Difference between revisions of "Weekly Missions"

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==Tips==
==Tips==


The choice in which items to redeem has become a recurring question, so here are the three most optimal items to obtain from the weekly shop.
See [[Andvari's_Shop#Strategy|this guide]] for details.
 
===Lil' Salomon Tickets===
 
'''TL;DR: Stones suck, acquire tickets'''
 
It is a common misconception that one should redeem Transient stones from the weekly shop. While it may be tempting to redeem shards for stones, Lil' Salomon tickets are a far better investment as demonstrated in the following calculations:
 
In the weekly shop, one Transient stone costs 200 shards while one ticket costs 500 shards. Since one week gives 1000 shards, this equates to choosing between receiving 5 stones or 2 tickets. In terms of single summoning, tickets are obviously better then since you would receive one more summon with tickets than with stones.
 
However, stones have the advantage of being used for multirolls for a guaranteed {{Star|4}} or higher unit. Despite this advantage, tickets are still far better in the long run. In ten weeks, one can either accumulate 50 stones or 20 tickets. Thus, in order for stones to be a reliable investment, one would need to evaluate whether they value a guaranteed 10 roll versus 20 ticket pulls. Since the first nine rolls in each avenue of pursuit is the same, the real choice is between one guaranteed {{Star|4}} or higher unit and 11 ticket pulls. The comparison of such methods is demonstrated in the table below.
 
{| class="wikitable"
|-
! Method !! Probability of at least one {{Star|4}} unit !! Probability of at least one {{Star|5}} unit !! Probability of no {{Star|4}}/{{Star|5}} units !! Expected number of {{Star|4}} units !! Expected number of {{Star|5}} units
|-
| Single summon || 18% || 2% || 80% || 0.18 || 0.02
|-
| Last roll of 10 summon || 96% || 4% || 0% || 0.96 || 0.04
|-
| 11 tickets || 88.7% || 19.9% || 8.6% || 1.98 || 0.22
|}
 
As shown in the table above, there are many benefits from pulling with the additional 11 tickets instead of the guaranteed pull. Focusing on the {{Star|4}} acquisition rates first, the second column of the table shows the probability of obtaining at least one {{Star|4}} unit without caring about either {{Star|3}} or {{Star|5}} units. The lower probability from 96% to 88.7% may seem discouraging at first, but this is counterbalanced by the fact that the expected amount of {{Star|4}} units one can obtain is doubled. With the last roll of a guaranteed summon, it's only possible to obtain exactly one {{Star|4}} unit while 11 tickets have the ability of summoning more past that. This ties into the data of the fourth column which shows the effective risk. With a rather small amount of risk of 8.6%, rolling 11 tickets has the chance of producing the same results and more.
 
In regards to {{Star|5}} units however, tickets are clearly the winner here. The probability of obtaining a {{Star|5}} unit and the expected number effectively quintuples in value in comparison to the guaranteed roll. Since most people will be chasing {{Star|5}} units as they are arguably the most popular, tickets are a much better choice than stones.
 
There are also some minor benefits with tickets that are unable to be represented in the table clearly. The first benefit is unit variety in which one may value having a diverse pool of transient pulls which is usually the case for beginners. The second benefit is Sacred Artifact level, in which tickets are easily more capable of raising in value.
 
With all that being said, the choice is still ultimately up to individual preference. An extremely risk-adverse individual may balk at the 8.6% chance of not receiving any higher rarity units, so in this case, one should opt for stones instead. In most cases however, this probability is not that much of a deterrence and the potential benefits are far greater, so tickets are clearly the better option.
 
===Stamina Drinks===
 
The shop offers leveling items such as XP stars, skill souls, and AR tokens. Due to the abundance of stars from events and XP from  dungeons, acquiring stars is usually not a good investment. On the other hand, AR tokens are rarely used since ARs from the gacha have their max level tied to duplicate pulls, so this is not a good idea either. Thus, one may be tempted to spend shards on souls which are arguably a rather scarce resource, especially in late game. However, drinks are recommended instead here since one can easily obtain the same number of souls from the weekend dailies through drinks if their stamina is greater than 60. The other advantages of drinks are that they can be used to farm coin dailies and rank XP during events. Overall, in terms of farming, stamina drinks are the way to go.
 
===Permanent items===
 
Since some of the items in the shop are permanent, it isn't a bad idea to spend shards for collection purposes. First, it is recommended to obtain at least one copy of the {{AR Equipment|id=2002}} AR for dungeon XP farming. Duplicates here aren't a bad idea for the extra XP boost, but the opportunity cost of such a decision should be considered. Likewise, one may want to purchase at least one copy of the welfare units in the shop if they haven't acquired them already or are new for unit variety or collection purposes. The units in the shop aren't particularly the strongest, so purchasing duplicates isn't too important.


== Characters ==
== Characters ==
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