CG-Level 90 when??

Prev1
It's been long enough at 85, can we finally bump it up to 90 please!

Replies

  • Nighthawk1697
    56 posts Member
    edited June 4
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    Please no i dont feel like dropping millions of credits for 5 levels that will not do much.
  • Options
    And the way coding has been done means that relic levels are additional character levels so it won't work code wise
  • TVF
    36851 posts Member
    Options
    I'd rather buy more mods thanks
    I need a new message here. https://discord.gg/AmStGTH
  • Options
    No thanks
  • Options
    I’ll pass
  • LordDirt
    5228 posts Member
    Options
    Doubt we ever go above 85, just more relic levels at this point.
    We needed Cobb Vanth shards for Krayt Dragon raid, Endor Gear Luke shards for Speeder Bike raid and Anakin Skywalker shards for Battle for Naboo raid?
  • Options
    This sounds more like punishment than progression. Hard pass.
    F2P since the last time I bought Kyros, Crystals, or the Conquest Pass.
  • Lumiya
    1583 posts Member
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    No thank you!
    We are all made of star-stuff
  • Magruffin
    848 posts Member
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    Hard no.
  • TVF
    36851 posts Member
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    I bet OP is sitting on 2b credits instead of buying mods
    I need a new message here. https://discord.gg/AmStGTH
  • Options
    That's what the relic levels are for. No thank you.
  • Options
    lol no.
  • Screerider
    1495 posts Member
    Options
    I'm down. Facing the same old Level 85 teams is getting old. This would mix things up, like Relics, Datacrons, Omis, etc.
  • Monel
    2794 posts Member
    edited June 5
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    Screerider wrote: »
    I'm down. Facing the same old Level 85 teams is getting old. This would mix things up, like Relics, Datacrons, Omis, etc.

    How so? I get how mods, omicrons, and relics mix things up a bit. Mods and omicrons especially since they are either random(mods) or applied or not applied(omicrons). Relics are just more a matter of how far did you take them, but them there is still some level uniqueness based on mods.

    Levels are just levels. Everyone gets the same stats across the board, it's just a credit sink. Buy
  • Screerider
    1495 posts Member
    Options
    The increased offense, defense, etc. Oh man. Just imagine!
  • Options
    Screerider wrote: »
    The increased offense, defense, etc. Oh man. Just imagine!

    what makes you think it would be that much 0-85 is not much of an increase to stats.
  • twstdbydsn
    1106 posts Member
    Options
    No thanks. Level 90 is not necessary.
  • Screerider
    1495 posts Member
    Options
    Screerider wrote: »
    The increased offense, defense, etc. Oh man. Just imagine!

    what makes you think it would be that much 0-85 is not much of an increase to stats.
    Yeah, but these are higher then 85. Look out!

  • Options
    How would level 90 work in relation to relic levels though
  • scuba
    14221 posts Member
    Options
    How would level 90 work in relation to relic levels though
    unit level increase STR, AGI, TAC base on the growthModifiers
    growthModifiers are increased by star and relic levels
    stats.base[2] += floor( stats.growthModifiers[2] * level, 8) // Strength
    stats.base[3] += floor( stats.growthModifiers[3] * level, 8) // Agility
    stats.base[4] += floor( stats.growthModifiers[4] * level, 8) // Tactics
    

    These are the stats affect by STR, AGI and TAC
    // calculate effects of Primary stats on Secondary stats:
      stats.base[1] = (stats.base[1] || 0) + stats.base[2] * 18;                                            // Health += STR * 18
      stats.base[6] = floor( (stats.base[6] || 0) + stats.base[ unitData[ baseID ].primaryStat ] * 1.4, 8); // Ph. Damage += MainStat * 1.4
      stats.base[7] = floor( (stats.base[7] || 0) + (stats.base[4] * 2.4), 8 );                             // Sp. Damage += TAC * 2.4
      stats.base[8] = floor( (stats.base[8] || 0) + (stats.base[2] * 0.14) + (stats.base[3] * 0.07), 8);    // Armor += STR*0.14 + AGI*0.07
      stats.base[9] = floor( (stats.base[9] || 0) + (stats.base[4] * 0.1), 8);                              // Resistance += TAC * 0.1
      stats.base[14] = floor( (stats.base[14] || 0) + (stats.base[3] * 0.4), 8);                            // Ph. Crit += AGI * 0.4
    

    Damage mitigation is also affected by unit level
    function convertFlatDefToPercent(value, level = 85, scale = 1, isShip = false) {
      const val = value / scale;
      const level_effect = isShip ? 300 + level*5 : level*7.5;
      return (val/(level_effect + val)) * scale;//.toFixed(2);
    }
    

    here is an example comparison
    L85
    myiyrct2704t.png

    L90
    oer9rqoidkdz.png
  • Options
    scuba wrote: »
    How would level 90 work in relation to relic levels though
    unit level increase STR, AGI, TAC base on the growthModifiers
    growthModifiers are increased by star and relic levels
    stats.base[2] += floor( stats.growthModifiers[2] * level, 8) // Strength
    stats.base[3] += floor( stats.growthModifiers[3] * level, 8) // Agility
    stats.base[4] += floor( stats.growthModifiers[4] * level, 8) // Tactics
    

    These are the stats affect by STR, AGI and TAC
    // calculate effects of Primary stats on Secondary stats:
      stats.base[1] = (stats.base[1] || 0) + stats.base[2] * 18;                                            // Health += STR * 18
      stats.base[6] = floor( (stats.base[6] || 0) + stats.base[ unitData[ baseID ].primaryStat ] * 1.4, 8); // Ph. Damage += MainStat * 1.4
      stats.base[7] = floor( (stats.base[7] || 0) + (stats.base[4] * 2.4), 8 );                             // Sp. Damage += TAC * 2.4
      stats.base[8] = floor( (stats.base[8] || 0) + (stats.base[2] * 0.14) + (stats.base[3] * 0.07), 8);    // Armor += STR*0.14 + AGI*0.07
      stats.base[9] = floor( (stats.base[9] || 0) + (stats.base[4] * 0.1), 8);                              // Resistance += TAC * 0.1
      stats.base[14] = floor( (stats.base[14] || 0) + (stats.base[3] * 0.4), 8);                            // Ph. Crit += AGI * 0.4
    

    Damage mitigation is also affected by unit level
    function convertFlatDefToPercent(value, level = 85, scale = 1, isShip = false) {
      const val = value / scale;
      const level_effect = isShip ? 300 + level*5 : level*7.5;
      return (val/(level_effect + val)) * scale;//.toFixed(2);
    }
    

    here is an example comparison
    L85
    myiyrct2704t.png

    L90
    oer9rqoidkdz.png

    I see
  • Options
    scuba wrote: »
    How would level 90 work in relation to relic levels though
    unit level increase STR, AGI, TAC base on the growthModifiers
    growthModifiers are increased by star and relic levels
    stats.base[2] += floor( stats.growthModifiers[2] * level, 8) // Strength
    stats.base[3] += floor( stats.growthModifiers[3] * level, 8) // Agility
    stats.base[4] += floor( stats.growthModifiers[4] * level, 8) // Tactics
    

    These are the stats affect by STR, AGI and TAC
    // calculate effects of Primary stats on Secondary stats:
      stats.base[1] = (stats.base[1] || 0) + stats.base[2] * 18;                                            // Health += STR * 18
      stats.base[6] = floor( (stats.base[6] || 0) + stats.base[ unitData[ baseID ].primaryStat ] * 1.4, 8); // Ph. Damage += MainStat * 1.4
      stats.base[7] = floor( (stats.base[7] || 0) + (stats.base[4] * 2.4), 8 );                             // Sp. Damage += TAC * 2.4
      stats.base[8] = floor( (stats.base[8] || 0) + (stats.base[2] * 0.14) + (stats.base[3] * 0.07), 8);    // Armor += STR*0.14 + AGI*0.07
      stats.base[9] = floor( (stats.base[9] || 0) + (stats.base[4] * 0.1), 8);                              // Resistance += TAC * 0.1
      stats.base[14] = floor( (stats.base[14] || 0) + (stats.base[3] * 0.4), 8);                            // Ph. Crit += AGI * 0.4
    

    Damage mitigation is also affected by unit level
    function convertFlatDefToPercent(value, level = 85, scale = 1, isShip = false) {
      const val = value / scale;
      const level_effect = isShip ? 300 + level*5 : level*7.5;
      return (val/(level_effect + val)) * scale;//.toFixed(2);
    }
    

    here is an example comparison
    L85
    myiyrct2704t.png

    L90
    oer9rqoidkdz.png

    Wow. I thought 85-90 would be a trivial increase in stats, but that's even less than I imagines.
  • scuba
    14221 posts Member
    Options
    scuba wrote: »
    How would level 90 work in relation to relic levels though
    unit level increase STR, AGI, TAC base on the growthModifiers
    growthModifiers are increased by star and relic levels
    stats.base[2] += floor( stats.growthModifiers[2] * level, 8) // Strength
    stats.base[3] += floor( stats.growthModifiers[3] * level, 8) // Agility
    stats.base[4] += floor( stats.growthModifiers[4] * level, 8) // Tactics
    

    These are the stats affect by STR, AGI and TAC
    // calculate effects of Primary stats on Secondary stats:
      stats.base[1] = (stats.base[1] || 0) + stats.base[2] * 18;                                            // Health += STR * 18
      stats.base[6] = floor( (stats.base[6] || 0) + stats.base[ unitData[ baseID ].primaryStat ] * 1.4, 8); // Ph. Damage += MainStat * 1.4
      stats.base[7] = floor( (stats.base[7] || 0) + (stats.base[4] * 2.4), 8 );                             // Sp. Damage += TAC * 2.4
      stats.base[8] = floor( (stats.base[8] || 0) + (stats.base[2] * 0.14) + (stats.base[3] * 0.07), 8);    // Armor += STR*0.14 + AGI*0.07
      stats.base[9] = floor( (stats.base[9] || 0) + (stats.base[4] * 0.1), 8);                              // Resistance += TAC * 0.1
      stats.base[14] = floor( (stats.base[14] || 0) + (stats.base[3] * 0.4), 8);                            // Ph. Crit += AGI * 0.4
    

    Damage mitigation is also affected by unit level
    function convertFlatDefToPercent(value, level = 85, scale = 1, isShip = false) {
      const val = value / scale;
      const level_effect = isShip ? 300 + level*5 : level*7.5;
      return (val/(level_effect + val)) * scale;//.toFixed(2);
    }
    

    here is an example comparison
    L85
    myiyrct2704t.png

    L90
    oer9rqoidkdz.png

    Wow. I thought 85-90 would be a trivial increase in stats, but that's even less than I imagines.

    yeah the level increase was never really what gave big bumps in the past, was more the new gear you could equip
  • crzydroid
    7419 posts Moderator
    Options
    scuba wrote: »
    scuba wrote: »
    How would level 90 work in relation to relic levels though
    unit level increase STR, AGI, TAC base on the growthModifiers
    growthModifiers are increased by star and relic levels
    stats.base[2] += floor( stats.growthModifiers[2] * level, 8) // Strength
    stats.base[3] += floor( stats.growthModifiers[3] * level, 8) // Agility
    stats.base[4] += floor( stats.growthModifiers[4] * level, 8) // Tactics
    

    These are the stats affect by STR, AGI and TAC
    // calculate effects of Primary stats on Secondary stats:
      stats.base[1] = (stats.base[1] || 0) + stats.base[2] * 18;                                            // Health += STR * 18
      stats.base[6] = floor( (stats.base[6] || 0) + stats.base[ unitData[ baseID ].primaryStat ] * 1.4, 8); // Ph. Damage += MainStat * 1.4
      stats.base[7] = floor( (stats.base[7] || 0) + (stats.base[4] * 2.4), 8 );                             // Sp. Damage += TAC * 2.4
      stats.base[8] = floor( (stats.base[8] || 0) + (stats.base[2] * 0.14) + (stats.base[3] * 0.07), 8);    // Armor += STR*0.14 + AGI*0.07
      stats.base[9] = floor( (stats.base[9] || 0) + (stats.base[4] * 0.1), 8);                              // Resistance += TAC * 0.1
      stats.base[14] = floor( (stats.base[14] || 0) + (stats.base[3] * 0.4), 8);                            // Ph. Crit += AGI * 0.4
    

    Damage mitigation is also affected by unit level
    function convertFlatDefToPercent(value, level = 85, scale = 1, isShip = false) {
      const val = value / scale;
      const level_effect = isShip ? 300 + level*5 : level*7.5;
      return (val/(level_effect + val)) * scale;//.toFixed(2);
    }
    

    here is an example comparison
    L85
    myiyrct2704t.png

    L90
    oer9rqoidkdz.png

    Wow. I thought 85-90 would be a trivial increase in stats, but that's even less than I imagines.

    yeah the level increase was never really what gave big bumps in the past, was more the new gear you could equip

    I think the biggest thing would be the level delta. As TB enemies are higher levels, it would probably make at least some marginal difference there for things like resists.

    But ultimately I think the level increase ship has probably sailed. The time to do it would've been instead of g13/relics way back when.
  • scuba
    14221 posts Member
    Options
    crzydroid wrote: »
    scuba wrote: »
    scuba wrote: »
    How would level 90 work in relation to relic levels though
    unit level increase STR, AGI, TAC base on the growthModifiers
    growthModifiers are increased by star and relic levels
    stats.base[2] += floor( stats.growthModifiers[2] * level, 8) // Strength
    stats.base[3] += floor( stats.growthModifiers[3] * level, 8) // Agility
    stats.base[4] += floor( stats.growthModifiers[4] * level, 8) // Tactics
    

    These are the stats affect by STR, AGI and TAC
    // calculate effects of Primary stats on Secondary stats:
      stats.base[1] = (stats.base[1] || 0) + stats.base[2] * 18;                                            // Health += STR * 18
      stats.base[6] = floor( (stats.base[6] || 0) + stats.base[ unitData[ baseID ].primaryStat ] * 1.4, 8); // Ph. Damage += MainStat * 1.4
      stats.base[7] = floor( (stats.base[7] || 0) + (stats.base[4] * 2.4), 8 );                             // Sp. Damage += TAC * 2.4
      stats.base[8] = floor( (stats.base[8] || 0) + (stats.base[2] * 0.14) + (stats.base[3] * 0.07), 8);    // Armor += STR*0.14 + AGI*0.07
      stats.base[9] = floor( (stats.base[9] || 0) + (stats.base[4] * 0.1), 8);                              // Resistance += TAC * 0.1
      stats.base[14] = floor( (stats.base[14] || 0) + (stats.base[3] * 0.4), 8);                            // Ph. Crit += AGI * 0.4
    

    Damage mitigation is also affected by unit level
    function convertFlatDefToPercent(value, level = 85, scale = 1, isShip = false) {
      const val = value / scale;
      const level_effect = isShip ? 300 + level*5 : level*7.5;
      return (val/(level_effect + val)) * scale;//.toFixed(2);
    }
    

    here is an example comparison
    L85
    myiyrct2704t.png

    L90
    oer9rqoidkdz.png

    Wow. I thought 85-90 would be a trivial increase in stats, but that's even less than I imagines.

    yeah the level increase was never really what gave big bumps in the past, was more the new gear you could equip

    I think the biggest thing would be the level delta. As TB enemies are higher levels, it would probably make at least some marginal difference there for things like resists.

    But ultimately I think the level increase ship has probably sailed. The time to do it would've been instead of g13/relics way back when.

    Agree. R100 is partially in the game already so that is where it will go
  • ItsNotMe
    98 posts Member
    Options
    scuba wrote: »
    crzydroid wrote: »
    scuba wrote: »
    scuba wrote: »
    How would level 90 work in relation to relic levels though
    unit level increase STR, AGI, TAC base on the growthModifiers
    growthModifiers are increased by star and relic levels
    stats.base[2] += floor( stats.growthModifiers[2] * level, 8) // Strength
    stats.base[3] += floor( stats.growthModifiers[3] * level, 8) // Agility
    stats.base[4] += floor( stats.growthModifiers[4] * level, 8) // Tactics
    

    These are the stats affect by STR, AGI and TAC
    // calculate effects of Primary stats on Secondary stats:
      stats.base[1] = (stats.base[1] || 0) + stats.base[2] * 18;                                            // Health += STR * 18
      stats.base[6] = floor( (stats.base[6] || 0) + stats.base[ unitData[ baseID ].primaryStat ] * 1.4, 8); // Ph. Damage += MainStat * 1.4
      stats.base[7] = floor( (stats.base[7] || 0) + (stats.base[4] * 2.4), 8 );                             // Sp. Damage += TAC * 2.4
      stats.base[8] = floor( (stats.base[8] || 0) + (stats.base[2] * 0.14) + (stats.base[3] * 0.07), 8);    // Armor += STR*0.14 + AGI*0.07
      stats.base[9] = floor( (stats.base[9] || 0) + (stats.base[4] * 0.1), 8);                              // Resistance += TAC * 0.1
      stats.base[14] = floor( (stats.base[14] || 0) + (stats.base[3] * 0.4), 8);                            // Ph. Crit += AGI * 0.4
    

    Damage mitigation is also affected by unit level
    function convertFlatDefToPercent(value, level = 85, scale = 1, isShip = false) {
      const val = value / scale;
      const level_effect = isShip ? 300 + level*5 : level*7.5;
      return (val/(level_effect + val)) * scale;//.toFixed(2);
    }
    

    here is an example comparison
    L85
    myiyrct2704t.png

    L90
    oer9rqoidkdz.png

    Wow. I thought 85-90 would be a trivial increase in stats, but that's even less than I imagines.

    yeah the level increase was never really what gave big bumps in the past, was more the new gear you could equip

    I think the biggest thing would be the level delta. As TB enemies are higher levels, it would probably make at least some marginal difference there for things like resists.

    But ultimately I think the level increase ship has probably sailed. The time to do it would've been instead of g13/relics way back when.

    Agree. R100 is partially in the game already so that is where it will go

    R WHAT?? 😳

  • Options
    ItsNotMe wrote: »

    R WHAT?? 😳

    Relic 10, I think
  • Options
    Whilst I'm not opposed to level increase r10 is more likely to be released 1st and I wouldn't be surprised if we saw that by the end of the year.
  • scuba
    14221 posts Member
    Options
    ItsNotMe wrote: »
    scuba wrote: »
    crzydroid wrote: »
    scuba wrote: »
    scuba wrote: »
    How would level 90 work in relation to relic levels though
    unit level increase STR, AGI, TAC base on the growthModifiers
    growthModifiers are increased by star and relic levels
    stats.base[2] += floor( stats.growthModifiers[2] * level, 8) // Strength
    stats.base[3] += floor( stats.growthModifiers[3] * level, 8) // Agility
    stats.base[4] += floor( stats.growthModifiers[4] * level, 8) // Tactics
    

    These are the stats affect by STR, AGI and TAC
    // calculate effects of Primary stats on Secondary stats:
      stats.base[1] = (stats.base[1] || 0) + stats.base[2] * 18;                                            // Health += STR * 18
      stats.base[6] = floor( (stats.base[6] || 0) + stats.base[ unitData[ baseID ].primaryStat ] * 1.4, 8); // Ph. Damage += MainStat * 1.4
      stats.base[7] = floor( (stats.base[7] || 0) + (stats.base[4] * 2.4), 8 );                             // Sp. Damage += TAC * 2.4
      stats.base[8] = floor( (stats.base[8] || 0) + (stats.base[2] * 0.14) + (stats.base[3] * 0.07), 8);    // Armor += STR*0.14 + AGI*0.07
      stats.base[9] = floor( (stats.base[9] || 0) + (stats.base[4] * 0.1), 8);                              // Resistance += TAC * 0.1
      stats.base[14] = floor( (stats.base[14] || 0) + (stats.base[3] * 0.4), 8);                            // Ph. Crit += AGI * 0.4
    

    Damage mitigation is also affected by unit level
    function convertFlatDefToPercent(value, level = 85, scale = 1, isShip = false) {
      const val = value / scale;
      const level_effect = isShip ? 300 + level*5 : level*7.5;
      return (val/(level_effect + val)) * scale;//.toFixed(2);
    }
    

    here is an example comparison
    L85
    myiyrct2704t.png

    L90
    oer9rqoidkdz.png

    Wow. I thought 85-90 would be a trivial increase in stats, but that's even less than I imagines.

    yeah the level increase was never really what gave big bumps in the past, was more the new gear you could equip

    I think the biggest thing would be the level delta. As TB enemies are higher levels, it would probably make at least some marginal difference there for things like resists.

    But ultimately I think the level increase ship has probably sailed. The time to do it would've been instead of g13/relics way back when.

    Agree. R100 is partially in the game already so that is where it will go

    R WHAT?? 😳
    ne_alenska wrote: »
    ItsNotMe wrote: »

    R WHAT?? 😳

    Relic 10, I think

    Not a mistype R100, but I will say I was mistaken it is only R50 that is partially in the game, i was thinking R100 for some reason
    "RelicTier": {
        "RelicTier_DEFAULT": 0,
        "RELICLOCKED": 1,
        "RELICUNLOCKED": 2,
        "RELICTIER01": 3,
        "RELICTIER02": 4,
        "RELICTIER03": 5,
        "RELICTIER04": 6,
        "RELICTIER05": 7,
        "RELICTIER06": 8,
        "RELICTIER07": 9,
        "RELICTIER08": 10,
        "RELICTIER09": 11,
        "RELICTIER10": 12,
        "RELICTIER11": 13,
        "RELICTIER12": 14,
        "RELICTIER13": 15,
        "RELICTIER14": 16,
        "RELICTIER15": 17,
        "RELICTIER16": 18,
        "RELICTIER17": 19,
        "RELICTIER18": 20,
        "RELICTIER19": 21,
        "RELICTIER20": 22,
        "RELICTIER21": 23,
        "RELICTIER22": 24,
        "RELICTIER23": 25,
        "RELICTIER24": 26,
        "RELICTIER25": 27,
        "RELICTIER26": 28,
        "RELICTIER27": 29,
        "RELICTIER28": 30,
        "RELICTIER29": 31,
        "RELICTIER30": 32,
        "RELICTIER31": 33,
        "RELICTIER32": 34,
        "RELICTIER33": 35,
        "RELICTIER34": 36,
        "RELICTIER35": 37,
        "RELICTIER36": 38,
        "RELICTIER37": 39,
        "RELICTIER38": 40,
        "RELICTIER39": 41,
        "RELICTIER40": 42,
        "RELICTIER41": 43,
        "RELICTIER42": 44,
        "RELICTIER43": 45,
        "RELICTIER44": 46,
        "RELICTIER45": 47,
        "RELICTIER46": 48,
        "RELICTIER47": 49,
        "RELICTIER48": 50,
        "RELICTIER49": 51,
        "RELICTIER50": 52
    
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