**UPDATE - iPAD STUCK FLICKERING SCREEN**
The 47.0.1 hotfix to address the issue of freezing & flashing lights on loading screens when trying to enter a fight, along with other smaller issues, is now ready to be downloaded through the App Store on IOS.
More information here.
The 47.0.1 hotfix to address the issue of freezing & flashing lights on loading screens when trying to enter a fight, along with other smaller issues, is now ready to be downloaded through the App Store on IOS.
More information here.
The unit cost of a L1 revive
Squirrelguy
Member Posts: 2,653 ★★★★★
So, let me preface by stating some facts. People occasionally get a bit pitchfork-y in the forums when anyone directly mentions resource farming. I get the reasoning behind it, but I can guarantee you Kabam is aware of this particular method of farming, and if they are surprised by the math behind it, then we have much worse problems to deal with. That being said, I fall into the 0.1% of people in the world that enjoy data and spreadsheets, so here we go.
TLDR: L1 revives can cost 13.2 units apiece if you manage things correctly.
For some time during my run as a Summoner, I knew that some people farmed resources somehow, but didn't really know what it cost and didn't think it could really be worth it. I play for fun, and try my best not to grind too hard at things like arena if I can help it. I learned after a while that the potion farming consensus has been pretty solidly set on ROL, but revives is something that I knew far less about. I occasionally would peruse random lower-level quests to see if anything was available, but often didn't have great luck and would have rather used my energy elsewhere. Then I found myself facing the Abyss Carina's challenges and found a much greater need for revives than most anything I had previously faced.
I came across advice that suggested looking into 3.2.6 (the Thanos chapter) and that is where I will be discussing revive farming today. I recorded (as best as I could) every run that I took, as well as the major rewards that I recieved (in revives and full energy refills) and added the into this spreadsheet:
Let's look through some of the notable numbers and assumptions here.
Also, I'll add an RNG disclaimer so that someone doesn't immediately hop on and complain that their drop rate is not the same. I gave it a fairly decent sample size but RNG is RNG. Learn some math and then come back
Hopefully this is helpful for those who are not super aware of how farming works, and please leave all the unreasonable complaints somewhere else. Thanks.
TLDR: L1 revives can cost 13.2 units apiece if you manage things correctly.
For some time during my run as a Summoner, I knew that some people farmed resources somehow, but didn't really know what it cost and didn't think it could really be worth it. I play for fun, and try my best not to grind too hard at things like arena if I can help it. I learned after a while that the potion farming consensus has been pretty solidly set on ROL, but revives is something that I knew far less about. I occasionally would peruse random lower-level quests to see if anything was available, but often didn't have great luck and would have rather used my energy elsewhere. Then I found myself facing the Abyss Carina's challenges and found a much greater need for revives than most anything I had previously faced.
I came across advice that suggested looking into 3.2.6 (the Thanos chapter) and that is where I will be discussing revive farming today. I recorded (as best as I could) every run that I took, as well as the major rewards that I recieved (in revives and full energy refills) and added the into this spreadsheet:
Let's look through some of the notable numbers and assumptions here.
- First, every path from start to finish is 41 energy. There are 6 paths and a variety of items that show up. When you see the energy cost of 61 for two items, I have assumed that they are on different paths, so the Summoner should be able to go down the shorter of the paths to get the first item, then restart to fully complete the path with the item further down. On average, one of the items should be on the first part of the path, so I just took half of the total energy cost, although it is often a little less than this, or items can be found on the same path.
- I did not include small energy refills but they really would improve the model as they show up fairly often on paths you already are taking.
- For the total, I assumed that all of the full energy refills gathered would be recycled into more farming.
- I calculated the total unit cost if you bought energy refills and used those (as well as the acquired refills through farming), and not the free energy built up in your account.
- You can almost receive one revive every single run averaged out. This is pretty nice to know.
Also, I'll add an RNG disclaimer so that someone doesn't immediately hop on and complain that their drop rate is not the same. I gave it a fairly decent sample size but RNG is RNG. Learn some math and then come back
Hopefully this is helpful for those who are not super aware of how farming works, and please leave all the unreasonable complaints somewhere else. Thanks.
Also, if for some reason a Kabam employee thinks this is ridiculously exploitable, come to the community and explain your reasoning and allow for discussion. It's been this way for a while and snap decisions make nobody happy.
12
Comments
Each step is 2 energy, so it can’t be 41 for a path
Lol not sure how I missed that. Actually is 42. Thanks mate. I might have just been accounting for the fact that it takes an average of almost 6 minutes to autofight through the quest and you usually have earned back 1 energy in that time. It's been a while since I started the spreadsheet though.
Still doesn't change the cost too drastically though. Here are the adjusted numbers if you want them.
L2 revive - 1 L5 health potion = should cost 12 units. Can have an argument if 1 L5 is the right cost (depends on health pool of champion). The fact you get 13.2 / and the above assumption... I'd say this really actually makes sense for maybe the first time in the history of the game when it comes to scaling items.
This was calculated by employing the following strategy:
1. Always take paths with revives (duh)
2. Always take paths with *full* energy refills.
3. When there is more than one such path, take the path with the shortest energy to the targeted resource(s). As soon as you reach the last targeted resource on the path, exit and restart.
4. When you're on the last path with a targeted resource, complete it to reset the map
5. If a map has no targeted resources, pick the path with the most small energy refills. If no path contains any energy, pick the path with the most anything on it and complete it to reset the map.
Counting the exact amount of energy burned and the exact resources collected, including energy overrun (you can't stop on a revive, you'll have to keep going until you reach the next fight, so you cannot burn the exact amount of energy to reach revives or energy refills), I ended up with 32.95 energy per revive factoring in the energy bonuses from the energy refills.
Great work OP!