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intermediate_guide [2021/09/22 09:41] – [The long wait for T7] determinorintermediate_guide [2021/10/12 08:58] – [The T7 gear acquirement] determinor
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 == Ores & Us == == Ores & Us ==
  
-Every single empower costs some gold, some cheap monster parts, and definitely not cheap 12800 ores. The type of ore rotates, starting from Orthoclase and going to Anorthite and so on, every 2 empower levels. Since there is a chance to fail and there is a chance to downgrade, it's better to stock up on the higher ores more. Try to match the ratios stated below when hoarding ores. My __pessimistic__ estimate of the ore cost for getting a T6 augment from 0* to 9* is:+Every single empower costs some gold, some monster parts, and definitely not cheap 12800 ores. The type of ore rotates, starting from Orthoclase and going to Anorthite and so on, every 2 empower levels. Since there is a chance to fail and there is a chance to downgrade, it's better to stock up on the higher ores more. Try to match the ratios stated below when hoarding ores. My __pessimistic__ estimate of the ore cost for getting a T6 augment from 0* to 9* is:
   * 2x 12.8k Orthoclase (1-2 empower)   * 2x 12.8k Orthoclase (1-2 empower)
   * 2x 12.8k Anorthite    (3-4 empower)   * 2x 12.8k Anorthite    (3-4 empower)
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 The reason for these ratios are the success rates and downgrade rates. The first 3x empowers are 100% chance and then it drops by 10% each level until 30% chance to get 10* and above. We will stop at 10*, which is 2 levels of the first 5 ores. We are guaranteed on Orthoclase, near guaranteed at Anorthite so those are only 2x ore amount. Ferrisium empowers will mostly pass and rarely downgrade. Rhenium now starts at the E6 breakpoint; it won't downgrade further from 6* after we reach there. The success chance is 50-60%, however, we have a 40% downgrade chance when attempting the 9* speed empower with Jaspil, which adds up a lot of Rhenium usage. The most used ore is Jaspil, with the low 30% chance to pass for both 9* and 10*. After reaching 9*, the 10* empower is the easiest click, but 30% chance is seriously low, so expect a lot of attempts. The reason for these ratios are the success rates and downgrade rates. The first 3x empowers are 100% chance and then it drops by 10% each level until 30% chance to get 10* and above. We will stop at 10*, which is 2 levels of the first 5 ores. We are guaranteed on Orthoclase, near guaranteed at Anorthite so those are only 2x ore amount. Ferrisium empowers will mostly pass and rarely downgrade. Rhenium now starts at the E6 breakpoint; it won't downgrade further from 6* after we reach there. The success chance is 50-60%, however, we have a 40% downgrade chance when attempting the 9* speed empower with Jaspil, which adds up a lot of Rhenium usage. The most used ore is Jaspil, with the low 30% chance to pass for both 9* and 10*. After reaching 9*, the 10* empower is the easiest click, but 30% chance is seriously low, so expect a lot of attempts.
  
-There is also the gold and monster drop cost. The monster drop cost is very insignificant, around 10k gold. The raw gold cost however, is significant: at 400k. With our estimate of 23 empower attempts: this totals out to 9.4M gold for a single T6 equipment.+There is also the gold and monster drop cost. The monster drop cost is medicore, around 100k gold. The raw gold cost however, is significant: at 400k. With our estimate of 23 empower attempts: this totals out to 11.5M gold for a single T6 equipment.
  
-By our 23 empower attempts for 10* estimate, empowering a T6 item to 10* empower requires 294.4k ores. Since ore prices are similar to each other and, at their lower points, cost around 25 gold on market (except Jaspil, and with buy orders at right times), the ore cost is around 7.6M gold. Combine gold and ore cost and we get an estimated **17M gold cost for a single T6 equipment to empower to 10***.+By our 23 empower attempts for 10* estimate, empowering a T6 item to 10* empower requires 294.4k ores. Ore costs are constantly on the changebut an estimate of 50 gold per ore should be good. With that calculation: the ore cost is around 14.7M gold, which we can round up to 15M as we won't easily find that average price of 50. Combine gold and ore cost and we get an estimated **26.5M gold cost for a single T6 equipment to empower to 10***.
  
-Since we have 4 T6 augments, we need to 4x it all too. That means a hefty 68M gold. If you also want to add in the new shoulder equipment slot that opens at T6, add in that too while you have the VIP. That means, **for 5 T6 pieces to 10*, you need to spend 85M gold**. Give or take a few million depending on chance.+Since we have 4 T6 augments, we need to 4x it all too. That means a hefty 106M gold. If you also want to add in the new shoulder equipment slot that opens at T6, add in that too while you have the VIP. That means, **for 5 T6 pieces to 10*, you need to spend 132M gold**. Give or take a few million depending on chance.
  
 VIP decreases these costs and would give you an ease of mind, so it's very much worth it. VIP decreases these costs and would give you an ease of mind, so it's very much worth it.
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   * The T7 item should have at least 11*. The coin cost, now that credit prices are rising, is high. Therefore, you should always look for 11* and above when buying an item to be worth it.   * The T7 item should have at least 11*. The coin cost, now that credit prices are rising, is high. Therefore, you should always look for 11* and above when buying an item to be worth it.
   * If you are buying legpiece or boots, they must all have 15% speed energizement. You might spend a couple million on rerolling the energizements otherwise.   * If you are buying legpiece or boots, they must all have 15% speed energizement. You might spend a couple million on rerolling the energizements otherwise.
-  * The armor should have +4 armor per 10 levels in all cases, even if you're not doing a full armor build.+  * The chestpiece should have +4 armor per 10 levels in all cases, even if you're not doing a full armor build.
   * The sidearm and rifle should have either IDR or damage% energizements.   * The sidearm and rifle should have either IDR or damage% energizements.
   * The speed stat of the item should be average or above average.    * The speed stat of the item should be average or above average.