25 attempts @ 20 energy each (for a hard node) yields 25 *0.4 = 10, so you're doing fine.
===========
Separately, for anyone collating the data from this thread, I just made 49 more attempts and got 10 more shards. Rate = 0.02041 per energy spent
was 18/78 (these first 78 attempts were reported in a previous comment, so don't double count them!)
Current status: 28/ 127 (all attempts on 10-energy node, Fleet 2-E, normal) Rate = 0.02205 per energy spent
Regressing to the mean after that great 0.024 per energy start. More evidence of 0.02 per energy drop rate.
This is more or less in line with what I found in my post on the previous page. The amount of shards you get off the regen is the same, though the daily collection accounts for a little difference. The big change is on refreshes since you need about twice the number of refreshes to get a given number of shards. While the refreshes do start at a lower cost, they end up costing more after 100 crystals (1 cantina vs 2 current fleet) because costs increase exponentially. For example, using a 3x100 cantina, you'd need 3x50 and 3x100 for a 300 vs 450 crystal cost to be equivalent expected shards.
Yeah, It was your post that got me interested in looking into it.
End result is, spending crystals is a loose/loose for this GalChase.
You spend more & get less over all.
I think this ship was a great idea but now its disappointing to realize that I won't even open it.
This is more or less in line with what I found in my post on the previous page. The amount of shards you get off the regen is the same, though the daily collection accounts for a little difference. The big change is on refreshes since you need about twice the number of refreshes to get a given number of shards. While the refreshes do start at a lower cost, they end up costing more after 100 crystals (1 cantina vs 2 current fleet) because costs increase exponentially. For example, using a 3x100 cantina, you'd need 3x50 and 3x100 for a 300 vs 450 crystal cost to be equivalent expected shards.
Yeah, I was your post that got me interested in looking into it.
End result is, spending crystals is a loose/loose for this GalChase.
You spend more & get less over all.
I think this ship was a great idea but now its disappointing to realize that I won't even open it.
The one caveat I'd put in is that the gear dropped does partially account for the cost. For example, on my relatively simplified 5* scenario, of the 1050 crystals/day, 450 of that can be attributable to gear even using lowest available crystals/salvage.
This is more or less in line with what I found in my post on the previous page. The amount of shards you get off the regen is the same, though the daily collection accounts for a little difference. The big change is on refreshes since you need about twice the number of refreshes to get a given number of shards. While the refreshes do start at a lower cost, they end up costing more after 100 crystals (1 cantina vs 2 current fleet) because costs increase exponentially. For example, using a 3x100 cantina, you'd need 3x50 and 3x100 for a 300 vs 450 crystal cost to be equivalent expected shards.
Yeah, I was your post that got me interested in looking into it.
End result is, spending crystals is a loose/loose for this GalChase.
You spend more & get less over all.
I think this ship was a great idea but now its disappointing to realize that I won't even open it.
The one caveat I'd put in is that the gear dropped does partially account for the cost. For example, on my relatively simplified 5* scenario, of the 1050 crystals/day, 450 of that can be attributable to gear even using lowest available crystals/salvage.
Couldn’t that be said for previous GCs too though?
From a strict perspective probably, but I don't have access to the old gear table to know if any of that gear was actually efficient to farm on fleet to begin with.
I was taking someone at their word about nothing useful being on fleet since I didn't want to dig up the old post. Since stuff like stun guns/cuffs/carbantis were there, yeah absolutely.
This post was just put out as an explanation for drop changes. I can speak for everyone when I say, we all would be much happier if this was communicated more effectively that the rates had been changed for whatever reason and not after the fact. This is one of the community's largest issues, the unclear or lack of communication.
Many of you have been asking about the drop rate during the Galactic Chase for the Rebel Y-wing and why it differs from previous Galactic Chases on Fleet nodes. We wanted to move Galactic Chases back to Fleet nodes for narrative purposes as well as knowing that players were already farming Fleet nodes at an accelerated rate due to gearing characters for the Galactic Legends. Back in July of last year, we changed the refresh rate and cost of Ship Energy to match regular Energy. This cut the refresh rate and cost of refreshes for Ship energy in half and Galactic Chase drop rates on Fleet nodes were adjusted from 4% to 2% to account for these changes. This does not change the drop rate for any other types of nodes that Galactic Chases can appear on.
Furthermore, I would like to clarify what you are saying as the reason for the change in rates. The post references a thread about G12 gear changes, fleet energy, shop prices, stun guns being moved off fleet nodes, and at the very bottom of that post we have it stated very clearly....
As stated earlier, all these changes are currently set to be temporary. We believe that these changes will help, but we’ll need to wait a bit and see if that is true or not.
What has been the result of the G12 changes? How has farming changed in CG's perspective with regards to the lower costs and purchasing of gear, the packs that have been released since, TB rewards, or assault battle rewards? Has it been successful, will it be permanent, and is CG considering any other changes to improve farming?
2% drop rate is sad but good to know, I appreciate the transparency. However, what's more concerning is the relative ease in which drop rates were adjusted. What guarantees do we have that drop rates on other nodes aren't adjusted at your convenience?
This post was just put out as an explanation for drop changes. I can speak for everyone when I say, we all would be much happier if this was communicated more effectively that the rates had been changed for whatever reason and not after the fact. This is one of the community's largest issues, the unclear or lack of communication.
Many of you have been asking about the drop rate during the Galactic Chase for the Rebel Y-wing and why it differs from previous Galactic Chases on Fleet nodes. We wanted to move Galactic Chases back to Fleet nodes for narrative purposes as well as knowing that players were already farming Fleet nodes at an accelerated rate due to gearing characters for the Galactic Legends. Back in July of last year, we changed the refresh rate and cost of Ship Energy to match regular Energy. This cut the refresh rate and cost of refreshes for Ship energy in half and Galactic Chase drop rates on Fleet nodes were adjusted from 4% to 2% to account for these changes. This does not change the drop rate for any other types of nodes that Galactic Chases can appear on.
Furthermore, I would like to clarify what you are saying as the reason for the change in rates. The post references a thread about G12 gear changes, fleet energy, shop prices, stun guns being moved off fleet nodes, and at the very bottom of that post we have it stated very clearly....
As stated earlier, all these changes are currently set to be temporary. We believe that these changes will help, but we’ll need to wait a bit and see if that is true or not.
What has been the result of the G12 changes? How has farming changed in CG's perspective with regards to the lower costs and purchasing of gear, the packs that have been released since, TB rewards, or assault battle rewards? Has it been successful, will it be permanent, and is CG considering any other changes to improve farming?
Exactly what I was going to say. Thank you for saving me the time.
How nice of CG to change the drop rate BEFORE the event and then tell us AFTER without any post saying WHEN they altered the drop rate.
I just love transparent communication between the devs and this community. It is spot on impressive...
Since this change makes multiple crystal refreshes worse, compared to previous GC events, in terms of shards per crystal, is there going to be any consideration made to the players who already spent crystals on six or more refreshes before this was announced? Seems like definite false advertising.
Chase event has always been advertised as 4% chance per energy. CG changed this to 2% w/o notifying us before launching the event. Refunds and compensation are in order. You can't just screw over customers and get away with it. CG is a company that has to abide by laws and contractual agreements. This even breaks agreements with Apple and Google.
Chase event has always been advertised as 4% chance per energy. CG changed this to 2% w/o notifying us before launching the event. Refunds and compensation are in order. You can't just screw over customers and get away with it. CG is a company that has to abide by laws and contractual agreements. This even breaks agreements with Apple and Google.
The logic makes sense, but in the end, they are doubling the amount of crystals needed. I averaged 17-18 crystals/shard for the Emperor's Shuttle and Ebon Hawk events. I'm at 35 crystals/shard now and might barely unlock. In 2 days, I've already spent (1125 crystals) half of what I did for the whole 5 days of the previous events (2500 and 2300). (Yes, I know that crystals/shard is not the most accurate measure, but it is noticable.) After 2 days, my rate is 2% like they told us just as my rate was about 4% for the other chases. Just disapponted because it feels like another money grab.
Of course. But I think you're missing the point. The point is that expectations were set ... and then there was no communication. People aren't defending the idea that CG can't change the nature of the event or the drop rate during the event. People are defending the idea that it was reasonable for them to expect things to continue as they had been in the absence of communication.
If there had been communication, fine.
If there had never been an event like this before, fine.
But this falls into neither of those categories. The change should have been announced. It's not a bad change (though it doesn't work out quite as well as before). It's just another occasion on which CG fell down on the communication job.
I think that considering this is the first chase on normal refresh energy, it kind of does function as a “new event.” I don’t like it, but I don’t think it breaks any agreements or warrants compensation. Also, looking at the history of the game lately, I kind of expected this...
So earlier today I spent 150 crystals refreshing ship energy, altogether I simmed 31 battles. I only received 1 ship shard. How is this consistent? Should average to be 1 out of 3. Not 1 out of 31.
Chase event has always been advertised as 4% chance per energy. CG changed this to 2% w/o notifying us before launching the event. Refunds and compensation are in order. You can't just screw over customers and get away with it. CG is a company that has to abide by laws and contractual agreements. This even breaks agreements with Apple and Google.
I'm assuming he's talking about those "Must publish drop rates" or something that I've seen mentioned here before. But I think that applies to the shard packs that say 5-330
Replies
25 attempts @ 20 energy each (for a hard node) yields 25 *0.4 = 10, so you're doing fine.
===========
Separately, for anyone collating the data from this thread, I just made 49 more attempts and got 10 more shards. Rate = 0.02041 per energy spent
was 18/78 (these first 78 attempts were reported in a previous comment, so don't double count them!)
Current status: 28/ 127 (all attempts on 10-energy node, Fleet 2-E, normal) Rate = 0.02205 per energy spent
Regressing to the mean after that great 0.024 per energy start. More evidence of 0.02 per energy drop rate.
2,16% per energy...
2.4%
Way below the previous GalChase.
But above what we are thinking today is at.
Yeah, It was your post that got me interested in looking into it.
End result is, spending crystals is a loose/loose for this GalChase.
You spend more & get less over all.
I think this ship was a great idea but now its disappointing to realize that I won't even open it.
The one caveat I'd put in is that the gear dropped does partially account for the cost. For example, on my relatively simplified 5* scenario, of the 1050 crystals/day, 450 of that can be attributable to gear even using lowest available crystals/salvage.
Shush! These are the SWGOH forums! You must not logic!
From a strict perspective probably, but I don't have access to the old gear table to know if any of that gear was actually efficient to farm on fleet to begin with.
I was taking someone at their word about nothing useful being on fleet since I didn't want to dig up the old post. Since stuff like stun guns/cuffs/carbantis were there, yeah absolutely.
You're late lol.
Am I? Shoot. From now on, I shall take the name Pastman! I’m here to counter act Futureman.
This post was just put out as an explanation for drop changes. I can speak for everyone when I say, we all would be much happier if this was communicated more effectively that the rates had been changed for whatever reason and not after the fact. This is one of the community's largest issues, the unclear or lack of communication.
Furthermore, I would like to clarify what you are saying as the reason for the change in rates. The post references a thread about G12 gear changes, fleet energy, shop prices, stun guns being moved off fleet nodes, and at the very bottom of that post we have it stated very clearly....
What has been the result of the G12 changes? How has farming changed in CG's perspective with regards to the lower costs and purchasing of gear, the packs that have been released since, TB rewards, or assault battle rewards? Has it been successful, will it be permanent, and is CG considering any other changes to improve farming?
Exactly what I was going to say. Thank you for saving me the time.
I just love transparent communication between the devs and this community. It is spot on impressive...
Of course. But I think you're missing the point. The point is that expectations were set ... and then there was no communication. People aren't defending the idea that CG can't change the nature of the event or the drop rate during the event. People are defending the idea that it was reasonable for them to expect things to continue as they had been in the absence of communication.
If there had been communication, fine.
If there had never been an event like this before, fine.
But this falls into neither of those categories. The change should have been announced. It's not a bad change (though it doesn't work out quite as well as before). It's just another occasion on which CG fell down on the communication job.
This change would have only made sense IF they had also extended the # of Refreshes before Price Went Up to double (6) as well.
If we got 6 at 50 it wouldn't be such a big deal.
The 6PM 45 is still only 1/2 as valuable which sucks, but at least the refreshes wouldn't be screwing us.
I've only done 1 G-Chase before, but I got to 4+ stars & opened Hyena with it on only 3/day & I had a below average drop rate.
I won't be getting Y-Wing opened at this reduced drop rate.
And definitely since my own personal rate is half of the advertised rate as well
Ah well, back to gear farming with no extra refreshes.
Which laws and contractual agreements exactly?