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Thread: Galactic Chairmen Guide :: R-7 Galactonite Cost Efficiency

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  1. #1
    Section Leader Nachteule's Avatar
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    Galactic Chairmen Guide :: R-7 Galactonite Cost Efficiency

    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 Costs
    Level Upgrade Cost to Level Cumulative Upgrade Cost to Level
    1 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 Characteristics
    Name
    Initial Buff
    Increment
    Pri-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!!

    Deatheye Chart.png


    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.

    Tekken Chart.png


    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, ...

    Strike Chart.png


    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.

    Meteor Chart.png


    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.
    Last edited by Nachteule; October 28th, 2016 at 23:27.
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  2. #2
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    Great data to look at, thank you.
    ben42.s814 world 772 (Android)

  3. #3
    Four-Star Admiral JLeroux's Avatar
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    Excellent, great information! Thanks for sharing with us as it gives us a good perspective. This way we know how to best invest and get the right efficiency out of what we want. We have to invest wisely.
    World684(iOS) - Lvl 110
    Fleet: Elena [+15], Nicholas [+15], Richard[+15], Roland (SS)[+15] and Slade (T5)[+15].

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    Three-Star Admiral ASR1927's Avatar
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    Thanks N! Great info.

  5. #5
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    thanks for your continual knowledge contribution to playing smart especially against big spenders who has no clue but just fork out cash. ahhh the satisfaction when u beat a guy 80mil more force than you....lolz

  6. #6
    Major General Maxamusviper's Avatar
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    Just love these information guides, it really shows your level of game knowledge.
    Thank you for posting it. ����
    Maxamusviper.s167 (Android)
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  7. #7
    You are so thorough, that is amazing! Kind of a thorn in tap's side though, they must not enjoy their little tricks being shone upon like this.

  8. #8
    Section Leader Nachteule's Avatar
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    Thank you for your motivating comments!!

    Quote Originally Posted by BossaNova View Post
    You are so thorough, that is amazing! Kind of a thorn in tap's side though, they must not enjoy their little tricks being shone upon like this.
    The tragedy is that I have the impression things like the comparable weak Tekken R-7 come from lazy game design. Same for latest Dual R-5 (Magic Ray R-5...) which are weaker than anything created before tagged with R-5.

    Or Fearsome Devil - a single commander that wins the battle against any non-destroyer fleet alone (maybe except for lucky locks and accu drains)???? That does not look like a long-term design concept to me.
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  9. #9
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    Quote Originally Posted by Nachteule View Post
    Thank you for your motivating comments!!
    Or Fearsome Devil - a single commander that wins the battle against any non-destroyer fleet alone (maybe except for lucky locks and accu drains)???? That does not look like a long-term design concept to me.
    Remember Lance when he was released ? I honestly believe Fearsome Devil is balanced compared to what Lance was back then ... at least at his time of release FD now has Jackie to contain him, Lance had no containment option for 6 months.

    As for how good or bad game design he is, depends on what the future holds for us ... if they plan to release Lt. that blocks classes and can be equipped on any other class (with augmentation, for example imagine a Jackie 2.0 that at +1 can be equipped to destro, at +3 to protectors as well, at +5 to rangers, at +7 to rovers, at +10 to strikers and at +12 to FS), then this is actually a decent design of FD as we currently have it.
    богдан.s387/World 187/iOS

  10. #10
    Five-Star Admiral Frankie's Avatar
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    Quote Originally Posted by Nachteule View Post
    Thank you for your motivating comments!!


    The tragedy is that I have the impression things like the comparable weak Tekken R-7 come from lazy game design. Same for latest Dual R-5 (Magic Ray R-5...) which are weaker than anything created before tagged with R-5.

    Or Fearsome Devil - a single commander that wins the battle against any non-destroyer fleet alone (maybe except for lucky locks and accu drains)???? That does not look like a long-term design concept to me.
    1) Fantastic data set Nachteule!
    2) I fully agree with you, very bad design.

    Just one idea, if they (t4f) would like to FD be a benchmark like Bones and Incendos were (for 1 year) maybe they chose this type of design for one commander so everyone would like to have him... Bones and Incendos were must have types .. Joya was a fiasco.. in sales therefore the released for 3rd Aniversary new killer...

    I am curious for next 3-4 monopolly commanders ..how much and what they suck .. but that is different topic
    Frankie.s214 , World 1117\ Merged, Android
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    No longer playing GL ...

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