Breaking down revive farming numbers and the Apothecary

DNA3000DNA3000 Member, Guardian Posts: 19,702 Guardian
edited March 2023 in General Discussion
So apparently Kabam decided to change how revives spawn in the game. You might have heard about this, there was some discussion about it recently. I'm not going to get into the specifics of why this change was made, I'm going to save that for the other thread and I direct anyone who wants to discuss that topic to head there as well. I'm just going to look at the numbers themselves, and what the consequences of those numbers were.

First, the Apothecary itself. The Apothecary has relatively simple numbers, they boil down to this (as I understand them):

* Events will be available five days a week and presumably reset once per day.
* Two difficulties can be run, with rewards for completion and exploration.
* Fights can be done with autofight mode, but there will be no option to autocomplete the entire map (ala the daily quests).

Setting aside the healing potions for the moment (as revives are the critical resource being discussed here), we have one level 1 revive for exploring hard tier, a 1% chance to drop a level 1 revive in the easy tier, and a 5% chance to drop a level 2 revive in hard tier.

Most of the discussion surrounding revive farming has centered around being able to go beyond inventory caps and build up a temporary stash of them in overflow. So while they can have some benefit in terms of filling inventory quicker, for all intents and purposes we can disregard the random drops as being too unreliable to significantly impact revive stashes. A 5% chance to drop per day is statistically only 0.7 revives cumulative during the 14 day expiration window. In other words, less than one and thus negligible.

Essentially this means the best you can do is fill inventory (fifteen) and then get about ten more before revives start to expire from the overflow, which means twenty-five on hand for any content you might want to use them for. That's ... not a lot.

Separate from farming the Apothecary, there are other sources of revives, and they will continue to drop for the player. So they won't be limited to only twenty. If we account for other sources of revives that the player can gather during a fourteen day window, it is likely they could reasonably expect to have some number between 27 and 35 before they start to expire. For most players, probably less than 30 is the likely outcome. How does that compare to what's possible with Act 3 farming?


Let's consider the best case farming scenario without spending. The best source of revives within the content Kabam has announced adjustments for is 3.2.6 (3.2.4 also works, but I'm going to go with 3.2.6 here). If you follow the optimum strategy for farming revives, you can average one level 1 revive for every 32.9 energy spent (at least, that's what I measured the overall rate at). This requires following the optimum strategy: it is possible to get less than this, but let's assume this rate of drop. Assuming you don't subscribe to the Sigil, and assuming you sleep eight hours a day, the total energy budget for a player is 230 (that's 10 energy per hour for sixteen hours, and then a maximum of 70 energy overnight due to the energy cap). This means you can get 230/32.9 = 6.99 revives per day, which we will round to 7. If you do this every day until overflow starts to expire, you can have up to 14x7=98 revives in overflow. Including the fifteen in inventory, this is 113 revives.

You can do better than this. You can have ten energy refills in inventory, and you can also have energy refills in overflow. Let's assume you're saving up, and have ten energy refills in overflow accumulated over time. If you convert all those energy refills into revives, you end up with an additional 20*70/32.9 = 42.6, or at least 42. This means you could have 140 revives in overflow, plus ten in inventory, for a total of 155.

This is before any spending is accounted for, like subscribing to the Sigil (which among other benefits gives you more energy budget per day). And having ten energy refills in overflow is a moderate estimate. I've had a lot more. If you are an arena grinder, you will periodically open arena crystals. Every once in a while you'll get ten energy refills from the higher arena crystals. I've had thirty energy in overflow at times. Waiting for that to happen could get someone easily to 200 revives in inventory and overflow.


I am not judging the practice of farming those revives here. That's a discussion for another place. You could take these numbers and make the argument that the farming amounts are so high they are ridiculous and obviously must be curtailed. Or you could compare the farming potential against the Apothecary and conclude the Apothecary is way too low. For right here and right now, I'm just presenting the numbers themselves for others to use in their own way.


Since this is all going away, I will share what the optimal execution strategy is for running 3.2.6 that generates the maximum return on time and energy. You have a few weeks, it doesn't matter in the grand scheme of things any more, so go nuts (you probably won't be alone):

1. If there are no revives and no full energy refills, find a path with a small energy refill and do that path all the way to the end, and reset the map.

2. If there are no revives and no full energy refills and no small energy refills, run any path (you can grab small heals if you want - if you are a Sigil subscriber you can trade those in periodically for better potions).

3. If you see one or more revives or full energy refills, do this:
3a. Find the path that has the refill or revive closest to the entrance, and pick that path. Note: if a path has more than one of these, choose the path whose *last* revive or refill is closest to the entrance.
3b. As soon as you've collected all the refills and revives from that path, if it is the last such path run it to the end and complete the map.
3c. If there are more paths with refills or revives, stop immediately upon collecting the last revive/refill from the path you're on and exit the map. This preserves the rewards on the other paths so you can reenter and get them as well.

This will get you one revive per 32.9 energy, if you count all the energy you will get back from grabbing full and small energy refills. My recollection is that while 3.2.4 is comparable on the surface, its optimal running strategy generated slightly less return. But the difference is not large.

You might say I've had some time to refine this process precisely.

Comments

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  • SquirrelguySquirrelguy Member Posts: 2,654 ★★★★★
    Sean_Who said:

    Problem also being you can pretty much infinitely farm energy refills too. If you spent all your time farming energy and then farming revives – it's not uncommon to hit 30-50 a day.

    That's where the system is broken, and I will agree we can't just let that mechanic stay in the game – as someone who did it, it was not fun, and the content did seem trivial; but also how else would I do that content? Spend money? I could probably not complete that in 30 revives and I consider myself an endgame player.

    Where can you infinitely farm energy refills? I've seen decent returns in 5.3.whatever it is, but I thought they had fixed the ony actually infinite energy refill source. It also seems that Kabam is more concerned with the revive farming mechanic, and I feel like if an infinite farm of energy was also in-game, that would've been priority to fix and adressed in the same announcement.
  • SquirrelguySquirrelguy Member Posts: 2,654 ★★★★★
    edited March 2023
    I'll reference a recent post here (https://forums.playcontestofchampions.com/en/discussion/329566/fight-club-cough-cough-revive-farming#latest) where I got pretty much the same results in terms of energy cost per revive, just to corroborate the ~30 energy number. I also have some of my basic tips, as well as assumptions made in my calculations.

    I'd add to the gereral suggestions made by DNA that I've found farming in 2.1.5 to be just about as profitable, and much easier in terms of actual inputs needed (thus attention necessary) while autofighting. There are only 3 paths as opposed to 6, no teleporting via portal selection, and a larger liklihood that if multiple items show up, they spawn on the same path. It is also less energy per run if you dont have enough for the full 42 needed for 3.2.6.

    What does DNA sign when he starts working for Kabam?
    The NDA3000.
  • MrSakuragiMrSakuragi Member Posts: 5,361 ★★★★★

    Sean_Who said:

    Problem also being you can pretty much infinitely farm energy refills too. If you spent all your time farming energy and then farming revives – it's not uncommon to hit 30-50 a day.

    That's where the system is broken, and I will agree we can't just let that mechanic stay in the game – as someone who did it, it was not fun, and the content did seem trivial; but also how else would I do that content? Spend money? I could probably not complete that in 30 revives and I consider myself an endgame player.

    Where can you infinitely farm energy refills? I've seen decent returns in 5.3.whatever it is, but I thought they had fixed the ony actually infinite energy refill source. It also seems that Kabam is more concerned with the revive farming mechanic, and I feel like if an infinite farm of energy was also in-game, that would've been priority to fix and adressed in the same announcement.
    It’s not infinite, and they have indeed removed places with guaranteed energy. 5.3 whatever will give you energy refills on a regular basis but not guaranteed.
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  • DNA3000DNA3000 Member, Guardian Posts: 19,702 Guardian
    Mackey said:

    That is certainly one possible outcome but you're working that out as if we farm all day long, everyday, I'd like to know how many people actually do that. I know I don't, I might farm for an hour to use up excess energy then leave it for a few days or week before I have the excess energy to do so again. I'd be willing to wager that majority of players do it this way and the way you've explained is a worst case scenario.

    I can also go 3 or 4 runs in 3.2.6 with no revives on there at all, that's not uncommon

    It is up to individual players to decide, based on the facts of the game, what their own personal strategy and limitations would be when considering how many revives they could theoretically amass to tackle a piece of content. I'm only providing these facts for players to use for their own analysis or reflection. As I said in the post, I'm keeping the numbers themselves separate from the discussion of the merits or practical impacts of the change, because as a rule I believe the facts are something everyone is entitled to, no matter what side of any debate they are on.
  • MackeyMackey Member Posts: 1,597 ★★★★★
    DNA3000 said:

    Mackey said:

    That is certainly one possible outcome but you're working that out as if we farm all day long, everyday, I'd like to know how many people actually do that. I know I don't, I might farm for an hour to use up excess energy then leave it for a few days or week before I have the excess energy to do so again. I'd be willing to wager that majority of players do it this way and the way you've explained is a worst case scenario.

    I can also go 3 or 4 runs in 3.2.6 with no revives on there at all, that's not uncommon

    It is up to individual players to decide, based on the facts of the game, what their own personal strategy and limitations would be when considering how many revives they could theoretically amass to tackle a piece of content. I'm only providing these facts for players to use for their own analysis or reflection. As I said in the post, I'm keeping the numbers themselves separate from the discussion of the merits or practical impacts of the change, because as a rule I believe the facts are something everyone is entitled to, no matter what side of any debate they are on.
    I wasn't trying to bring that discussion here I was just trying to point out that while your facts may well be accurate, it is nothing more than a worst case scenario. If everyone was doing what you said then it would be a huge problem, I won't deny that.
  • DNA3000DNA3000 Member, Guardian Posts: 19,702 Guardian
    Mackey said:

    DNA3000 said:

    Mackey said:

    That is certainly one possible outcome but you're working that out as if we farm all day long, everyday, I'd like to know how many people actually do that. I know I don't, I might farm for an hour to use up excess energy then leave it for a few days or week before I have the excess energy to do so again. I'd be willing to wager that majority of players do it this way and the way you've explained is a worst case scenario.

    I can also go 3 or 4 runs in 3.2.6 with no revives on there at all, that's not uncommon

    It is up to individual players to decide, based on the facts of the game, what their own personal strategy and limitations would be when considering how many revives they could theoretically amass to tackle a piece of content. I'm only providing these facts for players to use for their own analysis or reflection. As I said in the post, I'm keeping the numbers themselves separate from the discussion of the merits or practical impacts of the change, because as a rule I believe the facts are something everyone is entitled to, no matter what side of any debate they are on.
    I wasn't trying to bring that discussion here I was just trying to point out that while your facts may well be accurate, it is nothing more than a worst case scenario. If everyone was doing what you said then it would be a huge problem, I won't deny that.
    By saying "if everyone was doing that it would be a huge problem" you're adding the context I said I was avoiding. I'm not saying everyone is doing that, or even *anyone* is doing that. I'm stating what's available to be taken. Everyone in the game will exists on an continuum between zero and that number.

    To know what's reasonable, you have to know what's possible. And in fact if someone wants to take my numbers and then dissect them to attempt to show that in practice a player would in fact farm fewer revives due to specific limitations I did not incorporate, they are free to do so.

    Also, are the arena cutoffs for 6* featured champs "reasonable?" Until we reached them, how many people claimed those numbers were completely unreasonable? How many people *still* say they are unreasonable now? And yet, people do them. I can *calculate* what's there. That's just math. No one can calculate what people are willing to do. Every time we try, people prove us wrong.
  • MackeyMackey Member Posts: 1,597 ★★★★★
    DNA3000 said:

    Mackey said:

    DNA3000 said:

    Mackey said:

    That is certainly one possible outcome but you're working that out as if we farm all day long, everyday, I'd like to know how many people actually do that. I know I don't, I might farm for an hour to use up excess energy then leave it for a few days or week before I have the excess energy to do so again. I'd be willing to wager that majority of players do it this way and the way you've explained is a worst case scenario.

    I can also go 3 or 4 runs in 3.2.6 with no revives on there at all, that's not uncommon

    It is up to individual players to decide, based on the facts of the game, what their own personal strategy and limitations would be when considering how many revives they could theoretically amass to tackle a piece of content. I'm only providing these facts for players to use for their own analysis or reflection. As I said in the post, I'm keeping the numbers themselves separate from the discussion of the merits or practical impacts of the change, because as a rule I believe the facts are something everyone is entitled to, no matter what side of any debate they are on.
    I wasn't trying to bring that discussion here I was just trying to point out that while your facts may well be accurate, it is nothing more than a worst case scenario. If everyone was doing what you said then it would be a huge problem, I won't deny that.
    By saying "if everyone was doing that it would be a huge problem" you're adding the context I said I was avoiding. I'm not saying everyone is doing that, or even *anyone* is doing that. I'm stating what's available to be taken. Everyone in the game will exists on an continuum between zero and that number.

    That's fair. Wasn't my intent but I'll concede.


    To know what's reasonable, you have to know what's possible. And in fact if someone wants to take my numbers and then dissect them to attempt to show that in practice a player would in fact farm fewer revives due to specific limitations I did not incorporate, they are free to do so.

    Also, are the arena cutoffs for 6* featured champs "reasonable?" Until we reached them, how many people claimed those numbers were completely unreasonable? How many people *still* say they are unreasonable now? And yet, people do them. I can *calculate* what's there. That's just math. No one can calculate what people are willing to do. Every time we try, people prove us wrong.

    Not sure about arena tbh, I actively avoid that place and discussions that happen around it lol

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