Abstract

R-7 Galactonites were introduced recently. They come with a heavy price tag. But are they worth the investment? Which types give the highest strength boost? How do they compare to the lower grades? The following article should answer some of those questions.

Galactonite R-7 Upgrade Costs

The following table shows the upgrade costs (in Galactonite Energy) for any R-7 from level 1 to 11 (assuming level 11 exists). As can be seen the R-7 Galactonites follow a slightly different cost chart compared to all lower grades. For all lower grades the cost for each subsequent level increases by factor 2.5, for R-7 the factor is 2.

R-7 Galactonites Upgrade CostsLevelUpgrade Cost to LevelCumulative Upgrade Cost to Level1 0 0 2 40,000 40,000 3 80,000 120,000 4 160,000 280,000 5 320,000 600,000 6 640,000 1,240,000 7 1,280,000 2,520,000 8 2,560,000 5,080,000 9 5,120,000 10,200,000 10 10,240,000 20,440,000 11 20,480,000 40,920,000

Galactonite R-7 Attributes Overview

R-7 Galactonites give the highest initial buffs so far (except for Tekken) and also the highest increments per level. From that perspective R-7 fulfill the expectations for the new top item from the Galactonite Laboratories.

R-7 Galactonites CharacteristicsNameInitial BuffIncrementPri-Energy +50,000 +20,000 Strike +20,000 +13,000 Deep Blue +20,000 +10,000 Starlight +20,000 +13,000 Guardian +20,000 +11,000 Mag-Cloud +20,000 +10,000 Deatheye +12 % +3.5 % Fury +12 % +3.5 % Fissures +12 % +3.5 % Flash +12 % +3.5 % Phantom +12 % +3.5 % Devine +12 % +3.5 % Tekken +60 % +3.5 % Meteor +360 +110

Galactonite R-7 Cost Efficiency

Although R-7 Galactonites improve attributes significantly the question remains if the improvement is worth the investment. To answer that question for three different attributes the bonus given by various Galactonite types was compared.

The first chart shows the hitrate bonus given by several Deatheye Galactonite types from R-5 to R-7. The classes mentioned in the chart correspond to the following Galactonites.

Deatheye R-5 Single: Normal Deatheye R-5

Deatheye R-5 Dual G1: Shred Light R-5

Deatheye R-5 Dual G2: Magic Ray R-5, Oblivion R-5, ...

Deatheye R-6 Single: Normal Deatheye R-6

Deatheye R-6 Dual G1: Shred Light R-6

Deatheye R-6 Dual G2: Magic Ray R-6, Oblivion R-6, ...

Deatheye R-7 Single: Normal Deatheye R-7

The curves for most types are well known. And so are most conclusions:

- New Dual R-5 types are expensive crap. They are the most recent R-5-grade invention and were sold with high price tag initially but give very low bonus. Even lower than a regular Deatheye R-5.
- Dual R-5 G1 (Shred Light R-5) is better than single R-5.
- Dual R-6 G1 (Shred Light R-6) gives the same hitrate bonus like its R-5 cousin but with higher Galactonite Energy requirements.
- Regular Deatheye R-6 and Dual R-6 G2 were the second best and best types so far.

But how about Deatheye R-7? Although the initial bonus and the increment for a Deatheye R-7 (12%/3.5%) is higher than for a Magic Ray R-6 (9%/3%) for most levels of invested Galactonite Energy the light-blue graph is above the purple graph! A Magic Ray R-6 level 9 with cumulative Galactonite Energy requirement of 2.5M gives the same hitrate bonus like a Deatheye R-7 level 7 with similar Galactonite Energy consumption. You have to spend 20M Galactonite Energy in order to really outclass an Magic Ray R-6 or any other hitrate-buffing Dual R-6 from the second generation!!

Attachment 1991

The next chart worth a closer look is the Tekken chart. It displays Galactonite types that boost Crit ATK. Tekken is the only class so far in which the R-7 variant does not have the highest initial value of that attribute class. Tekken Dual R-6 types from second generation start with 63% whereas Tekken R-7 starts with 60%.

This leads to the strange effect that you have to invest 40M Galactonite Energy in order to have a Tekken R-7 giving a significantly better Crit ATK boost than a Tekken Dual R-6 type can give with a much lower Galactonite Energy consumption.

Attachment 1992

The last chart shows the graphs of various ATK-boosting Galactonites (but also representing Starlight, Guardian, Mag-Cloud, Deep Blue and Pri-Energy). And finally this is a category were the new R-7 Galactonites really shine. With a comparably moderate Galactonite Energy investment you can get a signifcant improvement of your static attributes like ATK, S-ATK, DEF, ...

Attachment 1993

Update 2016-10-29: With recently introduced Meteor R-7 the range of attributes that can be pushed by R-7 is complete (except Starocean). Similar to Strike, Starlight, ... and other static attributes Galactonites this new stone can give a significant advantage compared to Meteor R-6 at those Galactonite Energy levels that can be reached by normal players from Cubits via Charged Galactnite event.

Attachment 2116

Conclusions

R-7 Galactonites were not needed to improve the gaming experience probably but obviously there is a market for those new items. For regular players that do not invest high amounts of Credits into Galactonite Energy all types that boost percent based commander characteristics (hitrate, critical, ...) are not really an improvement. For similar amounts of Galactonite Energy you can uplevel a Dual R-6 which will boost two properties. Only those types we do not want as R-6 (Strike, Starlight, Pri-Energy, ...) give a notable increase in strength.

So when using a Nuke R-7 for the first time in the game it's probably better to hope for a Starlight over a Deatheye or even Tekken!:)

Update 2016-10-29: R-7 Speed stones are to add to the want list, too. At least if a player wants to have the benefit of striking first. Latest Commander additions like FD and Azrael make first strike again very desirable.