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Artifacts guide 1.0: 3/26/2021 16:03:42

Gargamel
Level 57
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Sooner or later you hit a poor artifact that's a great class--for me it was Army Camp Boost. At that point, poors were a priority for me so I could walk it up to common, uncommon, and rare. They're sac bait, no doubt, but you aren't digging those hoping for the epic artifacts...you're just looking to improve the other poors you have.
Artifacts guide 1.0: 3/26/2021 21:32:54

gollem
Level 59
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Very helpful.. ty everyone posting
Artifacts guide 1.0: 3/27/2021 00:44:50


Parsifal
Level 63
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@Gargamel: sure. that's what I wrote. at the beginning dig everything. at some point concentrate on uncommons.
All my artifacts are now upgraded to at least the uncommon level. Believe me, I don't make a pretty face when I dig up a poor one...
Artifacts guide 1.0: 4/1/2021 14:49:58


KiRByTheAverage
Level 55
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Great job! Thank you for the list.
Artifacts guide 1.0: 4/27/2021 19:07:25


asdfgh
Level 24
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Speedy Crafter/Smelter just got nerfed. They're now as pointless as the other Crafter/Smelter if you want to update your guide.
Artifacts guide 1.0: 4/28/2021 19:06:45


Splat 
Level 64
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@Parsifal, There are actually 9 ways to get powers. The 4 you have plus:

-Participating in clan wars - WZC
-Free cache forum thread - WZC (once only)
-Global chat raffles - anywhere
-Winning special tournaments - WZC
-Getting top 11 in coin seasons - WZC
Artifacts guide 1.0: 4/28/2021 20:41:32


Parsifal
Level 63
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@Splat, yes, you are correct, thanks!

I focused my attention on non competitive ways through which any player can get a Power....
But I will include those as well
Artifacts guide 1.0: 4/28/2021 21:33:37


krinid 
Level 62
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at the beginning dig everything. at some point concentrate on uncommons.


I've been considering if this is actually beneficial vs targeting the 100% Common dig sites, b/c they are so much faster.

NOTE: Just added this line after writing this note. I realized my times listed here are with the CW 20% dig speed bonus active ... so just add 20% to all the times for a non-buffed dig time analysis, but the ratios will hold the same.

The ones with Uncommon %'s take 3x-5x as long (depends on Uncommon %), and 1/2 the time you still end up with Common. It might actually just be "quicker"/more artifacts of value earned in the same amount of time if you go for all Common. Get 3-5 Common in the time it takes to get 1 chance at an Uncommon.

So in 120 hrs of digging, either get:
[a] 20 Common = 1 Common every 6 hrs, or
(likely) get 3 Uncommon & 3 Common (50% rate) = average 1 Common every 6.7 hrs

So focusing on Common is slightly better (~12% faster), but can really be considered about even as far as raw value goes, probably more likely to come down to how well you micro your digging vs doing long ones, walking away and letting it finish.

However . . . getting more artifacts could be beneficial, b/c this means you have more types in your inventory which means you have better selection of what to keep, what to upgrade, what to use as fodder. If you already have your best pics, then it doesn't make a difference.

I didn't consider the cost of the digs, though. The dig times seem related to % chances of each level, but cost seems unrelated to levels but instead related to order of encountering within the map, so early map digs are cheap, late ones are expensive. So I suppose it comes down to money ... if you have tons of money, nothing changes, Common is slightly more efficient. But if all the later digs are equally expensive, and you are short on money, then using it on the Uncommon digs could make more sense.
Artifacts guide 1.0: 4/28/2021 21:52:42


FleXUS 
Level 64
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What would you rate as top 3 equiped artifacts when IDLE?
And top 3 to have and use during active play?
Artifacts guide 1.0: 4/28/2021 22:16:22


Master Jz 
Level 62
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To clarify what asdfgh said:

With the new update, you can no longer equip Speedy Crafters/Smelters and have it immediately finish the item/alloy. They now only work while the artifact is actually equipped. This is another nerf. Speedy Crafters is still going to be one of my more used artifacts (behind Army Camp Boost), but I am worried it'll be nerfed out of usefulness eventually.

Edited 4/28/2021 22:32:58
Artifacts guide 1.0: 4/29/2021 00:23:44

Phoenix
Level 25
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@krinid:
That's the whole point of the digging times. I forgot who asked for a score for dig sites that would effectively be "expected percentual value" by time and I forgot on which of the linked spreadsheet there was a listing of all encountered digging sites with their times. Iirc, the gist of it is, that all digging sites give you the exact same "value" per time (+/- a few percentage due to rounding). Hence, it doesn't surprise me how the numbers worked out.

So the outcome of every digging is the same value (per time unit). Or the other way: Each dig site's time is defined by their rarity distribution.

For the "value": each level of rarity is worth five times what the next lower rarity is worth. I guess we all assumed that but just to be clear here.

PS: the only variable is your luck with all the non-100%-common ones.

Edited 4/29/2021 00:24:25
Artifacts guide 1.0: 4/29/2021 02:00:31


asdfgh
Level 24
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FleXUS
IMO
Mine Boost
Army Camp Boost
Bonus Money Boost
Are the three that should be running all the time.

The 3 best swapping ones as needed:
Draft Boost
Item Values
either Mercenary Discount or Hospital Boost
I would have had Speedy Crafters over those 4, but it just got super nerfed. After the recent changes to Active Artifacts, one of those might be worth it, haven't really had the chance to experiment with them yet.
Artifacts guide 1.0: 4/29/2021 05:13:14


Parsifal
Level 63
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@Krinid, my ratio favors the uncommon (8:2), so I'd still take the chance and risk it. Because what is life without some fun?

@FleXUS, the only obviuos artifact to have during idle is Army Camp Boost.
the second slot can be Supercharge Army Camp, if you have it at least on epic (I never had it - can't tell)
if you have two more slots, then choose between Mine Boost, Bonus Money Boost and Territory Money Boost.
You need to always calculate what generates more money. In USA, for example, it was TMB that gave me the most....

for active time, there are no better artifacts - they are all good at what they do. If you need to sell alloys then speeding you crafters won't help you and vice versa.

I'd be careful and name a couple of artifacts you might use more frequently than the others:
Draft Boost, Hospital Boost, Army Camp Discount, Mercenary Discount, Army Cache Boost, Money Cache Boost, Item Value, Alloy Value.....
Artifacts guide 1.0: 4/29/2021 07:12:15


denna. 
Level 64
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@flexus

Continously epuipped artifacts: Army camp boost, bonus money boost, territory money boost (sometimes mine boost as alternative for the latter)

Swaps while active: Hospital boost, army cache boost, resource cache boost, merc discount/AC discount are also nice but less than the ones before.

Overall it really depends on how far you upgraded the specific artifacts and your playstyle, so there is no general rule
Artifacts guide 1.0: 4/29/2021 14:12:53


Master Jz 
Level 62
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I set a timer with Speedy Crafters equipped and it crafted the item at the unequipped time. It doesn't work at all right now. It might work if you leave it equipped for the full craft time without opening the game. I'm sending a bug report to Fizzer.

Edit: It has to be equipped from start to finish. If you're using the artifact, do not unequip it in the middle of a long craft. It's still in my top 3 for Idling artifacts, but it now essentially locks up a slot.

Edited 4/29/2021 14:38:24
Artifacts guide 1.0: 5/7/2021 12:50:34


Banxi 
Level 58
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FYI, used effectively, a top tier Hospital Boost Artifact can make the amount of troops saved by hospitals superior to the total amount of troops recruited (thats army camp+draft+army cache+mercs).

You won't need it on the first 11 maps. But on the later maps, after using SAC a few times, you should switch to it - at that moment you start pumping hospitals.

This gets even more effective with the 20% extra saved troops form tech. And once you unlock phase 4 it can get boosted even more.
Artifacts guide 1.0: 5/18/2021 19:24:25


awaythro 
Level 61
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I was thinking of making a top-level post but this seems like a good place for this.

### motive/context

There was a recent discussion in global chat about the relative merits of artifact digs, including a link to this fine spreadsheet:

https://docs.google.com/spreadsheets/d/1F5ejYV2bYeaP6yTH683A27iTY8ulDFxGXjwh0zXB82s/edit#gid=502188169

The figures presented in this spreadsheet suggest that the three poor-or-epic digs are inferior to the eight hour common dig in terms of expected epics per 1000 hours.

However, this is based on a presumption that the numbers displayed in the UI accurately represent the probabilities. If, on the other hand, these probabilities are rounded to the nearest percentage point, then the digs may be equivalent after all, depending upon the actual probabilities.

### dig metric

I will evaluate digs in units of "poors per hour", representing how many poor artifacts we expect per hour of digging at any given dig site. Non-poor artifacts are evaluated as such:

* 1 common = 5 poor
* 1 uncommon = 25 poor
* 1 rare = 125 poor
* 1 epic = 625 poor

### two examples

Let us first consider one popular dig, with an eight hour duration and a 100% chance of yielding a common artifact. We expect one common every eight hours, which converts to 5/8 = 0.625 poors per hour.

Next let us consider another example, with a 24 hour duration and a 50/50 chance of either a common or an uncommon artifact. Those 24 hour periods are each expected to yield an average of (0.5 * 5 + 0.5 * 25) = 15 poors, which scales to 0.625 poors per hour again.

### poor-or-epic digs

There are three known dig site classes which yield either poor or epic artifacts. The displayed times and probabilities are:

* 12 hours, 99% poor, 1% epic
* 22 hours, 98% poor, 2% epic
* 32 hours, 97% poor, 3% epic

If we assume these probabilities are accurate, then these digs turn out to be a little bit worse than the eight-hour 100%-common dig, specifically:

* 12 hour dig: (0.99 + 0.01 * 625) / 12 = ~0.6033 poors-per-hour
* 22 hour dig: (0.98 + 0.02 * 625) / 22 = ~0.6127 poors-per-hour
* 32 hour dig: (0.97 + 0.03 * 625) / 32 = ~0.6163 poors-per-hour

However, if these probabilities are simply the result of rounding to the nearest percentage point, then the digs may be equivalent. So which probabilities would make these digs equivalent?

Let's declare some variables:

* p_12 = probability of a poor in the 12-hour dig
* p_22 = probability of a poor in the 22-hour dig
* p_32 = probability of a poor in the 32-hour dig

In that case the three dig sites yield an expected:

* 12-hour: [p_12 + (1-p_12)*625] / 12 = (625 - 624*p_12) / 12 pph
* 22-hour: [p_12 + (1-p_12)*625] / 12 = (625 - 624*p_22) / 22 pph
* 32-hour: [p_12 + (1-p_12)*625] / 12 = (625 - 624*p_32) / 32 pph

If we set each of these equal to 0.625 and solve for p, we get:

* p_12 = (625 - 0.625 * 12) / 624 = ~98.9583%
* p_22 = (625 - 0.625 * 22) / 624 = ~97.9567%
* p_32 = (625 - 0.625 * 32) / 624 = ~96.9551%

Which are pretty close to the displayed values of 99%, 98%, and 97% respectively.

### conclusion

I don't know what the actual dig probabilities are, but if the displayed values are the subject of rounding, then it may very well be that all digs are equivalent in terms of expected poor-artifacts-per-hour units.
Artifacts guide 1.0: 5/18/2021 20:39:22


krinid 
Level 62
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Ignoring the rounding factor for now (since we don't know), I still place higher value over straight up 8 hour Common digs over 1%/2%/3% Poor/Epic digs because with the hundreds of Commons, you will get to choose which artifacts you want to upgrade up into Epics, whereas with 1-3 Epics you simply get whatever comes up and are either stuck with it or must use an Epic as fodder for Legendary.

Now, if you're ready foddering Epics are Legendaries, then you probably don't care much about this topic, and either way will be fine.

But if you're still deciding which Epics you want or waiting for that one special artifact to show up, or want to keep your options open, 8 hour Common digs are for you.
Artifacts guide 1.0: 5/18/2021 21:31:56


Master Jz 
Level 62
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I just made an update to the spreadsheet to show 5 decimals places instead of 2.

I believe the display values for uncommon/common split digs are exact, not rounded. If he were basing ratios off of dig length to make them all equal, then there should only be one ratio for 28 hours for the uncommon/common split. Instead, there are 4 different ratios.

For the rare and epic digs, only Fizzer knows for sure. For my spreadsheet, I assumed the values displayed were exact.
Artifacts guide 1.0: 5/18/2021 22:07:49


Banxi 
Level 58
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Here's another approach to quickly jump start a level

Burst approach (single level only)

Advancements
- Army camp production as high as possible (this will be the base formula for the burst start);
- Max joint strike;
- Max money cache;
- Max draft;
- Max army camp discounts;

Artifacts:
- Army camp boost;
- Money artifact (some levels are better with territory money, others with bonus money)
- Supercharge Army Camp (SAC);

Disable auto-upgrade army camps. You will upgrade Gislic only during SAC. It's output will be multiplied by 20. The +300% drafts will also be multiplyed because they are indexed to the army/sec. Money caches will be a huge source of income due to the sheer speed you pop them at the start. Smash it all on Gislic. Depending on active / passive play, Drafts can surpass Army camps production.

Edited 5/18/2021 22:18:30
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