Question about building galaxy items.
Ironagedave
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in Ready Room
So there's this little question I wanted to ask for a while but I think I kind of know the end answer (which is don't bother) but what is the purpose of the apply boost function and should one use it?
It looks like the shuttle boosts are also usable to boost the chance of a super rare on a galaxy build but after selecting one there is zero percent increase in the chance of getting one. Therefore the question(s) are; is it broken? is it the wrong boost? is it a .00000000...000000...00001% increase? Or is it just a way to reduce the copious amounts of 3* science/engineering and med boosts you will never get to use otherwise? Is it worth it or is just extra tapping for no purpose whatsoever?
Feel free to answer or add more questions below.
It looks like the shuttle boosts are also usable to boost the chance of a super rare on a galaxy build but after selecting one there is zero percent increase in the chance of getting one. Therefore the question(s) are; is it broken? is it the wrong boost? is it a .00000000...000000...00001% increase? Or is it just a way to reduce the copious amounts of 3* science/engineering and med boosts you will never get to use otherwise? Is it worth it or is just extra tapping for no purpose whatsoever?
Feel free to answer or add more questions below.
[was on Sabbatical/Hiatus] Currently a trialist at Galaxy SquadronSTAY SAFE and KBO
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Comments
No boost
With 3* boost - gives 8% more chance to get rare item
Since daily shuttle drop rates for the things I want/need are generally pretty low (1 per 4-6 shuttles for the easiest items, rapidly downhill after that, with Sec 31 and Borg being a little easier to get good stuff to drop), overall I lean towards using skill boosts for Galaxies rather than daily shuttles. The value of accumulating crits for the final morning assault to me outweighs tiny incremental increase in shuttle item drop success, but YMMV based on your needs...
Completely agree. And I want to stress that this is my opinion, based solely upon the results that I recall seeing, which may or may not be totally accurate. But I decided early on that despite me having way more skill boosts than I will probably ever use, they didn't really do much to alter the percentage of rare rewards dropping. (However, if SC is correct about the 8% increase, then it makes sense I wouldn't have noticed much of a difference.)
Also, as others have stated, it slows things down quite a bit, and I like to speed through as many recipe builds as I can, within the time I've allotted myself to play STT for that particular day.
Could you please continue the petty bickering? I find it most intriguing.
~ Data, ST:TNG "Haven"
- The base value of a mission once fully bootstrapped is 1025 VP
- The average number of crits/mission (using my event crew and the odd smaller bonus crew or two) during Phase 1 was 2.15 crits/mission. (In previous Galaxies it was closer to 1.95-2.0, but close enough). That's before boosts and any crafting to get around the chance increase mechanic.
- Assuming crit turn-ins at 4850 VP per 15 rares, that puts the average VP value of a mission this Phase 1 at 1719 VP/mission. So the additional value of crits in a given mission is about (1719-1025) or 694 VP / mission. A 3* skill boost might increase that from anywhere from 5-15%, so lets say 10% and estimate the VP value of a 3* skill boost at 0.1*684 = ~70 VP.
- Assuming a ranked legendary reward target of around 550K for a pure Galaxy, that's about 550,000 / 1719 or 320 toothpicks to insert into my eyeballs missions to run. 70 VP * 320 missions is ~ 22,400 VP, or about 4% of the ranked target. (Or perhaps less pessimistically stated, using them would save you about 13 missions)
- The hassle of taking time to add boosts to save 13 missions (out of 320) is definitely debatable. The chron value possible matters a little more, unless you're at a game stage where you're drowning in chrons. My top 5 missions this Phase 1 (with the easier stuff pre-farmed) give about 75 VP/chron. So 22,400/75 ~= 300 chrons value out of boosts over the whole event. With less pre-farmed, missions could easily be more in the 30-40 VP/chron range, so an upper bound might be ~750 chrons.
So I would estimate that using 3* skill boosts (and assuming you're playing for the ranked legendary) provides you:
Either of those things may or may not be of value to a specific player!
Then there are those of us who stubbornly refuse to allow DB to squeeze a drop more of anything out of us without also optimizing our just rewards
Wish i could upvote this more than once. What a great analysis. I thought the standard boosts were always 8% when you checked how much increase you got, I guess I was not paying that much attention.
And don’t forget that the process of using boosts adds RL time spent running the missions. If it takes, say, ten to twelve seconds to complete a mission normally (assuming you have all the components and don’t have to scroll to find the crew yielding the highest bonus) and it adds, say, two or three seconds to open the boost screen, sort by the required skill, and select the boost, we’re talking about 15-30% more time involved in running the missions. On a VP per unit time basis, that puts you behind...not good for those with limited time to spend on events.
Even if you account for time spent on farming components during the event and tapping to make the pop-up animations go away, the VP bonus ends up being so small that I don’t see how you could really end up coming out ahead unless time spent tapping over the weekend isn’t a concern.