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Sustainable NPC Hypothesis http://galaxylegion.com/forum/viewtopic.php?f=4&t=11387 |
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Author: | BinaryMan [ Fri Aug 12, 2011 1:27 pm ] |
Post subject: | Sustainable NPC Hypothesis |
So I have a theory, that if the xp ratio of the "npc mix" can be optimized by keeping "good" mission spawns active, that less rank points are needed to sustain energy and more can be put into tactical officers. One needs to increase attack at the same (or similar) rate that the matched enemies are increasing health to keep their xp ratio consistent. Shots to hit (and therefore xp ratio) on a matched enemy depends on the relation of: [constant * rank * sqrt(rank)] / (rank * attack) which simplifies to [constant * sqrt(rank) / attack] and the constant is the npc's def multiplier * health multiplier which is set per npc type. The constant vs. the xp kill bonus determines the desirability of each. Removing tech collectors is probably the single largest thing to increase the xp ratio of the npc mix, since it is so bad; remove all scan while farming. Max overall xp rewards: Chron Shift Carrier 4.10 ; Drannik Archivist 3.98(rank dependent); Rogue Data Analyzer 3.77 Zolazins , assuming they are equal odds of any of them, average to 3.558 xp ratio , given their minimum shots possible. Adding in any common with better xp ratio than a flamehawk is beneficial. A flamehawk is at best 2.95. Most of the mission commons are good, most of the mission UNcommons are poor xp (as they are tough and poor xp). If the xp ratio of your npc mix is high enough, you can just put the 5 rank pts each rank up into energy and all prisoner rank points can go to tac officers; if your AP is high enough that you get prisoners to boost attack to match increase in enemy health (ie, at sqrt(rank) rate) , then you simultaneously autorank and maintain the same or better xp ratio on matched npcs as you rank (as opposed to it taking more shots as you rank). This is the "sustainable" aspect. There is a potential to lower the % of npc with good drops (terraformer / data optimizer) while having more commons in the mix, which I have not confirmed yet, but I would still rather have the higher xp ratio. In terms of tanking, the damage you take is proportional to : (constant * rank * rank) / (def * hull) , if your AP is high enough to sustain attack, then it is probably high enough to sustain both helmsman and brackets to compensate for the damagecap increase and the npc attack increase. Running a deck = rank build minimizes the damagecap, and you want to get most of your stats from AP drops and not modules (but where you have the space, maximize attack and then hull), and keep upkeep low to reduce repair costs (you do NOT want 200m repair costs while farming, unless you have massive income). |
Author: | smallestLIGHT [ Fri Aug 12, 2011 4:06 pm ] |
Post subject: | Re: Sustainable NPC Hypothesis |
Does this tactic require, certain missions to be purposefully left uncompleted? in order to cause the relevant NPCs to spawn. If so and it is not too much trouble, could you please explain which missions these are and at what levels they are unlocked. Thanks for your in-depth data analysis, it has given much food for thought. |
Author: | blackknightmare [ Fri Aug 12, 2011 7:52 pm ] |
Post subject: | Re: Sustainable NPC Hypothesis |
yes. as of now i have the zolazin mission uncomplete, and the rsl one done ( thinking of finishing it tho for later rewards) and altho as far as i can discern the zolazin are a random mix ( i kept track last night and out of 2k energy i got as many 70+ ones as the 10-70 tho it seems when i'm doing these runs crimson hawks appear much much less and the dranik rep's and shadin chargers appear about same rate. i also oddly gained 2 t.o troop carriers, a dark arms carrier, a lab pod and expirementer and 2 blade harvestors. if i had 4k energy i could auto lvl easily now bc i get about 3/4 - 4/5 of a lvl ( idk how much it takes me to lvl at rank 315 but i get left with 3k exp to lvl each time soo.. |
Author: | bobdebouwer [ Fri Aug 12, 2011 10:51 pm ] |
Post subject: | Re: Sustainable NPC Hypothesis |
As far as I can tell, in order to auto level you need your rank * 10(min) energy given a 4:1 xp:energy ratio. I am around the auto lvl mark at rank 318 and have been gaining lvls very quickly. I have 3414 max energy and depending on what npc's I get I can easily lvl up with just using a neural. My buffed npc attack is just over 6.3k, that includes Crimson Amp, Crimson Obelisk, Ancient Crystal Foci, Shockpulse Charger and 1 Surge Plexus. Im not sure whether I was foolish or not but I started the Potent Residium mission and if I get a few of those then I can pretty much kiss auto lvling goodbye. In order to safely auto lvl I would recommend rank * 12 max energy so you can have a little leway incase you get quite a few bad ratio npc's. Oh and the xp you need to lvl up is (rank * 40) + 20. ((rank * 40) + 20)/(rank * 12) gives you a needed xp ratio of 3.3:1 to auto lvl. My needed ratio is currently 3.7:1 Its certainly gonna take a high art production to keep up because as you lvl you put all rank points into engineers to try and keep the ratio steady but you need rank points (prisoners) to put into tac officers to keep up/surpass matched rank npcs. I hope I have made some sense but I have never really been good at explaining things. |
Author: | smallestLIGHT [ Sat Aug 13, 2011 1:16 pm ] |
Post subject: | Re: Sustainable NPC Hypothesis |
Not at all, i found that both easy to follow and hugely enlightening, I have already largely implemented your ideas and find them to be just about perfect. Obviously we all have different ships, but I believe the info is more than enough to get people back on track. Thx again. |
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