Beginners Tuning Guide

Embed Size (px)

Citation preview

  • 8/10/2019 Beginners Tuning Guide

    1/19

    Guide to tuning slightly better

    Send all comments and complaints to IGN:Sanzeinga, so I can ignore them

    DISCLAIMERS:

    1. For the sake of simplicity this guide will ignore any importance in choosing your

    core/weapon/cartridges/etc correctly, and only covers tuning strategies.

    2. This is a beginners guide, use your own judgement on how and when to follow the guide.

    3. Guide is targeted at clearing up the horrible misunderstandings and ignorance that many

    players have, so if you already know what you're doing it may not have much value.

    4. All text beyond this point . is 100% serious.

    NEW:Skip to the very bottom section past the LARGE FONT for SIMPLE and EASY

    PART 1

    Explaining some of the reasoning and thoughts behind designing builds. This highlights

    many concepts many beginners fail to grasp, so try not to skip it if you are one.

    How to start:

    1. Tuning, is not the first step of tuning.

    2. Having/obtaining/ad-hoc designing a tune build is also not a good way to start

    //

    3. The first step of tuning is deciding on how -you- will realistically play your bot.

    Understand your desired playstyle

    Negotiate with reality, and find a compromise

    (What you want to do is not necessarily practical or even realistic)

    Measure your strengths, weaknesses, and limitations

    Assess the potentials of your bot and its weaponry/tools

    Find a way to leverage your own specs through your bot

    Dont forget to take the game meta into consideration

    Minimize your weaknesses, and use as much of your strengths as possible

    Be honest to yourself about your abilities

    Deciding how to play:

    How to decide on how you will realistically play your bot:

    1. Play your bot

    2. Take note of your experience

    Tunes are powerful but they are not magic.

  • 8/10/2019 Beginners Tuning Guide

    2/19

    You can mostly guess at how you will play post-tunes, based on how you play before tunes.

    Significant differences are obtained when the marginal benefits of tunes passes a milestone

    (the difference between being fast enough to outrun the ivis and not being fast enough)

    (the difference between killing someone in 6 hits instead of 7 hits)

    (the difference between having enough weapon speed for 80% hit rate vs 40% hit rate)

    Deciding on your tuning priorities:

    The goal of nearly all combat centric builds is to deal as much damage as possible...

    Experienced players tend to understand the best routes for maximizing overall damage output,

    and understand the more subtle differences in value between a set of tradeoff choices.

    //

    EX:Many players put slow tunes on their melee weapon, however there are many cases where

    the advantages you obtain from gladiator tunes will give you a much higher ability to stay on

    your target than you would have by relying on slow tunes. These same tunes will also increase

    the effectiveness of your melee attacks before you even land a single blow, and they cannot be

    guarded against through clearance/purify effect. This is a case by case distinction.

    As you play your bot, take note of what things are a real issue for you, and what things work fine

    as-is. If your issues can be resolved through tunes, these are likely to be your highest priority.

    Basically, your first goal with tunes is to get out of being in a crippled state.

    //

    EX:You move so horribly slow, that you cannot even dodge enemies and attacks you normally

    could.

    -> Minimal mobility tunes required

    EX:You have so little TGH that you are constantly getting interrupted and cant properly attack

    using your alpha/charge-up weapon, etc-> Minimal TGH tunes required

    EX:Your damage potential is suffering because your accuracy is bad

    -> More rapid tunes required

    The specifics of your playstyle have a huge impact on how you should do your tuning. It is the

    reason why copy pasting a build doesnt necessarily make any sense at all.

    //

    EX:A player who tends to play alone dangerously in enemy fire will often want to prioritize

    mobility more than a player who tends to stick near teammates and fight in formation.

    A well crafted personal build may have reasoning behind every little detail, and if you dont know

    these reasons or even worse if they dont apply to you, chances are that copying and using such

    a build is an inefficient mismatch. The build may no longer make any sense in such a case.

    To maximize the efficiency of a build, you want to tailor it around yourself and your specific

    nuances. You dont need things you know you dont use.

  • 8/10/2019 Beginners Tuning Guide

    3/19

    Explanation of tunes and stats:

    Weapon tunes usually have a larger impact on your game, for a fewer amount of tunes.

    A lot of priority and thought should be given to your weapon tunes.

    Damage output, Rapid vs Force:

    The first thing you should worry about is your weapon's tunes. Obviously, the most effective way

    to increase your damage is to increase your weapon's force. -> INCORRECT! The most

    effective way to increase your damage is not obvious since it depends on the weapon in

    question, your preferred targets, and most importantly, the player using the weapon. If you fire

    100 shots and hit 20 times for 30 damage (20x30=600 total damage), increasing the damage of

    those 20 shots by 2 (20x32=640 total damage) is not as important as increasing the number of

    hits from 20 to 25 (25x30=750 damage). The worse your average accuracy is, the more

    valuable it is to raise it. The better your average accuracy is, the more valuable it is to raise

    damage instead.

    (Many players have horrible accuracy and would benefit much more from rapids than from force)

    1. Play

    2. Gauge your accuracy

    3. Decide if you want more Rapid tunes or Force tunes

    4. Don't underestimate your speed needs, especially if you have never tried playing with a

    weapon that has been significantly sped up with multiple rapid tunes.

    //

    Do not assume someone else's speed needs are the same as yours.

    Consider the weapon itself, some weapons benefit more from rapids and some weapons benefit

    more from force.

    Most of the time you will want to be doing a mixture of both tunes, but there are players whowould actually benefit more from even more rapid tunes.

    There are many damage implications to rapid tunes:

    1. Its easier to hit targets from a distance

    --->(compensation for your bad aim)

    2. Its easier to hit faster targets

    --->(compensation for your bad aim)

    //

    As the relative speed difference between your weapon and your target decreases, the easier it isto hit.

    //

    3. It enables you to hit targets at a distance that would normally be 100% impossible

    ---> target goes out of weapon range before it can hit

    4. It enables you to hit targets moving away that would normally be 100% impossible

    ---> target is outrunning shots

  • 8/10/2019 Beginners Tuning Guide

    4/19

    Range tunes:

    Range tunes are special in that they are useful only under specific conditions. Extending range

    increases accuracy requirements including your own aim and the weapon's speed. For most

    players, weapons typically require speed up from their starting specs, and increasing range

    leads to an opposite result of taking a weapon that already needs more speed and requiring it tohave even more speed to function efficiently. ( range upgrades that can't be fully leveraged are a

    waste of cost/slots that could have been used for speed/force )

    On the other hand, if the weapon has way more range than you mostly ever hit with/use,

    you may even want to drop range while tuning for speed/force.

    Ammo Tunes:

    Decisions regarding ammo tunes require you to play your robot and use your weapon. Figure

    out on average how much ammo you are left with when you play your robot. Seriously. Take

    notes, keep track, and figure out around how much you need. Any excess can be tuned away.If you need more speed but cant afford to keep tuning away more ammo, then you may

    need to use air force tunes, or compensate with supply tunes, or use smaller tunes to consume

    less ammo.

    Leaving yourself more ammo than you usually need is pointless, occasionally surviving

    long enough to use all your ammo and needing more isn't a good enough reason to not trade

    excess ammo for more immediate damage. On the other hand, having too little ammo and

    consistently running out means you could deal more damage if you had more ammo.

    But all things equal, doing more damage in a smaller amount of time is more valuable

    than doing the same amount of damage over a long period of time, translation: high DPS is

    good. The more you rely on your survivability to deal your full damage capability, the more youbind yourself in a "contract" where you must survive as long as you usually do to deal your

    realistic average damage, and the more prone you are to failing the contract by getting cheesed (

    random Ivis gets a drop on you and slows on you the first hit, teampillar/team wind blow, etc ).

    Cosmic Break is a game where you can expect to get cheesed all the time.

    Among the designs popular to veteran players are ones that by design able to deal massive

    amounts of damage in a timespan of a few moments, before they explode and die. (SEE: slice

    seraph)

    Weapon damage summary:

    Force x ammo = what you might theoretically be able to deal in damage, but lets be realistic

    here.

    Force x ammo x accuracy% = what you might theoretically be able to deal in damage, assuming

    you were immortal.

    Force x (ammo x %ofAmmo you will use on average before dying) x accuracy% = a somewhat

    realistic estimate of how much damage you will do. The more survivability you have, the more

    time you can spend using ammo.

  • 8/10/2019 Beginners Tuning Guide

    5/19

    TEC:

    Increases the damage of your non-melee attacks ( with some minor exceptions ). It scales your

    weapon's force, so the greater the force the more damage you get from TEC. Refer to the

    force-TEC chart at the bottom of the CosmiCalc to see breakpoints relative to your weapon.

    Force is a non integer value so every TEC counts when it comes to rounding for multipliers and

    tgh.CosmiCalc

    http://cosmiccalc.zzl.org/

    http://cosmiccalc.vacau.com/

    http://cosmiccalc.appspot.com/

    //

    Assuming you use TEC based weapons, this is the highest priority after you are no longer

    crippled.

    STR:Increases your melee damage, refer to the CosmiCalc chart.

    STR+TEC:

    Having either at 0 will make your wondergauge duration turn into a couple seconds. Having them

    as balanced as possible will significantly increase your wonder bit's damage, life, and duration of

    the gauge. As a general rule:

    0 of either or both < 1/40 or 40/1 < 1/1 < 40/40.

    FLY:

    Increases FLY speed, hop specs, float dash specs, accel roll specs, boost run specs. Does notincrease height, boost gauge.

    There's no value to non-breakpoint amounts.

    //

    31/34/38 are the last 3 breakpoints for FLY speed.

    29/33/38 are the last 3 breakpoints for hopping.

    w

    WLK:

    Increases run speed, hop specs, float dash specs, boost run specs. Lands have a different

    ground speed from all other types ( they are significantly faster, and need less walk to gain parity

    ). At 22 WLK, lands run slightly faster than any other type having max WLK.

    There's no value to non-breakpoint amounts.

    //

    28/32/36 are the last 3 run breakpoints for lands.

    24/27/30 are the last 3 hop breakpoints for lands.

    26/30/34 are the last 3 breakpoints for non-lands

    TGH:

    http://www.google.com/url?q=http%3A%2F%2Fcosmiccalc.vacau.com&sa=D&sntz=1&usg=AFQjCNFpB7a9mGaX48m-xqQ_NRRJuh5VIwhttp://www.google.com/url?q=http%3A%2F%2Fcosmiccalc.zzl.org%2F&sa=D&sntz=1&usg=AFQjCNFuGnzkHUucn3BWtv4Ms0dVyXynsQ
  • 8/10/2019 Beginners Tuning Guide

    6/19

    Reduces the damage you take, increases the amount of DPS you need to take to get stunned,

    increases the healing from stun regain. TGH growth has separate breakpoints for each benefit,

    so nearly every point in TGH will provide some kind of benefit. Having 0 TGH will leave you with

    pretty much nonexistent damage reduction, and you will get stunned by peashooters.

    //

    1-9 odd, 10-20 even are the first 11 stun resistance breakpointsCombo Tunes:

    Soldier, Acrobat, Battery - I honestly have never used these before and have no idea when they

    would be useful. Maybe in some incredibly rare corner case where you needed exactly what

    these give, with only 1 slot, and absolutely no way to rearrange other tunes/parts/accessories to

    get around the issue.

    High Soldier, High Acrobat, High Battery - The only way to get +4 from a single slot, mind

    blowingly expensive cost.

    Ive yet to do a single combo tune, I dont think anyone who is reading a beginner tuning

    guide should be considering these tunes at all. If true corner cases where these tunes are

    absolutely required to proceed were to come up, it would take a lot of good judgement to be ableto identify it.

    Life Tunes:

    The most efficient life tune is the smallest life tune, giving 15 HP for only 10 cost. The rest are

    1:1. The most efficient tunes for obtaining more HP are the beast/eagle/ranger/tank/sentinel

    series of tunes, its often better to convert your tunes to these tunes than to use another slot filling

    up on 10cost/15hp life tunes.

    Eternal:

    Does not make a shield-part indestructible, sorry. Can only be tuned onto destructiblelimbs/head. Its very rare for this tune to be worth its cost, whatever is receiving it is likely a very

    high cost robot with large survivability. Its more valuable on SUP robots, which tend to get their

    parts broken more often. Dont use this tune unless you are confident in your judgement on

    whether or not you should use it.

    All revenge tunes procs are based on you getting stunned. It is a chance activation and the

    harder you got stunned, the more likely it will proc. This leads to the strange tradeoff decision

    where having less TGH means you are more likely to proc, and vice versa.

    Revenge Hypershot:

    Mostly useful for few types of builds

    1. Burst damage suicide builds

    2. Builds with absurdly large amounts of ammo that can never all be used

    Including infinite ammo

    Make sure that the hypershot actually benefits you in a worthwhile way before even considering

    it. Though it does give you potential for greatly increased damage remember a few things:

    1. It doesnt stack with PS buff, hypershot items, and burst fire bit

  • 8/10/2019 Beginners Tuning Guide

    7/19

    2. Again, if you dont have a stupid supply of ammo you will run out a lot faster

    The faster shooting from hypershot will also reduce your damage output per shot

    This is due to TGH based damage reduction

    This makes for an extreme tradeoff of ammo for burst damage

    3. Revenge HS tune is expensive, 30 cost is expensive

    Dont steal cost/slots from other sources of damage ( stats, weapon tunes )Revenge Crimson Veil:

    On proc will provide all guard. This is a powerful tune that will give you massive boosts to your

    survivability, as well as helping you do more damage by allowing you to attack in adverse

    situations. That power comes at the cost of using your LG slots and having 30 cost. ( Crimson

    veil makes you immune to the negative effects of stuns )

    No longer gives stun regain HP while its up, on the other hand it actually procs now, during

    melee special stuns and stuff.

    Revenge Clearance:

    On proc it will make you immune to status ailments for a duration, and provide damage reducingall guard. This revenge tune is special in that the cost of the tune is 10 less ( 30 vs 20 ) than the

    others. Revenge tunes also all come with 10 HP. 10HP, status ailment immunity, and all guard,

    for 20 cost is a very good deal. Not getting bogged down by status ailments means you can

    continue doing more damage.

    Now that you've made various decisions and assessments

    ( priorities, play style focus, approximate survivability, etc )

    Its time to start designing a tune build:

    CosmiCalc

    http://cosmiccalc.zzl.org/

    TUNE BUILD DESIGN:

    Designing your tune build has two major phases

    1. Do the minimal tuning to get yourself out of a crippled state, sometimes this requires no

    tuning.

    Pull yourself out of unbearably low mobility or TGH, and to tune your weapons so that

    they useable for you ( see: stacking rapid tunes ).

    2. Make a series of complex and deep decisions regarding your remaining cost

    capacity/slots/parts/stats/etc. You will have to make many tradeoff design decisions. This stepis why it is important to fully understand yourself, your bot, and the meta.

    The first design decision will almost always lead you to focus on damage (TEC) and your

    weapon tunes. You get as much TEC as you feel would be enough before moving back to

    reconsider your other options. Its often the case that you should just max your damage stat

    first, before going back and obtaining max mobility or greater hp/tgh. The reasoning is again, if

    http://www.google.com/url?q=http%3A%2F%2Fcosmiccalc.zzl.org%2F&sa=D&sntz=1&usg=AFQjCNFuGnzkHUucn3BWtv4Ms0dVyXynsQ
  • 8/10/2019 Beginners Tuning Guide

    8/19

    you have enough mobility/defensive stats to be functional, it is better to focus on dealing as

    much as damage possible than focusing on surviving long enough to deal decent damage.

    The specific values before things are considered not crippled, good enough, etc

    completely depend on the individual player. It doesnt make any sense to go off another players

    opinion since what is good enough for them may be insufficient for you and vice versa. Having

    more mobility than you can make good use of is pointless. Having extra HP or TGH is useless ifyou mostly die by entering into fatal situations through poor judgement. etc. If its only going to

    help you 10% of the time, you may be better off doing more damage 100% of the time.

    Likewise, if you often explode before accomplishing anything, maybe you should consider

    more hp/mobility/tgh or even special tunes like revenge clearance or revenge crimson veil. Pay

    attention to why you are dying and see what might help fix the issue.

  • 8/10/2019 Beginners Tuning Guide

    9/19

    PART 2

    ############################################################

    Tuning tips and tricks

    Or, stating the obvious in a more obvious way

    ############################################################

    You have limited cost capacity

    This is consumed by parts, tunes, cartridges, weapons

    This is increased by cost capacity cartridges You can obtain more cost capacity by using cheaper parts

    Or by using lighter weapons

    Or by taking cheaper cartridges

    Or even by taking less cartridges by not leveling to max

    You have limited slots to tune onto

    All tunes use one slot

    Some tunes give you more stats for the slot it takes, some give less stats

    Some tunes are slot efficient, some are cost efficient

    These are the main opposing resources

    You can obtain more slots by using parts that have more slots, or by using moreparts

    Adding joints gives you more slots

    Using a core that has the ability to use more parts gives you more slots

    Some cores allow for 2 heads or 2 boosters

    A head can hold 2 accessories which provide 1 slot each

    Using a part that can hold more parts/comes with more parts

    Lazflamme legs allow you to have an additional booster

    Your core+locked parts has a base set of stats

    Use tunes to get more stats you need

    Cost vs Slots for stat yields

    Great tunes give +3 stats, but they have massive cost

    +1 tunes only have 5 cost, but they give minimal stats

    Generally trading a stat for a stat can reduce costs while increasing stat gains

    The most efficient tune is a high beta tune which yields +2 stat for 5 cost

    But it consumes 2 other stats

    If those are 2 stats you dont need, its virtually free

    Thus the goal is to do as many beta tunes as possible

  • 8/10/2019 Beginners Tuning Guide

    10/19

    2nd most efficient is a high alpha tune which yields +2 stat for 10 cost

    It consumes only 1 other stat

    It has the same stat/cost ratio has having 2 separate +1 tunes

    But it is more slot efficient

    When you cannot afford to consume any stats...

    Left with a choice between High tunes and two single tunes High tunes take 15 cost and give 2 stats

    2 Single tunes only take 10 cost for 2 stats but consume 2

    slots

    Great tunes are almost never efficient

    Rare corner cases where you can give up many stats

    For the great gamma tunes

    When there is massive excess of capacity, but very few slots

    This is extremely expensive and raises bot costs fast

    This is a major tradeoff decision

    Sentinel, tank, ranger, eagle, etc tunes have special value They a +1 tune with a life tune

    A +1 tune is 5 cost for +1

    A life tune is 10 cost for 15 hp

    the most cost efficient hp gain tune

    The above tunes are 15 cost for both ( slot efficient )

    Capacity tunes can be used to convert slots to capacity

    Has the side effect of raising bot cost significantly

    Again, this means you need to work a lot harder to redeem your

    cost. Significantly raising your cost for superficial benefits is

    almost never worthwhile. Make sure its worth it. Each capa tune has a different efficiency and usage case

    High and great capa tunes both reduce TGH

    If the TGH matters, you waste capacity & slots restoring it

    partially negating the value of the capa tune

    Capa tunes use leg slots, contending directly with revenge tunes

    Most of advanced tuning technique is in juggling cost vs useful vs useless stats

    Most of the work is in tradeoff design decisions and...

    Careful part and accessory choice are extremely important

    Skilled application of min-maxing will allow for more tunes at lower costs

    Useless stats can usually be consumed to make tuning useful stats

    cheaper and more efficient.

    Seemingly roundabout methods can provide efficient yields

    Example: 4 STR, 30 TEC, 2 WLK, 38 FLY (FLY is maxed)

    Can get +4 tec by doing 2 TEC alphas

    20 cost, -2 STR, +4 TEC, 2 slots

    Can also get +4 tec by doing 1 beta FLY, and 2 beta TEC

    15 cost -3 STR, -1 WLK, +4 TEC, 3 slots

  • 8/10/2019 Beginners Tuning Guide

    11/19

    less cost, more slots, consumes more

    PART 3

    ###########################################

    Simple Incremental Tuning strategy:###########################################For this example, I'm arbitrarily making a FLY based Chrotacs hopper, without using any weapon

    tunes:

    http://cosmiccalc.zzl.org/?FLYTACS%26BDdLS56%7CAMdua%7CWPdub%233*6c16c18c22c2

    3|ndefined|ndefined|%2C|%3A

    The cheapest possible cost for adding a stat to your build is generally 2.5 cost for +1 ( beta tune,

    5 cost for +2 ), assuming you have two useless stats in excess.

    1. First determine which stats you need. Usually you only need at most 3+1 ( FLY/WLK,

    TEC/STR, TGH+hp )

    2.Figure out the relative min cost of each stat, based on the combination of stats you need

    Examples:You need FLY, TEC, TGH/hp

    High boost beta is 2.5 cost for +1, using -1 STR and -1 walk

    High TEC alpha is 5 cost for +1 ( you cannot use beta since it will take away FLY, except in

    special cases ), using -1 STR

    TGH is 5 cost for +1 ( you cannot use high TGH since it will take away FLY, except in special

    cases )

    In this example, FLY is the cheapest accessible tune, and STRength is the most valuable

    useless stat since it gets used by both high boost beta and high TEC alpha.

    Initial assumptions:you have plenty of slots, and infinite of stats you don't need.

    Breaking things down further:

    Having +1 FLY from parts is worth 2.5 cost savings

    Having +1 TEC or TGH from parts is worth 5 cost savings

    Having +1 STR or walk is somewhat useless

    http://www.google.com/url?q=http%3A%2F%2Fcosmiccalc.zzl.org%2F%3FFLYTACS%2526BDdLS56%257CAMdua%257CWPdub%25233*6c16c18c22c23%257Cndefined%257Cndefined%257C%252C%257C%253A&sa=D&sntz=1&usg=AFQjCNFrGzO5uYjU2XYxgznPg1wWRGYOEAhttp://www.google.com/url?q=http%3A%2F%2Fcosmiccalc.zzl.org%2F%3FFLYTACS%2526BDdLS56%257CAMdua%257CWPdub%25233*6c16c18c22c23%257Cndefined%257Cndefined%257C%252C%257C%253A&sa=D&sntz=1&usg=AFQjCNFrGzO5uYjU2XYxgznPg1wWRGYOEA
  • 8/10/2019 Beginners Tuning Guide

    12/19

    Start by picking the lowest cost parts that will give you the best cost-value for the stats you need.

    Under current assumptions, STR/walk is pointless in a part, FLY provides some cost savings,

    and TEC/TGH provide the most cost savings. However TEC is the more important stat initially (

    directly increases damage ) so it doesn't matter if a part even has 0 TGH. Pick lowest cost parts

    that give the most TEC possible at the best value, optionally taking some FLY, TGH. In theFLYTACS example i started with paraboroid HD, froglander BS, froglander LG and a couple +1

    TEC accessories.

    http://cosmiccalc.zzl.org/?FLYTACS%26BDcLS56dWBcFP1dLGfHDcM2dHDACc100dFCACc8

    dBSfAMcuadWPcub%233*6e16e18e22e23|ndefined|ndefined|%3A|%7C|%2C|cS1d

    You want to get the best value you can get which often means you actually want the cheapest

    parts possible, because using froglander BS as an example:

    The BS is 10 cost but gives +1 TEC and +1 FLY, but its known that you can get FLY at a rate of

    2.5 cost per FLY, and TEC at a rate of 5 cost per TEC. If you have infinite slots and uselessstats, the least you can pay for the same stats is 7.5 cost. ( technically hp matters a lot too, but

    ignore for now ). Generally, parts have a lower cost efficiency for stats than the best possible

    tunes.

    So using this starting position, you can see that the stats are:

    345 HP

    10 STR

    23 TEC

    16 WLK

    7 FLY7 TGH

    You can quickly calculate how much stats you can get with simple tuning:

    7xHigh TEC Alpha and 2xHigh Boost Beta will get you to:

    345 HP

    1 STR

    37 TEC ( hits the last breakpoint for the force on the weapon, more can still help )

    14 WLK

    11 FLY

    7 TGH

    This is where reality kicks in, and lack of stats prevents you from continuing to tune at the same

    efficiency as before. There is still plenty of WLK to anti-tune into beta-FLY, but there is

    insufficient STR. This means that to continue tuning will require tuning FLY using either +1 tunes

    or +2 high FLY alphas using walk. Either way the cost efficiency of FLY tunes is no longer

    2.5/FLY but now 5/FLY.

    http://www.google.com/url?q=http%3A%2F%2Fcosmiccalc.zzl.org%2F%3FFLYTACS%2526BDcLS56dWBcFP1dLGfHDcM2dHDACc100dFCACc8dBSfAMcuadWPcub%25233*6e16e18e22e23%257Cndefined%257Cndefined%257C%253A%257C%257C%257C%252C%257CcS1d&sa=D&sntz=1&usg=AFQjCNEyt966s3ay4CEAAbp1vqILQcZb6Qhttp://www.google.com/url?q=http%3A%2F%2Fcosmiccalc.zzl.org%2F%3FFLYTACS%2526BDcLS56dWBcFP1dLGfHDcM2dHDACc100dFCACc8dBSfAMcuadWPcub%25233*6e16e18e22e23%257Cndefined%257Cndefined%257C%253A%257C%257C%257C%252C%257CcS1d&sa=D&sntz=1&usg=AFQjCNEyt966s3ay4CEAAbp1vqILQcZb6Q
  • 8/10/2019 Beginners Tuning Guide

    13/19

    http://cosmiccalc.zzl.org/?FLYTACS%26BDdLS56%7CWBdFP1%7CLGiHDdM2jeHDACd100@

    BeFCACd8@BeBSiAMduajeWPdub@B5cB5cT4%233*6c16c18c22c23|ndefined|ndefined|%2C|%3A|4%7C|B4cB|T4cT|dS1@f|h4cBe|@g4cT

    1065/1185

    345 HP

    1 STR

    37 TEC

    6 WLK

    27 FLY

    7 TGH

    Plenty of capacity left, but no more slots nor stats. This is the result of picking low cost parts

    that accordingly have few stats on them.

    This is where some tradeoff decisions need to be made

    One solution is to go back and switch the parts.

    Another solution is to use great tunes.

    Another solution is to keep things as is, to be done at minimal costs

    Using great boost alphas gets:

    http://cosmiccalc.zzl.org/?FLYTACS%26BDdLS56eWBdFP1eLGgjcB4eHDdM2heHDACd100@iFCACd8@iBSg7cB7ciAMduaheWPdub@B5cB5cT4%233*6c16c18c22c23|ndefined|ndefined|%

    2C|%3A|%7C|T4cT4|dS1@B|@fcT4|B7e|4cB4

    1 STR

    37 TEC

    1 WLK

    32 FLY

    7 TGH

    Alternatively if you decide to swap parts:

    IMPORTANT, this is IMPORTANT, this is IMPORTANT, this is IMPORTANT

    It has been discovered that STR is a valuable resource that will allow for further beta tunes on

    the FLY so now the value of STR is:

    1 STR will turn a 5c/FLY tune back into a 2.5c/FLY tune, meaning that 1 STR is potentially worth

    a cost savings of 2x2.5c. However make sure you notice, If a part has +1 FLY and the cost

    efficiency of that FLY is 7c/1, you are getting a FLY at 2 more cost than normal(5c/1, assuming

    no STR remaining to consume) while saving a slot. Meanwhile, if a part has +1 STR at a cost

    http://www.google.com/url?q=http%3A%2F%2Fcosmiccalc.zzl.org%2F%3FFLYTACS%2526BDdLS56eWBdFP1eLGgjcB4eHDdM2heHDACd100%40iFCACd8%40iBSg7cB7ciAMduaheWPdub%40B5cB5cT4%25233*6c16c18c22c23%257Cndefined%257Cndefined%257C%252C%257C%253A%257C%257C%257CT4cT4%257CdS1%40B%257C%40fcT4%257CB7e%257C4cB4&sa=D&sntz=1&usg=AFQjCNH_j454gRFuloscrKZN05nqhHruxwhttp://www.google.com/url?q=http%3A%2F%2Fcosmiccalc.zzl.org%2F%3FFLYTACS%2526BDdLS56eWBdFP1eLGgjcB4eHDdM2heHDACd100%40iFCACd8%40iBSg7cB7ciAMduaheWPdub%40B5cB5cT4%25233*6c16c18c22c23%257Cndefined%257Cndefined%257C%252C%257C%253A%257C%257C%257CT4cT4%257CdS1%40B%257C%40fcT4%257CB7e%257C4cB4&sa=D&sntz=1&usg=AFQjCNH_j454gRFuloscrKZN05nqhHruxwhttp://www.google.com/url?q=http%3A%2F%2Fcosmiccalc.zzl.org%2F%3FFLYTACS%2526BDdLS56eWBdFP1eLGgjcB4eHDdM2heHDACd100%40iFCACd8%40iBSg7cB7ciAMduaheWPdub%40B5cB5cT4%25233*6c16c18c22c23%257Cndefined%257Cndefined%257C%252C%257C%253A%257C%257C%257CT4cT4%257CdS1%40B%257C%40fcT4%257CB7e%257C4cB4&sa=D&sntz=1&usg=AFQjCNH_j454gRFuloscrKZN05nqhHruxwhttp://www.google.com/url?q=http%3A%2F%2Fcosmiccalc.zzl.org%2F%3FFLYTACS%2526BDdLS56%257CWBdFP1%257CLGiHDdM2jeHDACd100%40BeFCACd8%40BeBSiAMduajeWPdub%40B5cB5cT4%25233*6c16c18c22c23%257Cndefined%257Cndefined%257C%252C%257C%253A%257C4%257C%257CB4cB%257CT4cT%257CdS1%40f%257Ch4cBe%257C%40g4cT&sa=D&sntz=1&usg=AFQjCNFfGPAbDoDZm2wFUtRnE2jU9ve7dghttp://www.google.com/url?q=http%3A%2F%2Fcosmiccalc.zzl.org%2F%3FFLYTACS%2526BDdLS56%257CWBdFP1%257CLGiHDdM2jeHDACd100%40BeFCACd8%40BeBSiAMduajeWPdub%40B5cB5cT4%25233*6c16c18c22c23%257Cndefined%257Cndefined%257C%252C%257C%253A%257C4%257C%257CB4cB%257CT4cT%257CdS1%40f%257Ch4cBe%257C%40g4cT&sa=D&sntz=1&usg=AFQjCNFfGPAbDoDZm2wFUtRnE2jU9ve7dghttp://www.google.com/url?q=http%3A%2F%2Fcosmiccalc.zzl.org%2F%3FFLYTACS%2526BDdLS56%257CWBdFP1%257CLGiHDdM2jeHDACd100%40BeFCACd8%40BeBSiAMduajeWPdub%40B5cB5cT4%25233*6c16c18c22c23%257Cndefined%257Cndefined%257C%252C%257C%253A%257C4%257C%257CB4cB%257CT4cT%257CdS1%40f%257Ch4cBe%257C%40g4cT&sa=D&sntz=1&usg=AFQjCNFfGPAbDoDZm2wFUtRnE2jU9ve7dg
  • 8/10/2019 Beginners Tuning Guide

    14/19

    efficiency of 7, you are getting a 2x2.5 cost savings at the cost of 7, so again an additional cost

    of 2 while saving a slot. ( in comparison, a +1 walk which is worthless would be an additional

    cost of 7 ). Parts typically have a set amount of +stat for a given cost, sometimes a part has

    more +stat in return for having -stats. If thats the case, you want to trade walk away for more

    FLY or str.

    //EXAMPLE:

    +2 FLY via tunes costs 2x5, 1x10, or 1x15

    [+1][+1] 5 cost per FLY, 2 slots

    [High FLY Alpha] 5 cost per FLY, 1 slot

    [High FLY] 7.5 cost per FLY and 1 slot

    Assume it costs 7 to get a stat from parts

    //

    So assume you already have a slot with a +1 FLY tune...

    +1 FLY via +1 tune costs 5 more and 1 additional slot ( 5 each, but another slot )

    +1 FLY via replacing the above with High FLY costs 10 more ( saves a slot ) ( 7.5 each )+1 FLY via parts costs 7 ( saves a slot ) ( 6 each )

    +1 FLY via str costs 7 ( saves a slot by replacing above +1 tune into a +2 beta ) ( 6 each )

    +1 FLY via walk is impossible and is just a dead weight of 7 cost ( 12 each )

    //

    Assuming you have slots filled with +2 high FLY alphas (as is the case)...

    +1 FLY via +1 tune is impossible due to lack of slots

    +1 FLY by replacing the above with high FLY is pointless, increasing cost by 5 for no benefit

    +1 FLY via parts costs 7

    +1 FLY via STR is impossible, it will also add 7 cost, and save 5 cost converting to beta (+2)

    Conclusion:WLK is almost useless, so ideally you want to pick parts that trade WLK for more stats

    to obtain a higher stat/cost efficiency, but in this case cost efficiency is less important than total

    stats so really you want more of your useful stats. In the current situation the easiest way to

    obtain more FLY is to directly gain more FLY on your parts, this is specifically because there are

    no slots left available to work with. Possibly less obvious is the fact that obtaining more TEC

    from your parts means you will have to use less slots on tuning TEC, and those extra slots will

    allow you to tune more FLY.

    Assess the situation one more time:

    In the current situation,

    You have excess capacity

    You have no slots left

    Having more of a stat you tuned for means less tuning required

    Some of your FLY tunes are alphas instead of betas

    Due to lack of STR, this only affects cost

    Your TGH is kind of low

  • 8/10/2019 Beginners Tuning Guide

    15/19

    You hit last breakpoint on TEC

    Getting more still helps technically, this is a diminishing returns tradeoff decision

    You are still short on FLY

    You have excess useless WLK

    You want to pick parts with the largest total amount of FLY+TEC, preferably with some additional

    TGH as well. Ideally you are getting the most stats for the cost because the part you picked has-WLK, trading it for other more useful stats.

    This time i started over with Dikaros HD, Neon Neos LG, and Shino Exroad BS, trading a +1

    TEC accessory for a +1 FLY accessory (because later on, it will be needed, as will be seen).

    http://cosmiccalc.zzl.org/?FLYTACS%26BDcLS56dWBcFP1dLGcS49dHDcS23dHDACc102dF

    CACc8dBScM24dAMcuadWPcub%233*6e16e18e22e23|ndefined|ndefined|%3A|%7C|%2C

    Tuning in the same way leads to some improvement

    http://cosmiccalc.zzl.org/?FLYTACS%26BDdLS56%7CWBdFP1%7CLGdS49jdS23jACd102@B

    eFCACd8@BeBSdM24ieAMduaieWPdub@B5cB5cT4%233*6c16c18c22c23|ndefined|ndefined|

    %2C|%3A|4%7C|B4cB|T4cT|@f4cB|@g4cT|heHD

    1140/1185, 391

    1/37/6/33/9

    vs first build75 cost was paid for 46 hp, 6 FLY, 2 TGH

    vs first build with great boost alphas

    25 cost was paid for 35 hp, 1 FLY, 2 TGH

    If you remember, 33 FLY is a breakpoint for FLY based hopping (probably), so this chrotacs is

    already in a decent position now. This is the second to last hop-fly breakpoint, and adding one

    more fly would also get you the 2nd to last fly-speed breakpoint as well.

    Unless you own higher quality parts than the random UC stuff i used for this example, there is

    not much more than can be done parts wise.

    Now there are again tradeoff decisions to be made with your remaining 45 cost::

    1. Use cost to obtain accel roll

    2. Use cost to do great fly alpha to hit a FLY breakpoint

    3. Use cost to do multiple great FLY alphas

    Then redeem a high FLY tune slot and exchange it for other tunes

  • 8/10/2019 Beginners Tuning Guide

    16/19

    TGH? TEC? HP? whatever

    4. Give up on the current TEC, to try to obtain max FLY

    5. Redo cartridges either to use more cost on better carts, or to gain more capa

    6. Dont make a FLY-Hop chrotacs with no wep tunes, and instead do something else

    The above guide was

    designed to help beginners

    understand better how tomake the decisions and

    tradeoffs to design and

    optimize a personallytailored tune build,

    hopefully somewhat on par

    with the quality producedby veteran tuners.

  • 8/10/2019 Beginners Tuning Guide

    17/19

    However, beginner level is

    sometimes too hard.

    CRUDE TRIVIAL TUNINGThe large majority of current tune-up projects involve the easiest possible scenario, a

    locked-parts robot with no need for any additional new weapons, with plenty of capacity and built

    in stats. However i still see people struggling with this. Lets set a baseline at least OK?

    Just follow these steps to produce a baseline build. Please never make a build worse than what

    this produces. From there you can try to do better by applying knowledge from the guide above.

    0. Do the following steps in the cosmicalc

    1. Tune your weapons2. Identify the priority stats that matter to your build, as well as rules

    EX: [Priority stats] TEC, FLY

    EX: [Rules] STR >0, WALK>0,

    3. Break down the priority stats to acceptable goal values

    EX: 40 TEC,

    EX: 31 FLY, 34 FLY, 38 FLY

  • 8/10/2019 Beginners Tuning Guide

    18/19

    4. Max out every single slot with +1 stats to try to meet the above goals

    5. Replace +1 stat tunes with High Beta tunes, consuming non priority stats, until you cannot

    continue without breaking any baseline rules. Even if your stats reach your goals, continue

    replacing +1 tunes with High Betas, removing excess +1 tunes and thus reclaiming slots. Use

    reclaimed slots towards other stat goals if needed.

    6. Replace +1 stat tunes with High Alpha tunes, consuming non priority stats, until you cannotcontinue without breaking any baseline rules. Even if your stats reach your goals, continue

    replacing +1 tunes with High Alphas, removing excess +1 tunes and thus reclaiming slots. Use

    reclaimed slots towards other stat goals if needed.

    7. If you have not hit your goal stats yet, replace +1 tunes with High +2 tunes, consuming

    capacity. Do not continue to do so if youve reached goals

    8. Do your bonus tunes (Revenge tunes, etc). IIf lacking spare slots reclaim slots by exchanging

    +1 tunes for High +2 tunes, at the cost of capacity.

    9. Convert any spare slots into HP tunes by breaking down High +2 tunes into either 2 ( +1,

    10HP ), or 1 ( +1 10HP ) and +1.

    10. Convert any +1 tunes into ( +1 10HP )11. BEYOND THE SCOPE OF CRUDE AND TRIVIAL

    EXAMPLES:

    STEP 4:

    http://cosmiccalc.appspot.com/?AKANEt0t6BDlAS55sLGvaoHDvboHDACl9@TmFCACl8@TmB

    SvcoBSvdsAMveoqufsqwpTmAMvgruhrwruisqujt33*6tC19tC2k32tCEX1|ndefined|ndefined|ndefin

    ed|ndefined|ndefined|ndefined|ndefined|ndefined|ndefined|ndefined|1%2C|%3A|1%7C|TkT|@nkTm

    |@BkBk|WPl|pBmq|%7C|%2|lu|SO27

    STEP 5+6+7:

    http://cosmiccalc.appspot.com/?AKANE%20%26BDlAS55mLGsa@nrHDsb@tkT3mHDACl9w3

    mFCACl8w1mBSsc@nrBSsdmAMsew4knxfv@prAMsg@pkB1xhw1kqv@qkB5xixj%233*6k19k2

    1k32kEX1|ndefined|ndefined|ndefined|ndefined|ndefined|ndefined|ndefined|ndefined|ndefined|ndefi

    ned|%2C|%3A|%7C|T1kT1|mWPl|B1kB1|B5kB5|kT1m|lu|T3kT3|oSO27|@T|ou

    STEP 8: Revenge Hypershot LG, Eternal HD

    http://cosmiccalc.appspot.com/?AKANE%20%26BDlAS55mLGra@RV4kRV4vrb@SP1qvACl9w

    FCACl8wBSrc@sxBSrdmAMre@T4qqyft@oxAMrg@okB1yh@T1kpt@pkB5yiyj%233*6k19k21k3

    2kEX1|ndefined|ndefined|ndefined|ndefined|ndefined|ndefined|ndefined|ndefined|ndefined|ndefined

    |%2C|%3A|%7C|mWPl|B1kB1|B5kB5|kT3|lu|T1kT1|nSO27|qmHD|@T3m|kT1m|nu

    Final Crude & Trivial build: With Bonuses

    http://cosmiccalc.appspot.com/?AKANE%20%26BDlAS55mLGra@RV4kRV4vrb@SP1qvACl9t3

    mFCACl8t3wct1kSC9kT1wdxet4qqyfs@okT1xg@okB1yht1kps@pkB5yiyj%233*6k19k21k32kEX

    1|ndefined|ndefined|ndefined|ndefined|ndefined|ndefined|ndefined|ndefined|ndefined|ndefined|%2C

    |%3A|%7C|mWPl|B1kB1|B5kB5|kT3|lu|nSO27|@T|qmHD|mBSr|mAMr|nu

    http://cosmiccalc.appspot.com/?AKANE%20%26BDlAS55mLGra@RV4kRV4vrb@SP1qvACl9wFCACl8wBSrc@sxBSrdmAMre@T4qqyft@oxAMrg@okB1yh@T1kpt@pkB5yiyj%233*6k19k21k32kEX1%7Cndefined%7Cndefined%7Cndefined%7Cndefined%7Cndefined%7Cndefined%7Cndefined%7Cndefined%7Cndefined%7Cndefined%7C%2C%7C%3A%7C%7C%7CmWPl%7CB1kB1%7CB5kB5%7CkT3%7Clu%7CT1kT1%7CnSO27%7CqmHD%7C@T3m%7CkT1m%7Cnuhttp://cosmiccalc.appspot.com/?AKANE%20%26BDlAS55mLGra@RV4kRV4vrb@SP1qvACl9wFCACl8wBSrc@sxBSrdmAMre@T4qqyft@oxAMrg@okB1yh@T1kpt@pkB5yiyj%233*6k19k21k32kEX1%7Cndefined%7Cndefined%7Cndefined%7Cndefined%7Cndefined%7Cndefined%7Cndefined%7Cndefined%7Cndefined%7Cndefined%7C%2C%7C%3A%7C%7C%7CmWPl%7CB1kB1%7CB5kB5%7CkT3%7Clu%7CT1kT1%7CnSO27%7CqmHD%7C@T3m%7CkT1m%7Cnuhttp://cosmiccalc.appspot.com/?AKANE%20%26BDlAS55mLGra@RV4kRV4vrb@SP1qvACl9wFCACl8wBSrc@sxBSrdmAMre@T4qqyft@oxAMrg@okB1yh@T1kpt@pkB5yiyj%233*6k19k21k32kEX1%7Cndefined%7Cndefined%7Cndefined%7Cndefined%7Cndefined%7Cndefined%7Cndefined%7Cndefined%7Cndefined%7Cndefined%7C%2C%7C%3A%7C%7C%7CmWPl%7CB1kB1%7CB5kB5%7CkT3%7Clu%7CT1kT1%7CnSO27%7CqmHD%7C@T3m%7CkT1m%7Cnuhttp://cosmiccalc.appspot.com/?AKANE%20%26BDlAS55mLGra@RV4kRV4vrb@SP1qvACl9wFCACl8wBSrc@sxBSrdmAMre@T4qqyft@oxAMrg@okB1yh@T1kpt@pkB5yiyj%233*6k19k21k32kEX1%7Cndefined%7Cndefined%7Cndefined%7Cndefined%7Cndefined%7Cndefined%7Cndefined%7Cndefined%7Cndefined%7Cndefined%7C%2C%7C%3A%7C%7C%7CmWPl%7CB1kB1%7CB5kB5%7CkT3%7Clu%7CT1kT1%7CnSO27%7CqmHD%7C@T3m%7CkT1m%7Cnu
  • 8/10/2019 Beginners Tuning Guide

    19/19

    Final Crude & Trivial build: Skipping Bonuses

    http://cosmiccalc.appspot.com/?AKANE%20%26BDlAS55mLGtarHDtbrHDACl9wFCACl8wBStc

    rBStdmAMte@T4kT3kT3yfvxpAMtgxkB1yh@T1ksv@skB5yiyj%233*6k19k21k32kEX1|ndefined|n

    defined|ndefined|ndefined|ndefined|ndefined|ndefined|ndefined|ndefined|ndefined|%2C|%3A|%7C|

    SC9kS|mWPl|kSC9m|SC13|@nC9p|B5kB5|lu|oSO27|@T3m|@qkq|ou

    Needless to say, these builds can easily be improved upon. Especially when factoring in

    personalization.