first post, obviously it might be a little faster if you don't drop as much). RS gets a zeta upgrade at day 62 (assuming yes, they switch over to zetas to catch up). So the difference isn't 60 days. I have no idea where you got this number. Additionally, the RS player only spends 13-14 days getting that zeta upgrade, maintaining an advantage in fleet arena because they aren't sacrificing as much potential (much lower opportunity cost of 13 days worth of tokens vs 30 days worth of tokens).
"Ricter;781375" wrote:
Also, a significant risk you are taking is that the math doesn't change against you during that time. Yes, both strategies are vulnerable to long-term changes against them, but a short-term strategy will at least yield some gains - if something changes against you on day 60, you're just ****.
Actually, the RZ player is taking more risk than the RS player. They are assuming that there will be no more "win" zetas produced in the next 2.5 months (unlikely given recent signs of significant power creep). They are assuming that there will not be any must-have goods assigned to fleet shipments (extra gear to speed up non-pilots is nice and helps in other areas, as does grabbing GG or Vader or Rex or SF shards). They are assuming ships will not continue to play an important role in the game (because they are sacrificing good standing in fleet arena). The RS strategy is far more robust/resilient in the face of changes made because they're behind on a zeta for only 32 days. That's a good bit of time, sure, but over many months (again, game is meant to be played long-term) that 1600 crystal absence (which I disagree with - droids can easily take out QGJ zeta team if you get the right mods, and QGJ zeta team isn't immune to needing great mods to compete; this means that you aren't guaranteed to move up from 11-20 into 6-10 just because you have a zeta'd QGJ) will be mitigated, even for a F2P player.
"Ricter;781375" wrote:
Yes, this. The entire point of this strategy is to net that crucial first zeta upgrade and ride its advantage. At that point you can reexamine your options.
You seem to believe that QGJ having a zeta upgrade = auto win in arena. It doesn't. There are ways to take him down; as always, it comes down to speed on mods to determine who goes first. So yes, you could say "but you need crazy good speed mods to counter him", but I would counter with "so does your QGJ in order to avoid being countered."
"Ricter;781375" wrote:
But if ship rushing switches to zeta rushing, zeta rushing will catch up both on fleet arena rank and on doing the challenges.
Not true. RS will still have a decent fleet arena ranking, so they will only need 13-14 days to get their zeta upgrade. Since the RZ player took 30 days to get their upgrade, they are still behind. The RS player is still 17 days ahead of the RZ player.
"Ricter;781375 wrote:
Total: 183 / 1015
I didn't quote the individual values to save space, but where are you getting all those partial values from? Those are not what you get after the tutorial. If those are what you have right now, they don't count because remember, this is counting either from last Tuesday (launch) or hitting 60 and joining ships at some point in the future.
"Ricter;781375 wrote:
In the meantime, we've gotten:
49 * 13 = 637 blueprints and are now at 820/1015 of what we need. Let's assume that our income at this point drops another rank again, putting us at 1100.
Where are you getting 49 * 13 from? You spent 33 of those 49 days putting all fleet tokens into zetas, so you actually only have 16 * 13 = 208 blueprints from fleet shipments after 49 days.
"Ricter;781375" wrote:
This brings our total fleet point tax up to 18800 fleet points.
This right here is 9.5 zetas that you aren't getting. That by itself means your RZ player is actually an RZ/RS player. My math was strictly between RS and RZ, with no middle ground. Your initial point of only buying zetas in fleet shipments is what I was contending, which I believe I successfully did. Even if the drop isn't as harsh as 400 that quickly (it will be over time), doing nothing but zetas until you get the first ability (the definition of rushing zetas, at least as I understand it) will fall behind eventually due to being at a disadvantage in fleet arena for "quite some time" (we can pick a length of time if you want but I believe it to be irrelevant at this point). The
rest of this next post will focus in on RZ/RS vs RS, since RZ was proven to fall behind in ships in my previous math (again, I was not including RZ/RS before). Though I may not write it because I want to focus on my guide and you have yet to prove that RZ can make up the 30 days of lost time on ship progress - the RS player only requires 13-14 days to rush their zeta upgrade, so they are still 17 days ahead of the RZ player (a little less lead against the RZ/RS player but still ahead). Also, because my math above doesn't take as dangerous of assumptions as you claim it does (other than *maybe* the 400 fleet rank drop, but a less dramatic drop still puts you behind), my math still holds true despite your disagreement with it. The RS player stays ahead in the ships game at the expense of a 32 day disadvantage in regular arena. But after that gap they are on equal footing in arena (albeit maybe have to fight up the ladder a little), they are ahead in ships, and they are more prepared for future zeta upgrades and ship releases - in short, they are more resilient to the constantly changing state of this game.
I would like to see proof that my assumptions are so drastic that they cannot be used as the basis for my math, and that your response assumptions are solid enough to count as the basis for your math, please.