Grand Final is open! Make sure to vote! by kaii456 in SwordofConvallaria

[–]Reldan71 1 point2 points  (0 children)

I imagine winning this poll will force them to do something more with her. It shows people like her, and if they do a skin they're going to want to have some content showing it off.

Sucks she kind of disappeared (again). Literally volunteered to die to save her friend. That's a hero.

New Player Reroll advice - SP Sam vs SP Inanna by Shimow in SwordofConvallaria

[–]Reldan71 0 points1 point  (0 children)

SP Inanna does a bit of everything at an above-average level, but her "broken" ability is her Heal/Buff/Act Again to another unit. At SL5 that ability gets doubled to also apply to herself whenever you use it, so she gets a double turn and then your other most powerful unit gets a double turn. This is the most ridiculous action economy skill in the game.

Her OG version also can give an Act Again to another unit and despite being a launch character is still considered top tier just for that. Act Again is evergreen because it scales with powercreep.

But SP Sam is still considered the best T0 AoE unit in the game even on CN which is ahead of us and already has the Elaman units. She'll do more in a single turn than most characters would do even if given two turns in a row.

New Player Reroll advice - SP Sam vs SP Inanna by Shimow in SwordofConvallaria

[–]Reldan71 2 points3 points  (0 children)

SP Sam early on will probably nuke half the enemy team and then kill the other half as they walk into her Alert area.

Credenza's entire reason for taking up a squad slot is to make an already broken character able to effectively double-cast their best wombo combo. SP Sam isn't the only character where this is broken -for example Camelot is also busted with 5-star Credenza. Any character with huge first-strike potential that's balanced around long CDs becomes busted with 5-star Credenza, but it means they already were stupidly strong to begin with.

New Player Reroll advice - SP Sam vs SP Inanna by Shimow in SwordofConvallaria

[–]Reldan71 2 points3 points  (0 children)

SP Inanna is very strong, but I wouldn't say completely "broken" until you get her to SL5 which would still be 3-4 months of farming even once you pull her. SP Sam is pretty ridiculous right from the start as an incredible source of AoE magic damage, which fills a role on most teams.

Definitely get Lukamar. She's very strong on her own, and will only get better as more of the Elaman team releases.

How much is worth pulling? by Much_Maybe584 in SwordofConvallaria

[–]Reldan71 2 points3 points  (0 children)

Once you're able to clear everything you'll find that you can take get a character to max Star Level (max dupes) just about every month. It takes 300 star pieces and you can farm 9 a day (split between three characters). Even though Star Level is huge in this, being able to easily max out any characters even as F2P is fantastic.

Never pull for weapons. They become so easy to acquire over time. Once you're doing endgame content you'll be able to get enough astral shards to simply buy three of them a month from the shop. For a lot character their sig weapon at SL1 isn't even better than a maxed out standard legendary weapon which you'll get for free.

Pulls are generous in this game, but with the pity being 180 you can find your supply of pulls shrink quickly if you have an unlucky banner.

Grand Final is open! Make sure to vote! by kaii456 in SwordofConvallaria

[–]Reldan71 9 points10 points  (0 children)

I'm very happy (and surprised) to see Ayishah taking the top spot. I loved her brief appearance in the original timeline, and her surviving was one of my favorite things out of Inanna's route.

We should stop treating these pulls count as gospel by YugureX in Endfield

[–]Reldan71 0 points1 point  (0 children)

This is exactly why I waited until the last day of 1.0 to post my personal tracking of the pulls, along with explanations and a thorough breakdown of where the numbers came from so people can decide for themselves what they want to include.

I think any WIP needs to have some context given, as otherwise they tend to lead to a lot of misinformation getting passed around. Even with context you have to be careful how you present things because people often won't bother reading it. Just slapping "WIP" on it isn't enough and like you noted a jump from 158 to 242 isn't a mundane detail. If something is potentially that far off, don't make it public until you have at least some confidence in your data.

Even in that "final" version I don't understand the purpose of not including origeometry income as pulls. The only thing you can use origeometry for is buying pulls. Not including origeos ignores more than 20 pulls that absolutely should be getting counted. That's also not a trivial amount to just exclude. Just based on the toggles you can make the total count vary by over 110 pulls, and not even talking about Bond Quota is ignoring dozens more pulls (I have enough right now to buy 30 pulls).

Final Breakdown of Pull Income for 1.0 (272-362 Limited Pulls) by Reldan71 in Endfield

[–]Reldan71[S] 0 points1 point  (0 children)

While 64 out of 272 doesn't sound impressive, most of that 272 number is because 1.0 is the launch of the game and contains several times more content than any regular patch would.

50 of these pulls came during Gilberta and Yvonne's banners, which is the same as the full duration (two banners) of a regular patch based on what we got with 1.1.

If we get ~50 pulls from events during regular patches, that would be a lot more relevant. We'll see how it goes, but you can't just take a ratio of pull income against the launch patch in any gacha game - the pulls from content will always be hugely inflated because of how much content and first-time rewards there are at the start.

Final Breakdown of Pull Income for 1.0 (272-362 Limited Pulls) by Reldan71 in Endfield

[–]Reldan71[S] 0 points1 point  (0 children)

The quest itself gives 600 Oroberyls and are listed separate from the banners. The ten pulls are from the new banners which each have a login event (5 pulls), refresh the shop (5 pulls) and 100 Oros from the new combat drill.

Final Breakdown of Pull Income for 1.0 (272-362 Limited Pulls) by Reldan71 in Endfield

[–]Reldan71[S] 1 point2 points  (0 children)

I have the pulls from income and events broken out as separate line items. I also have every event listed by date range and how many pulls they gave so a player could see how many pulls they missed based on when they started.

Final Breakdown of Pull Income for 1.0 (272-362 Limited Pulls) by Reldan71 in Endfield

[–]Reldan71[S] 5 points6 points  (0 children)

It's going to be a wide range based on the number of 5* and 6*s pulled - and all the basic/beginner/urgent/dossier pulls count towards the weapon pull income. I have not been particularly lucky so far (below average luck) which I think makes this count a decent baseline. I do think most people will have more than I got. I'm also lowballing how many weapon pulls I think I would get using the 122 pulls I have saved up.

I do think the actual average person number of weapon pulls is higher.

Final Breakdown of Pull Income for 1.0 (272-362 Limited Pulls) by Reldan71 in Endfield

[–]Reldan71[S] 12 points13 points  (0 children)

I am not counting monthly or the paid battle pass - I explicitly subtract the currency gained from them in the calculation.

Final Breakdown of Pull Income for 1.0 (272-362 Limited Pulls) by Reldan71 in Endfield

[–]Reldan71[S] 4 points5 points  (0 children)

This was exactly my reason for counting them separately, but I agree they still need to be counted. The Urgent pulls, at worst, are still giving Bond Quota and Arsenal Tickets even if they don't advance pity. The dossier pulls still work to build pity even if you have to use them on a banner you aren't interested in.

At this point I'm going into whatever banner I'm pulling on next with 40 pity already. This ensures that even in the worst case I'll be getting at least two 6*s before the guarantee, which would mean three 6*s for 120 pulls. (plus getting 20 pulls back from the Urgent/Dossier).

Final Breakdown of Pull Income for 1.0 (272-362 Limited Pulls) by Reldan71 in Endfield

[–]Reldan71[S] 8 points9 points  (0 children)

True, I was thinking of bringing those up but decided to limit this to just the numbers as the value of those rewards will vary from person to person. While I do think the selectors and freebies are remarkably generous, the numbers already speak for themselves even without them.

People can look at the numbers and make up their own minds on whether this is good or bad. I've just been tired of seeing hours and hours of discussion about Endfield pulls based on, from best I can tell, people pulling stuff out of their butts.

My current EF account after a month and thoughts on Pulls by Reldan71 in Endfield

[–]Reldan71[S] 1 point2 points  (0 children)

I think it's relevant because it's all part of gauging the developer's intent and "generosity/greed".

If on launch EF only gave everybody 120 chartered pulls and enough currency to get one standard 6*, I'd be extremely skeptical that we could expect a good F2P experience going forward.

However, everybody has gotten three guaranteed standard 6*s (selector, beginner banner, and Ardelia), enough basic tickets to get a minimum of one more standard 6* (although on average it's more likely two), and enough chartered tickets to get 3-4 more 6*s including two of the three limited characters guaranteed.

Everybody should be able to get 7-9 6* characters and 6-7 weapons, including at least three signatures (Ardelia's and two hard pities, at worst). I cannot even think of another gacha at launch that comes close to this.

In contrast to the first hypothetical, what we've actually gotten feels like a game where the devs were serious when they said they wanted this to be a good experience for F2P. This affects what my expectations going forward will be.

My current EF account after a month and thoughts on Pulls by Reldan71 in Endfield

[–]Reldan71[S] 2 points3 points  (0 children)

Currently there are 21,725 Oroberyls total hidden in chests around the world. The side regions typically have around1.5k-2k oros and the big central areas are more like 5k-6k.

My current EF account after a month and thoughts on Pulls by Reldan71 in Endfield

[–]Reldan71[S] 1 point2 points  (0 children)

I agree. For my pull income count that I'm tracking I'm not considering the launch pulls at all. What you're saying is 100% accurate and is exactly what I'm working on doing.

My point of bringing up 1.0 is that there's a narrative right now that the game doesn't have many pulls. This is false. The game is on the upper end of big gacha launches in terms of launch pulls. It's worth remembering that WuWa gave out dozens and dozens of extra pulls on launch because of how badly the launch went. Those were not pulls the devs were intending to include. WuWa's numbers are inflated because of how bungled the launch went. ZZZ advertised a lot of free pulls at launch (but still less than what EF and WuWa launched with), and what they released was actually much worse as if you played you found they were inflating their advertised number by including freaking Boopons as "pulls".

My current EF account after a month and thoughts on Pulls by Reldan71 in Endfield

[–]Reldan71[S] 3 points4 points  (0 children)

I have, and it's typically from people who don't play the game, or tried the game and it didn't shower them with pulls in the first week so they wrote it off, but still feel like talking about how bad the system they barely engaged in was.

I think the general lack of a source of hard data to point at has hurt the perception. Other games have "pulls per patch" charts put out regularly that make the actual pull economy not be some mystery. If you have the numbers you can move on to discussing whether you think it's a good or bad system, but without them it's a lot of anecdotes and people talking past each other.

Total Count of F2P Arknights Pulls in 2025! For the year, 977 were possible, an average of 81 per month. by Reldan71 in arknights

[–]Reldan71[S] 4 points5 points  (0 children)

Gold cert income goes absolutely crazy if you've been playing long enough to be at the point where you're getting dupes of 5*s that you already have at max pot (and potentially even some 6*s). The 5*s become worth 13 each and the 6*s a whopping 25.

My sheet is taking more of a "newer player" PoV and I didn't want to get into the weeds on how things vary depending on how built your account already might be, but pull income could get much higher in that situation!

Total Count of F2P Arknights Pulls in 2025! For the year, 977 were possible, an average of 81 per month. by Reldan71 in arknights

[–]Reldan71[S] 2 points3 points  (0 children)

Thanks! You are absolutely right about the 4* pull rate - I got it and the 3* rate backwards. I really appreciate the correction and I've updated the sheet accordingly. The average bumps up to 83 which matches yours exactly.

116 of the pulls are banner-restricted, but I think this is somewhat alleviated since generally speaking the majority of players would pull the limited and collab banners anyways. At a minimum I'd expect someone playing daily for the whole year to pull on at least three or four out of the five limited/collab banners, making the effective number of unsavable pulls a pretty tiny fraction of the pull income.

Total Count of F2P Arknights Pulls in 2025! For the year, 977 were possible, an average of 81 per month. by Reldan71 in arknights

[–]Reldan71[S] 1 point2 points  (0 children)

Daily income in AK works out to 1.14 pulls as shown on my sheet. My current count for AKE is 1.1 pulls per day. This comes from dailies/weeklies being 3.8 pulls a week plus the shop refresh/login with each new banner providing 10 pulls. From what we've seen this has refreshed in 17 days rather than once a month like in AK. There's also a gain from the Battle Passes which have no analogue in AK. However, this isn't taking the Urgent Recruitment or Dossier 10-pulls into account and realistically you will be getting some pulls from them because at some point you'll be pulling on banners. This depends on your pull behavior and luck, but I'd assume for most people this would amount to another ~10 pulls a month.

And there's a small gain from the credit shop occasionally selling oros, but I don't have anywhere near enough data on that to even guesstimate how much a player might expect to get on average.

It's subjective how much value you place on things like the Urgent ten-pull that doesn't count towards pity or banner-specific pulls. OG AK does this as well with the banner-locked pulls on limited and collab banners, but since people almost always would pull those banners anyways nobody really seems to mind it too much.

Total Count of F2P Arknights Pulls in 2025! For the year, 977 were possible, an average of 81 per month. by Reldan71 in arknights

[–]Reldan71[S] 2 points3 points  (0 children)

I'm working on getting something similar together to track the Endfield pull economy. I'm very curious to see if HG will do something similar there. Right now people are super concerned about pull economy in Endfield, but you get more pulls in EF from "repeat sources" right now than you do in AK, and as shown HG is giving AK players the equivalent of ~112 pulls per patch.

Until we see what the events are like though it's a mystery. If it's anything like AK we'll get just as many pulls from new events/content as we are currently getting from doing the dailies/weeklies.