Eddiemon’s Complete PvE Guide - Redux
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This is a rewording/updating of Eddiemon’s PvE Guide. It’s been a while since it was updated and several things have changed; additionally the original guide is a bit technical for newbies and can be a bit hard to follow at times. Full props to Eddiemon for the guide; this is just an update.
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Explanation of important terms:
Scaling: The increasing difficulty of your opponents based on personal community success
Rubberbanding: An increase in points multipliers based on how far behind the leader you are
Tanking: Deliberately losing missions to retard or reverse scaling effects
Grinding: Repeatedly completing a mission over and over
Node: Any individual battle (a circle on the map)
Base points: The normal, unadjusted amount of points you get for a node
Shard/bracket: Your sub-group in a PvE event (i.e. your group of 200 players, 1000 players, etc.)
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The points you get for each battle - also called a “node” in this guide - are determined by three things: the base points for that node, whether or not the node is recharging, and how far behind the leader you are.
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Base points are set by the game.
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Each time you defeat a node, there is a ~20% point reduction on a ~2.5 hour cooldown (I am unsure of the exact numbers at this time, but these are close). These stack, so if you quickly beat the node twice, you’ll have a ~40% reduction on a ~5 hour cooldown. However, these cooldowns work like health: they gradually come back over time. So after beating a node once and waiting about an hour and 15 minutes, the node will have about a 10% point reduction.
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“The leader” is ambiguous, because it depends on the event. For some events, the leader is always the global leader. In other events, the leader is the leader in your bracket (or shard). Either way: the further behind you are, the more points each node is worth.
Rule 1: Don’t Grind
Grinding looks attractive. You are getting more points and you get to pick up all 4 individual rewards. What’s not to love? Scaling!
There are two forms of scaling in the game - personal and community. Community scaling increases the level of opponents based on how many times the node is cleared in the event. This is offset by the amount of time other nodes are cleared and the amount of people who fail to clear the node.
Personal scaling is based on how well you perform. This isn’t just based on wins and losses, but also looks at how healthy you are entering each match. So if you are healing in the event or even in battles outside of the event your difficulty will continue to scale up.
Community scaling drops between sub-events and events. Your personal scaling also seems to decay somewhat [anecdotal, not confirmed] between events and possibly between sub-events.
That 500 ISO bonus looks attractive and is worth just 1 more go of the node right? Not when you go to the fourth sub event and can’t get any of the bonuses because everything is level 230. Basically if the node isn’t on your path to winning, let it go.
Rule of thumb: This is based more on intuition than math at this point, but it’s probably not a good idea to hit nodes more that about three times at once (unless it’s the last couple of hours of an event, in which case go wild).
Rule 2: Manage your rubberbanding bonuses
Rubberbanding is based on your current point value compared to the current points leader. It can get as high as 10x the amount of base points.
If you have little to no bonus, the order you undertake nodes doesn’t matter. Otherwise it is better to attempt the highest base value nodes first, because you’ll be getting the most bonus for those high-value nodes.
On the other hand it is generally good to do low value nodes when you are at or above the 10x bonus mark, since you can get the most for those low-value nodes without raising your rubberbanding bonus as much.
Rubberbanding is difficult to manage because in order to do well, you will need to be out in front. But the further up you are, the more effort you have to put in to stay there. But everyone will have a rubberbanding bonus at some point because no one can play this game every 2.5 hours for 2.5 days straight.
Rule of thumb: If you are playing a lot, always do the high-value nodes first. If you are coming in late or think you’re probably way behind, do the low ones first and switch to the high ones if they start to drop in value.
Rule 3: Usually let a node recharge
Apart from rubberbanding, the other bonus affecting your points is whether or not the node is recharging. Letting each node fully recharge gets you the most points for your effort / medpacks / etc. However, the way this works is radically different than when this guide was originally written, and now you have a sliding scale for how much a node is worth after each defeat, so letting a node fully recharge can be good but sometimes it can also be worth hitting a few high-value nodes several times to get lots of points. More research is needed to give the best advice on point value vs. return, but given Rule 1, it’s probably best to let your nodes recharge as much as possible.
Rule of thumb: This is based more on intuition than math at this point, but hitting high-value nodes two or three times at once isn’t a bad idea, so long as the scaling won’t kill you. It’s definitely worth grinding nodes a few times if you know you will be offline long enough for them to fully recharge (like hitting nodes 3 times before you sleep).
Rule 4: Don’t rely on boosts
If you rely on them for sustained performance they will hamper your long-term ability to defeat nodes. If you need a boost to beat that opponent that one time for the special bonus mission, or to get past a progression mission, then that is a good use of a boost. Otherwise, thanks to scaling, regular boosts will mean that you come out of missions better than you should. Which means that your personal scaling will increase to allow for the boost. You end up as hard up as you were before you started abusing boosts, but you are also flushing ISO down the drain.
Rule of thumb: Boost are good to unlock nodes and to slam those last few nodes right before the end of an event if scaling has caught up to you. Don’t use them otherwise.
Rule 5: Powered up characters are awesome
Obvious, but important. It’s worth noting that 1* characters scale better than 2s who scale better than 3s and so on. A 3 star at 120 is about on par with a 2* at level 85. Their edge is that they can go to level 141. Even better, a 2* with only 2 abilities is designed to scale even better because their maximum level is lower again that a tricolour 2*. So if you have a level 85 2* with a 30 level bonus it is more powerful than any 3* can achieve. Even better if it is a 40 or 100 level bonus.
Rule of thumb: Always look at the buffed characters and be very very sure that they aren’t better than your favorite regular team. Because they probably are.
Comments and clarifications are welcome.