solfalling

Neural Cloud Resource Cost Analysis + Guidance

Dec 2nd, 2022 (edited)
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  1. Monthly Quartz Sand Income
  2. https://cdn.discordapp.com/attachments/1003579899736498236/1041994807624618025/monthlyincome_rev_1.png
  3.  
  4. Quartz Sand is the primary resource for obtaining Advanced Search Commands (gacha pulls). Events with limited gacha banners run for one month each (28 days), with the gacha ceiling at 180 pulls. Thus, it's necessary to conserve Quartz Sand based on your desired banners and income.
  5. Per the table in the above image, once Exception Protocol is released, f2p players can expect to save about ~57 pulls per month recurring, while those who buy both the Monthly Card and Battle Pass could expect up to ~87. Exception Protocol is worth 16 pulls every month so pull income will be ~41 or ~71 pulls per month before its release, respectively.
  6.  
  7. Neural Search
  8. 50 Quartz = 1 Advanced Search (Daily x1 per open Banner)
  9. 150 Quartz = 1 Advanced Search (After using up all Quartz Sand; Quartz converts to Quartz Sand at 1:1 rate)
  10.  
  11. Basic Search
  12. - Basic Search is an important source of miscellaneous passive income. The drop pool includes Combat EXP, Breakthrough Widgets, Gifts, Neural Kits, Neural Fragments, and Dolls. Leveling the Search Terminal in Oasis Construction increases the rate of Basic Search generation and expands the pool of droppable Dolls.
  13. - The cap for maximum Basic Search Commands held is 40. Because the drop rate for Dolls in Basic Search is tiny and upgrading the Search Terminal is medium priority (after Engineering Bureaus and DGC Banks), there is minimal benefit to hoarding Basic Search Commands. Instead, Factory capacity should be directed to Basic Search Commands after Oasis construction is complete so that Professors can perform ~40 Basic Searches every day.
  14.  
  15. Exploration
  16. - Endless Exploration stages always have 3 layers. For Standard and Dark stages, the number of layers (current and total) is typically displayed somewhere on screen (at top right of Stage Info before starting a stage, or at top left during exploration or battle).
  17. 50 Quartz Sand = 100 Keys (Daily x2)
  18. 1|0.9 Key = 100 Combat EXP (200|~222.2 per Quartz Sand)
  19. 2|1.2 Key = 200 Combat EXP (200|~333.3 per Quartz Sand)
  20. 6|3.4 Key = 600 Combat EXP (200|~352.9 per Quartz Sand)
  21. 12|4.1 key = 1200 Combat EXP (200|~585.4 per Quartz Sand)
  22. 18|6.2 key = 1800 Combat EXP (200|~580.6 per Quartz Sand)
  23. 36|12.3 key = 3600 Combat EXP (200|~585.4 per Quartz Sand)
  24. 1.5|1.2 Key = 1 Grey Breakthrough Widget (~1.33|~1.67 per Quartz Sand)
  25. 2.5|2 Key = 1 Green Breakthrough Widget (0.8|1 per Quartz Sand)
  26. 3.5|2.8 Key = 1 Blue Breakthrough Widget (~0.57|~0.71 per Quartz Sand)
  27. 5|3.2-4 Key = 1 Purple Breakthrough Widget (0.4|0.625-0.5 per Quartz Sand)
  28. 10|7-8 Key = 1 Orange Breakthrough Widget (0.2|~0.29-0.25 per Quartz Sand)
  29. 6.7|3.9-4.9 Key = 100 Skill Sample (~29.85|~51.3-40.8 per Quartz Sand)
  30. 10|8 Key = 1 Skill Pivot (0.2|0.25 per Quartz Sand)
  31. - Costs given are before the additional 10% discount for taking all loot items. Costs given after "|" are the standard discounts encountered in practice during exploration.
  32. - After Stage 2-2, the option to selectively choose exploration loot (including no loot) becomes available. However, taking all loot grants a 10% bonus discount.
  33. - Be aware that Key costs round up. When choosing loot drops selectively, try to keep the total sum close to a whole number. (This has a larger impact the fewer drops you take.)
  34. - Discount levels increase for later exploration stages. This means that if early stages are run again (e.g. for Challenge Mode in Chapter 1 and 2), loot should not be taken.
  35. - In general, time-limited event shops or Resource Collection should be favored over purchasing exploration loot. The only loot item that should always be purchased are Skill Pivots for 8-10 keys. For everything else, Resource Collection provides better rates unless you take the 10% bonus discount.
  36. - It is reasonable to stop purchasing exploration loot immediately after unlocking the option in Stage 2-2.
  37.  
  38. Diggcoin
  39. Diggcoin is obtained from:
  40. - Oasis Buildings (passive)
  41. - Resource Collection (recommended on 2X days)
  42. - Quest/Achievement/Event rewards
  43. - Decomposing Algorithms (recommended; see section on Algorithm Decomposition)
  44. - Factory production (not recommended)
  45. Diggcoin is consumed in:
  46. - Oasis construction
  47. - Doll level Breakthrough (every 10 levels)
  48. - Doll Neural Expansion
  49. - Special Supplies: Standard Acquistion shop (recommended: see section on Standard Acquisition)
  50. - Strategic Overview: Procedural Efficiency
  51. - Doll Skill Leveling (Unlocked after Stage 4-4)
  52. - Factory production (recommended as sink for excess Diggcoin: see section on Factory)
  53.  
  54. Supplies
  55. Supply Pack:
  56. Monthly/Weekly/Daily Free Pack
  57. Potential Promotion Strategy Pack: 198 Quartz Sand (~128-170 Quartz Sand value)
  58. - 35 Purple Breakthrough Widgets (choosable class), 30 Blue Breakthrough Widgets (choosable class), 18000 Combat EXP
  59. - Good value for starter teams that have duplicate classes (e.g. 2x Sniper, Warrior, or Medic). Not recommended otherwise.
  60. EXP Upgrade Strategy Pack: 98 Quartz Sand (100 Quartz Sand value)
  61. - 48000 Combat EXP, 100 Mid-Poly Data, 100 Low-Poly Data
  62. - Reasonable value even for endgame players. Recommended.
  63. Beginner's Infrastructure Pack: 198 Quartz Sand (~113.3 Quartz Sand value)
  64. - 1000 Prefabs, 20000 Diggcoin
  65. - If purchased immediately upon being unlocked, can be used to boost the Engineering Bureau to level 5, increasing Prefab output from 48/Day to 249.6/Day (~16 Quartz Sand daily income). Also equivalent to accelerating Oasis completion by ~2-3 days.
  66. - Can be skipped if story progress is rushed to Stage 3-6, unlocking the Factory which provides Prefab income of 600-850/Day. Recommended otherwise.
  67. Furniture:
  68. 100 Quartz Sand = 200 Furniture Coin
  69. - Furniture Coin can be obtained from events and progression rewards. Purchases using Quartz Sand are not recommended for f2p.
  70. Special Supplies:
  71. 500 Diggcoin = 500 Combat EXP (1:1 standard rate)
  72. 2000 Diggcoin = 2 Blue Gift (1/2 per Quartz Sand)
  73. 2500 Diggcoin = 1 Purple Gift (1/5 per Quartz Sand)
  74. 6250 Diggcoin = 1 Orange Gift (1/12.5 per Quartz Sand)
  75. 1875 Diggcoin = 5 Grey Breakthrough Widget (1.6 per Quartz Sand)
  76. 3125 Diggcoin = 5 Green Breakthrough Widget (~0.96 per Quartz Sand)
  77. 4375 Diggcoin = 5 Blue Breakthrough Widget (~0.69 per Quartz Sand)
  78. 3750 Diggcoin = 3 Purple Breakthrough Widget (0.48 per Quartz Sand)
  79. 5000 Diggcoin = 2 Orange Breakthrough Widget (0.24 per Quartz Sand)
  80. 45000 Diggcoin = 2 Rainbow Breakthrough Widget (1/37.5 per Quartz Sand, not recommended)
  81. 3500 Diggcoin = 2 Purple Algorithm Booster (1/~2.9 per Quartz Sand, 385 Diggcoins per Algorithm Fragment)
  82. 8750 Diggcoin = 1 Orange Algorithm Booster (1/~14.6 per Quartz Sand, 389 Diggcoins per Algorithm Fragment)
  83. 10000 Diggcoin = 20 Algorithm Fragment (5/6 per Quartz Sand, 500 Diggcoins per Algorithm Fragment, not recommended)
  84. 25000 Diggcoin = 50 Algorithm Fragment (5/6 per Quartz Sand, 500 Diggcoins per Algorithm Fragment, not recommended)
  85. 10000 Diggcoin = 500 Skill Sample (1/30 per Quartz Sand, not recommended)
  86. - The standard conversion rate for Quartz Sand to Diggcoin is 1:600 via Resource Collection: DGC Collection EP08. Quartz Sand prices in Standard Acquisition use much worse ratios of around 1:200 so Quartz Sand purchases in the shop are never recommended.
  87. - Combat EXP: Price is standard conversion rate. Optional early game, recommended late game.
  88. - Gifts: Standard Acquisition prices are equivalent to 5/6 the Energizer cost of Gifts in the Factory. Recommended.
  89. - Breakthrough Widgets: Optional/not recommended early game, recommended late game. Widget prices are significantly worse than 2X Resource Collection, and slightly worse than (~mid game) exploration loot drops. However, Widgets are a good use of excess late-game Diggcoin because low-level (Grey, Green, Blue) Widgets are no longer actively farmed while high-level (Purple, Orange) Widgets are useful for Rainbow Widget production. Never buy Rainbow Widgets directly, as their Factory production cost is ~14000 Diggcoin each, vs 22500 Diggcoin each as offered by Standard Acquistion.
  90. Permanent Supplies: Best Seller
  91. 150 Quartz Sand = 1 Advanced Search
  92. Permanent Supplies: Points Redemption Center
  93. - Points Redemption Center is the point shop for the currency obtained when performing Advanced Search on a Limited banner. If a Professor does not hit and use the hard-pity limit at 180 Advanced Searches, each Advanced Search (Discrete Signal) is converted to a Discrete Point at a 1:1 ratio.
  94. - The shop options are ranked below in terms of Discrete Pt efficiency -- how much the equivalent reward would cost via alternative routes such as Exploration, Resource Collection, Factory production, limited Event point shops, etc.
  95. - As seen by the ranking, recycling Discrete Pts back into Advanced Search Commands at a rate of 200:1 is their most efficient usage. Since it takes spending 200 Advanced Search Commands to get 1 back, this shop is very inefficient.
  96. 200 Discrete Pts = 1 Advanced Search Command (3/4 Quartz Sand per Discrete Pt)
  97. 25 Discrete Pts = 1 Algorithm Material Box (~26.7|~43.3/25 Quartz Sand per Discrete Pt)
  98. 10 Discrete Pts = 3600 Combat EXP (1:360) (3/5 Quartz Sand per Discrete Pt)
  99. 20 Discrete Pts = 5000 Diggcoin (1:250) (5/12 Quartz Sand per Discrete Pt)
  100. 10 Discrete Pts = Orange Breakthrough Widget (7/20 Quartz Sand per Discrete Pt)
  101. 15 Discrete Pts = 1 Skill Pivot (1/3 Quartz Sand per Discrete Pt)
  102. 30 Discrete Pts = 1 3 Pcs Set Orange Algorithm (8.1|133.8/30 Quartz Sand per Discrete Pt)
  103. 100 Discrete Pts = 1 Reconfiguration Generator (40.5|~133/100 Quartz Sand per Discrete Pt)
  104. 25 Discrete Pts = 10 Furniture Coins (1/5 Quartz Sand per Discrete Pt)
  105. 50 Discrete Pts = 500 Skill Sample (1:10) (5/26 Quartz Sand per Discrete Pt)
  106.  
  107. Oasis
  108. - Construction priority: Engineering Bureau == DGC Bank > Headquarters > Warehouse >= Search Terminal >= Factory > Trading Post
  109. - At times, Warehouse upgrades will be required just to acquire enough Prefab storage capacity for further Headquarters/DGC Bank upgrades
  110. - Warehouse: Warehouse upgrades are extremely cheap. However, the 0.5% Diggcoin Boosts they provide are also extremely small, worth 10 Diggcoin/hour with maxed out banks. As a basic guideline, Warehouse upgrades can only be considered over DGC Bank upgrades if the Warehouse upgrade is at least 7x cheaper.
  111. - Search Terminal/Factory: the first two upgrades for both of these are relatively cheap so they can be done whenever desired. For upgrades beyond that, Search Terminal upgrades are slightly favored over Factory upgrades due to being more valuable (+16.8 Basic Search Commands/Day vs +400 Energizer/Day, ~42 vs 16 Quartz Sand), although Factory production can be funnelled back into Prefabs, accelerating Oasis construction.
  112. - Trading Post: upgrading the Trading Post increases the number of items available in Special Supplies: Standard Acquisition as well as the rarity of the items available. It should be upgraded last due to all the other buildings providing passive income.
  113.  
  114. Dormitory
  115. - The primary benefit of Dorm Comfort level is additional passive Intimacy generation from any activity that consumes keys. Base Intimacy gain scales with the number of keys consumed (for example, base Intimacy gain is +6 for Resource Collection stages which cost 30 Keys). In contrast, the Dormitary provides a flat boost of up to +3 Intimacy (activating at Dormitory levels 4, 7, and 10) whenever Intimacy gain via battle occurs.
  116. - Backup Dolls receive the full reward from Intimacy gain, just like the main team. However, Dolls must be assigned to a Dormitory room via Dormitory: Check-In to receive the Dormitory-related bonus (specific rooms don't make any difference).
  117. - The Dormitory has two areas: Honeycomb, consisting of 7 individual rooms; and Atrium, consisting of a single large room. Dolls may only be assigned to one area at a given time
  118. - For f2p players with a limited supply of Furniture Coin, it may be worth considering the Cost:Comfort ratio of individual Furniture pieces. In general, Furniture with a 2:1 or less (e.g. 200 Furniture Coins for 100 Comfort) ratio have low comfort efficiency and can be skipped as desired. Meanwhile, rare furniture pieces with a 1:1 ratio are valuable, while 4:3 or 3:2 ratios are good (e.g. 400:300 or 150:100) and a 5:3 ratio is somewhat acceptable. Unlike GFL, there is no benefit associated with acquiring a complete furniture set.
  119. - Aside from Intimacy, Dorm Comfort also passively generates low daily amounts of Combat EXP and Factory materials
  120.  
  121. Intimacy
  122. - Raised through Gifts or any combat settlement which consumes Keys
  123. - Unlocks Fragment Search stages for farming
  124. - Rewards Neural Fragments upon reaching set milestones
  125. - Unlocks additional stat bonuses per Intimacy level for Dolls above level 40
  126. - Maximum is Intimacy level 15
  127.  
  128. Fragment Search
  129. - Increased rarity from Neural Expansion provides the following benefits:
  130. - Increased percentage multiplier for all basic stats
  131. - Additional Algorithm space (new Algorithm Sets equippable at 3.5 and 4.5 stars)
  132. - Ultimate Skill unlocked (at 3 stars) or Ultimate Skill levels (at 3.5+ stars)
  133. - Auto Skill precharge (lower ICD) at 3 and 5 stars
  134. - New Projections/costumes (at 3.5 and 4 stars) and a new icon (at 5 stars)
  135. - Eligibility for Arma Inscripta (MOD3) for units which are applicable (at 5 stars)
  136. - First Clear Bonus: 15 Fragments total
  137. - Fragment Search stages can be Auto Battled after the first clear (without Support Dolls).
  138. - Recommended progression:
  139. 1. Basic priority: DPS > Guard > Medic > Specialist.
  140. 2. Push all team members to 3.5 Star minimum (for Ultimate and Algorithm space)
  141. 3. Feel free to continually invest in DPS and keep your DPS 1 or even 1.5 rarity levels above some other members of your team. Support Specialists like Angela, Rise, Dushevnaya gain most of their performance from Skill Levels and can achieve 90% of their usefulness at 3.5 rarity.
  142. 4. Begin investing in a backup team (3-4 members, minimum 3 stars) after your entire main team has reached 3.5-4 stars (however, continue investing in your main DPS). The backup team can clean up boss battles in Vulnerability Check, or provide stat buffs in Enigma Black Hole.
  143.  
  144. Breakthrough
  145. - Breakthrough is required to continue leveling Dolls after every 10 levels. In addition to enabling Dolls to gain further levels (multiplicative stat scaling), each level of Breakthrough also provides a flat bonus to all basic stats.
  146. - Breakthrough costs Breakthrough Widgets and Diggcoin.
  147. - Although the cost of Breakthrough level 6, for Doll level 60 -> 70, requires a prohibitive amount of Orange Widgets, players are likely to have some stock of consumable Widget Boxes which can be converted to Breakthrough Widgets of any desired class. Such consumable boxes drop periodically from events. Widgets can also be obtained from Basic Search, the Standard Acquisition shop, Weekly 2X Resource Collection, and Factory production/conversion. It is accordingly not advised to spend keys farming Widgets for breakthrough aside from these natural/efficient sources.
  148.  
  149. Resource Collection
  150. - 2X bonuses don't apply to First Clear Bonuses. In general, it should only be necessary to run Resource Collection when a 2X or First Clear Bonus is available.
  151. - Later Resource Collection stages are more efficient than the earlier ones. Accordingly, a good early progression goal to aim for is to advance the main story fast enough that no Resource Collection stage aside from the last one needs to be run more than once, without missing 2X bonuses.
  152. DGC Collection:
  153. EP08: 30 Keys = 9000 +- 300|18000 +- 600 Diggcoin (600|1200 per Quartz Sand)
  154. - Requires melee DPS to clear. Friend Support + Teleportation tactical skill can compensate for two non-meleee dolls
  155. EXP Collection
  156. EP08: 30 Keys = 9000 +- 300|18000 +- 600 Combat EXP (600|1200 per Quartz Sand)
  157. - Requires ranged DPS to clear. Friend Support can compensate for one non-ranged doll. Single-target Medic skills (e.g. Persicaria's ult) can keep one melee DPS alive, but will sacrifice some DPS by using a Medic
  158. Skill Array Domain:
  159. EP08: 30 Keys = 780 +- 20|1560 +-40 Skill Sample (52|104 per Quartz Sand)
  160. - Requires 3 high HP/Physical DEF Dolls to clear. Guards >> Warriors >> Specialists > Medics > Snipers. Friend Support can compensate for one Guard/Warrior.
  161. Potential Training:
  162. EP01: 15 Keys = ? +- 1|? +- 2 Grey Breakthrough Widget (?|? per Quartz Sand)
  163. EP02: 18 Keys = 6 +- 1|12 +- 2 Green Breakthrough Widget (~0.67|~1.33 per Quartz Sand)
  164. + 3 +- 1 Grey Breakthrough Widget
  165. EP04: 20 Keys = 5 +- 1|10 +- 2 Blue Breakthrough Widget (0.5|1 per Quartz Sand)
  166. + 3 +- 1 Green Breakthrough Widget
  167. EP06: 25 Keys = 4 +- 1|8 +- 2 Purple Breakthrough Widget (~0.33|~0.67 per Quartz Sand)
  168. + 3 +- 1 Blue Breakthrough Widget
  169. EP08: 30 Keys = 3 +- 1|6 +- 2 Orange Breakthrough Widget (0.2|0.4 per Quartz Sand)
  170. + 3 +- 1 Purple Breakthrough Widget
  171. - Reward values listed don't include the First Clear Bonus. Numbers before "|" indicate the normal yield, while those given after indicate the yield with 2X bonus.
  172.  
  173. Support
  174. - The Support system allows Professors to choose up to 3 dolls to be borrowed by other Professors during various battle modes.
  175. - Having your Support Doll used earns Reputation Points which can be exchanged for useful/valuable items in Special Supplies: Support Exchange. The amount of Reputation Points earned scales with the number of keys consumed using your Doll by the borrower.
  176. - Main Story stages have a Support limit of 5 dolls per day (expandable via Procedural Efficiency). Additionally, each Doll of a given name (Persicaria etc.) may only be borrowed once per day for main story stages. There is a Weekly Activity quest for using Support Dolls in main story stages 20 times.
  177. - Endless Exploration, Fragment Search, Resource Collection, and Algorithm Collection have no limit on Support usage, whether for total Supports or specific Dolls.
  178. - Vulnerability Check is inherently limited to one attempt/Support Doll per day. Due to not consuming keys, it also provides no Reputation Points.
  179. - Support Dolls provided by in-game Friends will always be available. Support Dolls provided by other Professors come from a random pool, which may be refreshed at intervals of 5s
  180. - IMPORTANT: Support Dolls are automatically scaled to match the level of the highest level doll of the borrowing Professor. Higher level Support Dolls are scaled down, while lower level Dolls are scaled up:
  181. - When borrowing supports, this means pushing just one of your Dolls ahead in level significantly increases the strength of Support Dolls available to you
  182. - When lending supports, this means that it's most important to upgrade a Doll's non-level aspects to make them stand out in the Support pool: Rarity, Skill Levels, Algorithms, and Intimacy. For f2p players who can't immediately max out a new Doll's rarity, this means it may be more advantageous to offer less commonly provided dolls in the Support pool -- avoiding competition/overlap with maxed out Support Dolls from other Professors, or common units used in borrowing Professors' own teams.
  183.  
  184. Strategic Overview: Procedural Efficiency
  185. - Procedural Efficiency upgrades cost Strategic Blueprints (obtained per 100m cleared in Endless Exploration) and Diggcoin. The following upgrades are recommended as the highest priority:
  186. - Rossum: Function Compatibilization, Recharge Rate Boost
  187. - Cyclopes: Free Overclock
  188. - Enigma: Overclock Function
  189. - Pierides: Cooldown Speed Boost, Recovery Rate Boost, Entropization Blocker
  190. - Helios: Overclock Compatibilization, Additional Cache Coins
  191. - Copley: Terrain Buff - Sniping
  192.  
  193. Strategic Overview: Specialty Training
  194. - Specialty Training is a development tree that provides percentage or flat stat boosts to specific classes based on an upgrade currency called Sampling Parameters.
  195. - Sampling Parameters are earned from two sources: 1. any activity which consumes keys, or 2. by leveling Dolls. The amount of Sampling Parameters rewarded for any activity that consumes keys is directly proportional to the number of keys consumed, similar to Intimacy gain. Additionally, the type of Sampling Parameters rewarded are also directly proportional to the type of units used in the activity which consumed the keys.
  196. - Because Backup Dolls contribute equally to Sampling Parameter gain, it is recommended to fill Backup slots with units of a class you desire extra Sampling Parameters for during farming activities which consume a lot of keys (e.g. Resource or Algorithm Collection).
  197. - Conversely, Sampling Parameters do not need to be considered at all for activities which expend no/few keys. For example, Vulnerability Check, Enigma Black Hole, or main story progression/Endless exploration.
  198. - Each Specialty Training upgrade contributes to a total Specialty Training Level, which unlocks later upgrades in the tree.
  199. - Despite this mechanism, it's not recommended to perform Specialty Training upgrades for bad/unnecessary stats just to unlock later upgrades. As the upgrade tree proceeds deeper, upgrades become significantly more expensive
  200.  
  201. Algorithm Collection
  202. - As with other Resource Collection stages, it is recommended that only the last stage (EP05 of Advanced Collection) should be farmed more than once.
  203. - The Algorithm Set of Purple and Orange Algorithms drops from Algorithm Collection are restricted to per day of the week. Each weekday features two 2 Pcs Sets and two 3 Pcs Sets, while weekends feature no targeted Algorithm Sets. This system should be leveraged to farm powerful Algorithm Sets in a targeted manner.
  204. - In particular, the weekly schedule conforms to the following themes (stat names in parentheses indicate the recommended main stat to pursue):
  205. - Monday: Stability sets (Max HP) for non-Guards. Low priority
  206. - Tuesday: Stability sets (Phys DEF, Max HP) for Guards. Medium priority.
  207. - Wednesday: Special sets (Healing Effect) for Medics, Offense Hashrate sets (Hashrate) for non-DPS. Medium priority
  208. - Thursday: Special Skill Haste sets (Skill Haste) for Specialist, Special/Offense Attack Speed sets (Crit Rate/Dmg, Skill Haste, ATK, Hashrate) for DPS. High priority
  209. - Friday: Offense sets (Attack/Hashrate) for DPS, Special Evasion sets (Skill Haste, Defense) for Tanks. High priority
  210. - Saturday/Sunday: No targeted sets. Prefer farming other resources (e.g. Skill Pivots) instead
  211. - Algorithm Set recommendations for each Doll are available in-game via Algorithm: Equip: Set. These recommendations aren't always optimal, but are a reasonable starting point. Full guidance on recommended Algorithm Sets for each Doll is available online in various guides.
  212. - Algorithm: Reconstruct is an upgrade system whereby 2-block Orange Algorithms can reroll their substats, with a random chance of increasing substat rarity (strength). Because Reconstruction consumes either Reconfiguration Generators or other Orange Algorithms with the same name, it should only be performed on Orange Algorithms with the ideal main stat.
  213. - Algorithm Substat Rarity has 4 levels, with the following characteristics:
  214. - Level: 1 Color: White Substat Value: 12% of equivalent Main Stat
  215. - Level: 2 Color: Blue Substat Value: 18% of equivalent Main Stat
  216. - Level: 3 Color: Purple Substat Value: 36% of equivalent Main Stat
  217. - Level: 4 Color: Orange Substat Value: 60% of equivalent Main Stat
  218. - Algorithm Substat Rarity is indicated by the color of the two dots at the bottom of an Algorithm in basic view, or by the color of substat text in detailed view.
  219. - Notably, substat strength has the same scaling on both Purple and Orange Algorithms. This means that although Purple Algorithms have half the main stat strength of Orange Algorithms and cannot be reconstructed to increase substat rarity, Purple Algorithms that come with high rarity substats from the beginning can be very valuable placeholders.
  220.  
  221. Algorithm Decomposition
  222. - Unneeded Algorithms can either be decomposed for Diggcoin and Algorithm Fragments, or directly fed to Dolls for Algorithm Efficiency. The below table shows the result from Decomposition vs Efficiency enhancement:
  223. 1 Block Blue = 80 Diggcoin OR 3 Efficiency EXP
  224. 2 Block Blue = 100 Diggcoin OR 3 Efficiency EXP
  225. 1 Block Purple = 200 Diggcoin + 1 Algorithm Fragment OR 6 Efficiency EXP
  226. 2 Block Purple = 200 Diggcoin + 2 Algorithm Fragment OR 7 (non-set) or 15 (set) Efficiency EXP
  227. 1 Block Orange = 500 Diggcoin + 7 Algorithm Fragment OR 13 Efficiency EXP
  228. 2 Block Orange = 500 Diggcoin + 10 Algorithm Fragment OR 80 Efficiency EXP
  229. - Blue, 1 Block Purple, and 2 Block Orange Algorithms (which won't be used for Algorithm Reconfiguration) should be directly consumed to enhance Algorithm Efficiency.
  230. - Non-set 2 Block Purple and 1 Block Orange Algorithms should be decomposed for Algorithm Fragments
  231. - 2 Block Purple Algorithms belonging to an Algorithm Set can be decomposed or directly consumed depending on Diggcoin demand or Prefab supply. In general favor direct feeding. Decomposition followed by conversion into Algorithm Boosters provides surplus Efficiency Experience at a rate of 25 Efficiency Experience/100 Prefabs, which is somewhat inefficient but with a side benefit of reimbursing 200 Diggcoin per Algorithm.
  232.  
  233. Vulnerability Check
  234. - Only one Vulnerability Check Tier may be attempted per day. Each Tier consists of 4-6 Stages followed by a Boss Stage
  235. - Completion of each stage rewards Glitter Chips as well as some Diggcoin. The total Glitter Chips rewarded by a partial clear (minus the Boss Stage) of a Tier is equivalent to the total Glitter Chips rewarded by a full clear (including the Boss Stage) of the previous Tier.
  236. - Although the total Glitter Chip reward is the same, daily and weekly quests rewards are associated with full clears of any Vulnerability Check Tier. Thus, full clears are recommended at least 5/7 days per week.
  237. - Damage to your Dolls is carried over between Vulnerability Check Stages, but Ultimate and Tactical gauges reset
  238. - If your Dolls fail a battle and choose to Retreat or select another team instead of Retry, damage is carried over for the enemy as well. Accordingly, it's possible to continue the run by using a second team of Dolls.
  239. - However, Dolls which were used in the initial failed team may not be used again on the same day. This also applies to Support Dolls if used -- the Support Doll may neither be reused in another team, nor changed to a different Doll.
  240.  
  241. Factory
  242. 20 Quartz Sand = 500 Energizer (Daily x1) (1 Key = 12.5 Energizer)
  243. - Factory production uniformly consumes either time or a resource called Energizer. Production time and Energizer are interchangeable at a fixed ratio of 50 Energizer = 60 minutes (or 1 Energizer = 72 Seconds)
  244. - It is possible to use Energizer to instantly order something at a Factory module even if it is currently processing a time-based order
  245. - Many Factory production recipes consume resources as inputs, but if required inputs are produceable by the Factory itself, the equivalent time or Energizer cost of missing inputs is automatically summed into the production cost
  246. Extraction Mine:
  247. 1200 Diggcoin = 120 minutes|100 Energizer ~0.083 Energizer each (300 per Quartz Sand, not recommended)
  248. 50 Prefab = 120 minutes|100 Energizer 2 Energizer each
  249. 1 Low-Poly Data = 2 minutes|1/3 Energizer
  250. 1 Mid-Poly Data = 4 minutes|2/3 Energizer
  251. 1 Hi-Poly Data = 6 minutes|1 Energizer
  252. - Prefab production is recommended for early game until all Oasis construction is completed.
  253. - Low-Poly Data is recommended for late game to accelerate Basic Search Command production.
  254. - Energizer can be used to quick-produce various Poly Data to align production timers. For example, Gift Workshop can produce 4 Orange Gifts in exactly 24 hours if 10 Hi-Poly Data (of any type) are available. Similarly, Mid-Poly Triangle or Rhombus Data can be used to adjust Skill Pivot or Skill Material Box production times in Data Encapsulation Center when Prefab supplies do not line up (each Mid-Poly Data is worth 4 minutes).
  255. Supplies Workshop:
  256. 100 Combat EXP = 15 minutes|12.5 Energizer 0.125 Energizer each (200 per Quartz Sand, not recommended)
  257. 600 Combat EXP = 88 minutes|~73.3 Energizer ~0.122 Energizer each (~204.5 per Quartz Sand, not recommended)
  258. 1 Basic Search = 72.5 minutes|~60.4 Energizer (~0.4 per Quartz Sand)
  259. 1 Reconfiguration Generator (Consumes 150 Algorithm Fragments)
  260. = 240.5 minutes|~200.4 Energizer (~1/133 per Quartz Sand)
  261. OR = 0.5 minutes|1 Energizer + 100 Prefab
  262. 1 Non-Set Orange Algorithm (Consumes 50 Algorithm Fragments)
  263. = 30 minutes|25 Energizer (~1/42.6 per Quartz Sand)
  264. OR = 6 minutes|5 Energizer + 20 Prefab
  265. 1 2 Pcs Set Orange Algorithm (Consumes 100 Algorithm Fragments)
  266. = 132 minutes|110 Energizer (~1/87.7 per Quartz Sand)
  267. OR = 12 minutes|10 Energizer + 50 Prefab
  268. 1 3 Pcs Set Orange Algorithm (Consumes 150 Algorithm Fragments)
  269. = 264 minutes|220 Energizer (1/133.8 per Quartz Sand)
  270. OR = 24 minutes|20 Energizer + 100 Prefab
  271. 1 Purple Algorithm Booster (Consumes 2 Algorithm Fragments)
  272. = 49 minutes|~40.8 Energizer (1/3.3 per Quartz Sand)
  273. OR = 1 minute|1 Energizer + 20 Prefab
  274. 1 Orange Algorithm Booster (Consumes 10 Algorithm Fragments)
  275. = 243 minutes|202.5 Energizer (~1/16.4 per Quartz Sand)
  276. OR = 3 minutes|3 Energizer + 100 Prefab
  277. 1 Algorithm Material Box - alpha
  278. = 1300 minutes|~1083.3 Energizer (~1/43.3 per Quartz Sand)
  279. OR = 300 minutes|250 Energizer + 10000 Diggcoin (~1/26.7 per Quartz Sand)
  280. - Basic Search Commands are recommended as the primary output from Supplies Workshop. Because other outputs are inefficient or consume Prefabs, Basic Search Commands should be the only output until Oasis construction is completed
  281. - Algorithm Fragments are valued at 5/6 per Quartz Sand based on the price from Standard Acquistion
  282. - Due to Algorithm-related outputs being gated by Prefab and Algorithm Fragment supply, they have short production timers and can be produced for very little Energizer cost once inputs are available.
  283. - For mid-late game, it is is recommended for all Algorithm Fragment income to be directed towards Orange Algorithm Boosters until at minimum your main team has maxed out on Algorithm Efficiency. Reconfiguration Generators can be considered if Algorithm Fragment stock far exceeds Prefab availability, but Orange Algorithm outputs should be ignored due to being much less efficient than Algorithm Collection.
  284. - Algorithm Material Box should only be considered as a Diggcoin sink when close to the storage cap.
  285. Gift Workshop:
  286. 1 Blue Gift = 60 minutes|50 Energizer (16 Intimacy) (1/2 per Quartz Sand)
  287. 1 Purple Gift = 150 minutes|125 Energizer (40 Intimacy) (1/5 per Quartz Sand)
  288. 1 Orange Gift = 375 minutes|312.5 Energizer (100 Intimacy) (1/12.5 per Quartz Sand)
  289. - Production cost per Intimacy gain is uniform across all three rarities.
  290. - Production of Orange Gifts is recommended to avoid Poly Data overlap with other modules
  291. Data Encapsulation Center:
  292. 1 Orange Breakthrough Widget (Consumes 3 Purple Breakthrough Widget)
  293. = 144 minutes|120 Energizer (~0.0905 per Quartz Sand, not recommended early game)
  294. 1 Skill Pivot
  295. = 1200 minutes|1000 Energizer (1/40 per Quartz Sand)
  296. OR = 480 minutes|400 Energizer + 300 Prefab
  297. 1 Skill Material Box
  298. = 960 minutes|800 Prefab (1/32 per Quartz Sand)
  299. OR = 120 minutes|100 Energizer + 100 Prefab + 6000 Diggcoin (1/22 per Quartz Sand)
  300. 1 Rainbow Breakthrough Widget (Consumes 3 Orange Breakthrough Widget)
  301. = ~606.167 minutes|~501.14 Energizer (~1/32.67 per Quartz Sand)
  302. OR = ~6.167 minutes|~1.14 Energizer + 6000 Diggcoin (~1/22.67 per Quartz Sand)
  303. - Orange Breakthrough Widget production is not recommended early game due to being very cost-inefficient. Purple Breakthrough Widgets are valued at half the cost of Orange Breakthrough Widgets in other areas of the game. In the Factory, not only does Orange Widget production cost three Purple Widgets, it also has a surcharge of 120 Energizer (4.8 Quartz Sand).
  304. - Since Orange Breakthrough Widget production is discouraged, Skill Pivot or Skill Material Box production are the only early-game options. However, these outputs cost Prefabs and Diggcoin, extremely important resources for Oasis construction. Accordingly, Skill Pivots or Skill Material Boxes should only be produced if they do not consume Prefabs/Diggcoin before Oasis construction is completed.
  305. - Under normal circumstances, that means that during early game the Data Encapsulation Center should be producing nothing. However, there is a technique for temporarily locking down your Prefabs, preventing them from being consumed in Factory orders, allowing you to produce Skill Pivots. That technique is to make a temporary Factory order that consumes all your Prefabs, and then later cancel it. If you place a Skill Pivot order before cancelling the temporary order, the Skill Pivot Order will not consume any Prefabs.
  306. - The best candidate for the temporary order is Orange Algorithm Boosters from the Supplies Workshop. Using the Orange Algorithm Booster recipe, it is possible to look down 100 Prefabs per 10 Algorithm Fragments you have in stock. Algorithm Fragments can be efficiently obtained by decomposing 2-block Purple and 1-block Orange Algorithms (see section on Algorithm Decomposition).
  307.  
  308. Enigma Black Hole
  309. - Enigma Black Hole challenges offer one time rewards, cost no keys, permit no Support Dolls, and offer no Functions.
  310. - There is a 90 second time limit, resulting in fairly strict requirements in terms of unit investment and team composition. If fully clearing Black Hole (level 150+) is a goal, be aware that heavy investment (maxed skills, level 70, 5-stars etc.) in meta units is non-negotiable.
  311. - In the future, DPS monsters such as Clukay or Undine will be released that should provide much more leeway for carrying non-meta units through Black Hole.
  312. - At present, Rise and Lam provide unparalleled utility in Black Hole. Other useful units include generically strong Dolls such as Kuro, Nanaka, Angela, and Hatsuchiri. (Note that Rise, like Angela, gains most of her strength from Skills and does not require significant investment in rarity past 3.5 stars.)
  313. - A fairly important mechanic in Black Hole is the usage of tile effects by Backup Dolls. Effect tiles providing buffs of 16% ATK, Hashrate, or Phys. DEF are available on every Black Hole stage, as well as tiles which do 80% Hashrate healing or damage every 5 seconds for Medics or Specialists specifically. In general, the permanent stat buff tiles are much more useful than the 5s cooldown tiles, and the Medic tile is more useful than the Specialist tile.
  314. - In order to fully exploit the backup tiles, a backup team of units who specialize in key stats should be raised. If used only for their tile buffs, Backup Dolls do not need any Skill investment. However, they still benefit from Algorithms/Algorithm Efficiency, Rarity, and Levels/Breakthrough. A list of units who have the highest stats for each backup tile is given below (including future Dolls):
  315. - Hashrate: Max > Kuro > Clukay > Fern
  316. - Attack: Hubble > Changzi > Daiyan > Vee
  317. - Defense: Croque > Yanny > Bonee
  318. - Medic: Choco > Panakeia > Florence
  319. - Specialist: Puzzle > Mai > Turing > Hannah > Suo > Sakuya
  320.  
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