3* in Cavalier Crystals...
Jmontague
Member Posts: 17 ★
I’m trying to understand why 3* champions are in Cavalier crystals...odds are if you are Cavalier you have no need for 3*s other that for V4 which by that stage you should have hoards of them..really it should be;
Grandmaster Crystal: 3, 4 and 5 stars
Cavalier Crystal: 4, 5 and 6 stars
Grandmaster Crystal: 3, 4 and 5 stars
Cavalier Crystal: 4, 5 and 6 stars
14
Comments
Dr. Zola
It’s common to much of the questing “prizes”—like straining your roster to knock out some of the Act 6 paths and among other things getting a load of T1/2/3 generic ISO (but worse, actually, because you can’t use 3/4* there—at least you can do the weekly ISO sell to get a smattering if gold).
The reward isn’t scaled to the difficulty/requirements of the content and, if dependent on pRNG, shouldn’t give back something you can’t even use for the content you completed in the first place.
Dr. Zola
I agree with @DrZola that the Cavalier crystal as a prize for Act 6 doesnt make a lot of sense. It wouldnt be unreasonable designing a similar crystal as PHC but with 4/5/6 or even just 5/6 as the prize for those quests.
But this thread is about the Cavalier crystal itself. I understand that people dont want the 3* in the Cavalier crystal. However I think it makes sense in a RNG based game to have chances of bad luck. Deciding how much bad or good luck (odds) is in the crystal will affect the development of the playerbase line in the game.
It is just like the people that claim there are meme tiers in featured crystals. If there werent, most people would buy it, most people would get top champs and the playerbase would rise too quickly. Applying this to the Cavalier crystal, people with access to it will rise too quickly while people without access will be left behind and the game would break between average and top players.
If you remove 3* you now are guaranteed 275 5* shards or better every crystal.
Would mean at worst every 37 crystals would give you a new 5* (assuming only 4* and no max sig crystals)
Well that might not sound like much, but over a small amount of time thats a much higher rate of 5* champs being opened thus more 6* shards being generated then the game team wants.
Also if you remove 3*s how would you balance % of each class as if you make it to 4* heavy people complain more. But if you balance it out to much suddenly 5*s are being pulled even more often
Dr. Zola
but i digress.
We can say that Cavalier crystals have 3*, 4*, 5*, and 6* champs, but we can also in some sense say that the crystal contains 4* shards, 5* shards, 5* champs, and 6* champs. 5* and 6* champs are obviously desirable. And that makes 6* champs, 5* champs, and even 5* shards directly valuable. 4* shards are indirectly valuable, as 4* duplication generates 5* shards. The question then becomes: is the value of the 3* champs contained in Cavalier crystals meaningful, or so small that they are meaningless.
And that partially depends on the player's roster progress, because of the mechanism of max sig crystals. If you pull a 3* champ from a Cav crystal there are basically three main possibilities. One: you pull a 3* champ you don't have. Two: you pull a 3* champ you do have, but not at max sig. Three: you pull a 3* champ you have at max sig. In the last case, there's a high probability that the max sig crystal will contain 4* shards, effectively doubling the amount of shards generated by 3* champs.
The 6* champ in the Cav crystal has a 1% chance of dropping (the crystal odds for standard Cav are 1/11/38/50). So let's look at what drops out of a hundred Cav crystals, which is the average number it takes to get a single 6* champ (this just makes the comparison simpler, it does not in any way change the actual comparison value for a single crystal). We also get eleven 5* champs, and we get 38 4* champs. Interestingly, the value of those 4* champs in terms of 5* champs depends on the player roster: it can be anything from about 10450 5* shards to 20900 5* shards, which is basically saying someone with a less developed 4* roster will get one more 5* champ and someone with a maxed out 4* rosters will get two more. The crystal in some sense rewards more to players with more progress.
Now we get to the 3* champs. You're going to get 50 of those on average. That's between 2750 and 5500 4* shards, almost three 4* champs at the high end. Converted into 5* shards that's about 756 to 1515 5* shards of value.
Now, most people believe that 1% chance for 6* champion isn't "worthless." It has some real value. Whatever its value is, the 3* champs in the crystal have a value of as much as 1515 5* shards. In other words, comparing the value of the 1% chance for 6* and the 50% chance for 3* is analogous to comparing the value of a 6* champion and 1500 5* shards. Of course the 5* shards have less value in that comparison. But would anyone say that compared to a 6* champion 1500 5* shards have approximately *zero* value? I wouldn't.
It is very hard to compare a 6* champ to a bunch of 3* champs, and it is even harder to compare a 1% chance for 6* against a 50% chance for 3* within the same crystal. But, at least for players with maxed out 3* and 4* rosters, we can convert that intuitively difficult comparison to one a little easier to look at. Every Cavalier crystal contains some small chance of dropping a 6* champion which I think no one would remove, and everyone would think was a nerf on the value of the crystal if it was removed. Whatever the relationship is between a 6* champ and 1500 5* shards, that's the approximate relationship between the value of the 6* chance and the 3* chance in the Cav crystal. To me, that's not so low that it is irrelevant even to high progress players.
So while you might say that a 3* champ is "useless" to high tier players or to players running certain content, most 3* champion drops aren't directly "used" in that way by higher players: they are "broken down" into other resources: gold, ISO, and higher tier shards. Those things are useful to most players of any progress level, and it is just a question of how much you get.
See, that wasn’t so hard, was it?
Dr. Zola
this is my stats, uo to now, and, it's ok for me...
That should make it all better.
Dr. Zola
ISO/GOLD would go through the roof and watching dork’s last couple of sit downs that’s what they’re trying not to do.
As it is you pay 200 units on a pure gamble which is okay by me, you know the odds going in and that’s what the crystal was originally brought in for