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Efficiently Increasing Your Galactic Power (GP)

Discussion in 'Guides' started by SumiXam, Aug 22, 2017.

  1. SumiXam

    SumiXam Moderator Staff Member

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    I saw this post on Reddit and thought it would be a good idea to have it here. I know for me, I don't have a lot of spare credits right now, so this helps to make some decisions on how to most efficiently increase GP without entirely breaking the bank.

    Pasted content below:

    With the advent of Territory Battles, there is an increasing interest to maximise our roster’s Galactic Power (GP). Credits being relatively easy to come by thanks to heists, one can wonder how to optimally spend them towards increasing GP.
    By looking at the tables used to compute a toon’s GP and the cost of upgrades, one can estimate the return on investment (ROI), measured as galactic power increase per million credit (GP/m), for a given upgrade. With this knowledge, it is possible to establish a strategy that maximises the increase of galactic power for a given amount of credit. I looked into this and here are my findings.

    1) Rarity
    Upgrading rarity is clearly the best credit investment, assuming shards are available. Upgrading from 1 star to 7 star costs 1’880’000 credits for 4654 GP increase, or 2476 GP/m. A more typical 3* to 7* upgrade costs 1’850’000 credits for 4204 GP, or 2272 GP/m.

    2) Toon level vs. mods
    Once a toon rarity is maxed, credits can be spent either in increasing its level or, after level 50, in assigning and levelling up unused mods that you may have available.
    The following table lists the ROI per mod level and shows that upgrading 5-dot mods to level 8 has greatest GP increase per amount of credits, namely 923 GP/m.

    [th]Mod level[/th][th]GP increase[/th][th]Credits to reach[/th][th]ROI (GP/m)[/th]
    1 2 0 0
    2 5 6750 667
    3 9 13500 667
    4 15 20250 741
    5 23 27000 833
    6 32 36000 875
    7 42 47250 889
    8 54 58500 923
    9 68 74250 909
    10 83 94500 873
    11 99 114750 863
    12 117 168750 693
    13 137 238500 572
    14 158 308250 511
    15 180 486000 370

    The next table (which is abbreviated for clarity) lists the ROI per toon level. It shows that upgrading a toon up to level 46 provides more GP per credit than the optimal mod strategy, while further upgrading to higher level is less efficient.

    [th]Toon level[/th][th]GP increase[/th][th]Cost to reach[/th][th]ROI (GP/m)[/th]
    10 17 4686 3841
    20 50 22578 2259
    30 102 47925 2160
    40 189 131634 1447
    46 264 283503 936
    47 279 319713 877
    50 327 451134 728
    60 555 1100784 506
    70 927 2414355 385
    80 1532 4636584 331
    85 1974 6269655 315

    From this data we conclude that the optimal strategy to optimise ROI is the following:
    • Upgrade all toons to level 46
    • Upgrade a toon to level 50 (minimum required to be able to assign mods)
    • Assign 5-dot mods to your toons and upgrade them to level 8 (one at a time)
    • Rince and repeat for all your toons.
    • Continue to progressively upgrade your toons to level 80 and their mods to level 15 (more or less linearly — I’m too lazy to compute the ideal sequence of upgrade)
    • Finish up all your toons to level 85, one level at a time.

    Important note: this analysis only takes into account the increase of GP, without regards to the strategic value of the related upgrades. If you consider that levelling a secondary toon has more strategic value than levelling a gray mod, you may prefer another strategy.

    3) Abilities and gear level
    Since abilities and gear level require more than credits, I haven’t included them in the analysis above. However, they provide a very significant source of GP and should not be disregarded if you have the resource available.
    Let’s take an example with a 4* K-2SO (no shards available):
    • Base GP: 1014
    • Level up to 50: 1341 GP (+327 GP at 724 GP/m)
    • Six level-8 mods: 1665 GP(+324 GP at 923 GP/m)
    • Upgrade to G5: 2511 GP (+846 GP)
    • Upgrade abilities to level 5/5/5/4: 3502 GP (+991 GP)

    Gear 5 and maxing abilities to what’s available at level 50 yields an increase of more than 1800 GP. As a comparison, leveling from 50 to 85 would yield about 1650 GP for more than 5.8 million credits. Maxing all mods to level 15 would yield about 750 GP for more than 2.5 million credits.

    TL;DR: you'll get the biggest GP increase by spending resources such as gear and ability mat. However, if you want to save them and use credits only to improve your GP, 1) upgrade a toon to 50, 2) assign mods and upgrade them to level 8, and 3) repeat for all toons.
     
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  2. Kevthejedi

    Kevthejedi Active Member

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    Interesting read, we're going to have to see how much difference galactic power makes when TB is released. At the moment it's looking like it will be a second job, which could see a whole bunch of people quit.
     
  3. SumiXam

    SumiXam Moderator Staff Member

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    It will definitely be interesting to see how it all shakes out. I only have three characters that I haven't activated yet and they're all farmable to a certain extent. I have a ton of characters that I've done nothing with except activate, so there are plenty of lvl 1, G1 characters that I could potentially level up and boost my GP. Swgoh.gg is now tracking GP and you can see it on your player page. Hopefully it will start showing up in the guild section soon too.
     
  4. Electricboa

    Electricboa Moderator Staff Member

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    Yeah, this is something I have a minor head start on because I had been promoting characters to 7 stars as I've been farming them. Mostly as turn fodder for the Tank, but this does make it more useful. I also have a ton of level 12 mods that aren't doing anything that I can start adding to characters after I level them to 50.
     
  5. Marc Tessier

    Marc Tessier Well-Known Member

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    I'm not sure the Galactic Power figure will do anything other than give everyone an overall idea of how strong their collection is compared to other players. Like everyone else, I'm curious if GP will come into play in a meaningful way.

    I hope everyone is working on Hoth Rebel Scout and Hoth Rebel Soldier. Some datamine stuff has been posted in my guild's chat and both will need to be 7-stars and well geared to be able to complete certain phases on the TB map.

    I recall @AhnNu Rie doing HR Scout a long time back when there were significantly fewer Rebels in the game. I think he even used Scout to get Palpatine. My Scout is 79/100, but I'm a long way off on Soldier (18/30). Today, I decided to do one refresh a day on Soldier's node to speed up the farming somewhat. I also leveled them both to the low 50s so I can give them mods and got them each to G7. Scout is not too bad gear wise, but Soldier is a Tank and I think he needs 250 carbanti salvages.
     
    Last edited: Aug 23, 2017
  6. Kevthejedi

    Kevthejedi Active Member

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    I was wondering if there's going to be a galactic power requirement for territory battle missions, like if you're assigning 10-15 units to a battle it's not about their abilities but their total power. Depends how they put it together.
     
  7. Electricboa

    Electricboa Moderator Staff Member

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    I think the GP will affect things:

    https://forums.galaxy-of-heroes.starwars.ea.com/discussion/127458/territory-battles-overview#latest

    If you go down to the Deployment section, you'll see a picture with a bar at the top. It says 5.73 million to the next star. So in at least one section, GP will determine start count.

    I'm one of the ones that geared Scout to G9 to unlock Palpatine. At the time, he was one of the better FTP Rebels. Now I actually have a use for him again. His gear isn't too bad, as I had most of what he needed lying around. Soldier is going to be a bit of a challenge. I've more or less accepted he won't be 7 stars for the first TB. It should be an ongoing thing, so it's not like there's a hard deadline. He's 7/85, but I hit a gear wall at G8. I'm not sure if I really want to spend a Stun Cuff and Gun on him. I was kind of wanting to do it on Ezra with Hermit Yoda coming out.
     
  8. Marc Tessier

    Marc Tessier Well-Known Member

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    Hey guys, just got back from a 4-day trip.

    I finished the shards for HR Scout and am at 4/65 on Soldier. Apparently Phoenix and Rogue One characters will also be important for TB. I finished all the shards for Phoenix toons, but still a lot of work to do on them gear wise. As for Rogue One, my Baze is coming along at 70/100. I've maxed his gear so it will be great to finish his shards up. I am leaning toward gearing Chirrut next since his shards are done and he's at G8. I could obviously slot Chaze into my Arena team under CLS once Chirrut is geared and knowing both will help in TB is good. But I'm wondering if I should use the cuffs and carbanti on Scout or Soldier first.
     
  9. SumiXam

    SumiXam Moderator Staff Member

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    Personally, I would lean towards gearing anything that would help your arena team before going in on a character that has very limited use.
     
  10. Marc Tessier

    Marc Tessier Well-Known Member

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    I think Chaze would make my Arena team better. Right now I'm using CLS, Wiggs, R2 and GK. Maybe I'm wrong, but I think replacing Wiggs with Chaze will make the team better.
     
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  11. SumiXam

    SumiXam Moderator Staff Member

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    I agree. I was mainly referring to your thinking of using gear for either of the Hoth guys. I'd personally hold off on them, but that also depends on where your guild is at with them too.
     
  12. Kevthejedi

    Kevthejedi Active Member

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    This is the switch I made and I'm holding a lot better now. My Baze is 5* G10, and GK is 6* so still some scope for improvement too. I also agree with Sumi, complete your arena team first before using gear on side projects.
     
  13. Marc Tessier

    Marc Tessier Well-Known Member

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    Ah, I understand.

    I have Chirrut at G10 now and might make the switch today or tomorrow, whenever I have time to swap my mods around. He needs 2 pieces for G11 -- stun cuffs and the MK9 Fabritech Data Pad (this piece drops on the LS 9C node along with Baze shards).

    The Hoth Twins will indeed have to wait to see exactly what is needed and where. And guess what? Just when I thought I was free to farm whoever I want in Cantina Battles (finished all Phoenix shards), they put Captain Solo in 7D to keep me busy.
     

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