Quick run down of rubberbanding, refreshes and stacks:
Rubberbanding is a mechanism that allows people that are behind to pick up more points compared to how much they would get if they were not as behind. For instance when the event started the first node was worth a certain amount of points (I don’t remember how much). Right now for those of us that have not started it is worth 484. If we wait a while longer it will eventually max out at 500. In any case the later you start the higher that first node will be (up to a max).
So, what is rubberbanding based on? Well since I haven’t started the event yet that means I’m not in a bracket so I can deduce that the rubberbanding for this particular event is based on the global points leader (the person with the highest number of points, regardless of what bracket they are in).
How do I know this/what were the other possibilities? If there were sub brackets then we could have the rubberbanding be based on the global main bracket leader, your main bracket leader, or the global sub bracket leader. There are no sub brackets for this event so that eliminates the last possibility. And it can’t be based on my main bracket leader because I’m seeing the points rise (rubberband) despite the fact that I’m not in a bracket yet.
Well if there is this magical thing called rubberbanding why should I play early? Well there is a max to the rubberbanding so that (usually) limits the amount of progression rewards you could get. And everyone else that is in the same position as you (in total event points) will see the same amount of rubberbanding. But most important is the fact that rubberbanding will not allow you to beat someone who played more than you. For instance if I play optimally (see below) I’ll be getting lower point values for each mission but your higher rubberbandeded values will not allow you to catch me if you happened to miss a few missions or didn’t play optimally (again see below).
Playing optimally: Stacks and Refreshes:
The point values for each missions are represented by stacks. So let’s say that first mission has a stack of 500-400-300-200-100-1-1-1-1… (I don’t remember what/how many it is for this event). This means the first time I play it I will get 500 for a win, the second time I’ll get 400 and so on.
The stacks refresh (for this event every 12 hours) so lets say I grind that same stack down to 1 point at 11am (so I’ve completed that mission 5 (or whatever it is for this event) times, the last of which ended at 11am). Then at 11pm the stack will be refreshed. Now to be clear all that means is you will again be able to play it 5 (or whatever) times before the value drops back down to 1. I can’t say if it will refresh back to 500 because that number depends on rubberbanding which as explained above depends on your total event points and the total event points that the global point leader has (which is next to impossible to know). But that doesn’t matter, because after those 12 hours have passed your points are what they are, if you wait a while to let the global leader get some more points that value will go up because of rubberbanding.
So when should I play the stack after it has refreshed? This is where we really start talking about playing optimally. First an oversimplification: pretend we know for sure that grinding the stacks for every mission in the current event will take us two hours (a pipe dream for this event but we’re pretending). That means two hours before the event ends I want all my stacks to be refreshed. So I want to be ending my second to last refresh/play through 14 hours before the event ends (12 hours to refresh + 2 hours to grind them all again). So that means I want to start my second to last play through 16 hours before the event ends (2 hours to grind, 12 hour refresh, 2 hours to grind). Now back track in this way to when the event starts and you can figure out all the optimal times to play.
Why did you call that an oversimplification? Simply because finishing the last mission doesn’t have to be done according to that exact schedule. If it takes you 10 minutes to grind the last mission down then you really only need to be starting it (for your second to last refresh) 12 hours and 20 minutes before the event ends (10 minutes to grind, 12 hour refresh, 10 minutes to grind). Figure out a schedule with all of that in mind for each mission and you can truly play optimally.
But why? Rubberbanding! You need to wait as long as possible to start grinding any particular refresh in order to get the most points from it and the you want the most refreshes possible otherwise you’re not playing optimally.
Disclaimer: I’m not an expert, this is just how I’ve seen things play out. I’m sure I overlooked certain possibilities that will affect you in certain situations and for that I apologize. I’m also sorry for now knowing all the precise numbers/values for this particular event. But if you do know those you should be able to use this for any event that is set up how the pve events are nowadays. I’m sure if anyone takes the time to read this they will be more than willing to point out the mistakes.
The most important things to figure out are: the refresh rate (someone is always willing to start early/take one for the team and report their results on the forum), what rubberbanding is based on (global event leader, main bracket leader, global sub bracket leader), how long it will take you to do a full play through of the missions, how much of that full play through you want to do (a full play through is every node ground down to 1 point).
So why doesn’t everyone play optimally all the time? Life, time constraints: significant others, work, sleep, sanity, also health packs are a concern, does your optimal play through time take in to account outside means of healing, an irrational fear of countdown tiles, a rational fear of headbutts, etc…