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How to make the most of spare part and credit boosters?

Boosters Spare parts

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MikkelTJ #1 Posted 15 May 2018 - 08:55 PM

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I have been wondering if the yield from credit and spare part boosters depend on the battle outcome, or is it just a random yield and independent on XP, win/loss, or whatever other metric could be at play?

 

I have so far assumed that the yield is somehow proportional to the XP earned, and for that reason I only use these boosters in tier 9 and 10 games. However, I don’t play much high-tier right now, and I often forget to activate the boosters when I do. So my spare part boosters are just piling up right now, which seems silly.

 

Does anybody know?


Edited by MikkelTJ, 15 May 2018 - 08:56 PM.

Yay! HESH is back.:justwait:


llo1 #2 Posted 15 May 2018 - 09:05 PM

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Nope, I am also simply storing these, as I really don't know when to use them for the best benefit, and I really don't want to play them when after a couple of decent styles I am dumped into a team full of afk, noobs, and other deadbeats for the rest of the day/week/month ( delete as you think appropriate)!

 


 
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Mjr_Eazy #3 Posted 15 May 2018 - 09:09 PM

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:facepalm: I never even considered that, just load em up as I get em, what a noob...

I’ll make a note of the next few, say 20-30 I use, altho probably too small a sample to be meaningful...


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MikkelTJ #4 Posted 15 May 2018 - 09:16 PM

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View PostMjr_Eazy, on 15 May 2018 - 10:09 PM, said:

 

I’ll make a note of the next few, say 20-30 I use, altho probably too small a sample to be meaningful...

 

The problem with this approach is the background noise of the spare parts you get just for playing. So I think you need a large sample size to find an answer in this way.

 

For a standard spare part booster the yield is 30-140 (or thereabouts). This is less than you get on most wins without boosters, so the variable you are measuring is actually smaller than the noise....


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Mjr_Eazy #5 Posted 16 May 2018 - 12:07 AM

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View PostMikkelTJ, on 15 May 2018 - 09:16 PM, said:

 

The problem with this approach is the background noise of the spare parts you get just for playing. So I think you need a large sample size to find an answer in this way.

 

For a standard spare part booster the yield is 30-140 (or thereabouts). This is less than you get on most wins without boosters, so the variable you are measuring is actually smaller than the noise....

 

I was working on the basis I'd play a bunch of battles, same tank, same time of day, 1 day with poosters loaded, next day with no poosters , and repeat with them combined to special and then rare poosters to try and factor that out...

Yeah it will +/- a few cos of the battle results but I should see if combining makes any difference overall...

Plus it's not hugely scientific, small sample size, so many other variables etc etc  but might give some insights....


Edited by Mjr_Eazy, 16 May 2018 - 12:08 AM.

He who stops being better stops being good.  Oliver Cromwell I was soundly beaten, and i am the better for it.  Monty

I keep getting beaten but getting better so its all good man :harp:. Major Eazy


minitelrose #6 Posted 16 May 2018 - 01:18 AM

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Credit boosters are easy : they are multipliers, and as such will work best with your tank of the best coefficient, or favorite money grinder. 

 

For the SP boosters, do I have some of those ?

well that tells yi how much I know. 


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TangoAlpha1 #7 Posted 16 May 2018 - 06:25 AM

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I use them on the really obvious missions, the ones where you have to shoot something whilst moving :facepalm: or similar, and when I have Prem activated, it makes some difference to the silver but it’s not really clear on the SP as to any actual improvement as you get so few anyway! 

 

The ones I’ve never used are the consumable cooldown ones, haven’t really figured when the best time to use or if the actual benefits are worth it but as I keep getting those instead of a Lowe in the big crate I guess I’ll have to use them eventually!


Edited by TangoAlpha1, 16 May 2018 - 06:27 AM.


MikkelTJ #8 Posted 16 May 2018 - 06:26 AM

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View Postminitelrose, on 16 May 2018 - 02:18 AM, said:

Credit boosters are easy : they are multipliers, and as such will work best with your tank of the best coefficient, or favorite money grinder. 

(...)

 

I don't think you are right about this one. Why do you think the credit boosters are multipliers?

 

The different XP boosters are multipliers (the description on them says 'add X% to this-and-this XP type' ). The description of the credit boosters says 'add between XX and YY credits'. This does not sound like a multiplier. Since the description of the spare part boosters is similar to the description of the credit boosters, I presume that they share the same mechanic for the yield calculation.

 

But which mechanic is it?


Edited by MikkelTJ, 16 May 2018 - 09:57 AM.

Yay! HESH is back.:justwait:


BorgR3mc0 #9 Posted 16 May 2018 - 06:35 AM

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I only use booster when playing prem. So I pretty much burnt trough them in the Winners event.

">http://
 


RynnivaTykki #10 Posted 16 May 2018 - 07:04 AM

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Credit and spare parts boosters only depend on tier and win/loss. They are not multipliers, and prem time has no effect.

Here's my rough estimate for standard SP booster yield.

 

Tier SP_loss SP_win
1 30 50
2 36 60
3 42 70
4 48 80
5 54 90
6 60 100
7 66 110
8 72 120
9 78 130
10 84 140

 

For credit boosters and larger SP boosters the logic is similar: you get most out of them when playing with your best high-tier tanks.



MikkelTJ #11 Posted 16 May 2018 - 07:13 AM

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View PostRynnivaTykki, on 16 May 2018 - 08:04 AM, said:

Credit and spare parts boosters only depend on tier and win/loss. They are not multipliers, and prem time has no effect.

Here's my rough estimate for standard SP booster yield.

 

Tier SP_loss SP_win
1 30 50
2 36 60
3 42 70
4 48 80
5 54 90
6 60 100
7 66 110
8 72 120
9 78 130
10 84 140

 

For credit boosters and larger SP boosters the logic is similar: you get most out of them when playing with your best high-tier tanks.

 

Great stuff!

 

How did you come up with these numbers?


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RynnivaTykki #12 Posted 16 May 2018 - 07:28 AM

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Collected data from my own battles. But less than 100, so it's only a rough estimate.

 

Actually it's quite easy since the top and bottom values are given (30 and 140), and assuming loss gives 60% compared to a win in same tier.



Mjr_Eazy #13 Posted 16 May 2018 - 07:37 AM

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View PostRynnivaTykki, on 16 May 2018 - 07:28 AM, said:

Collected data from my own battles. But less than 100, so it's only a rough estimate.

 

Actually it's quite easy since the top and bottom values are given (30 and 140), and assuming loss gives 60% compared to a win in same tier.

 

Good stuff,  beat me to it, saves me the effort...

Some days I get 20+ from crates, so do combine them then...

I use credits for small crates as I’m always on the scrounge for rare parts...


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JJSawry #14 Posted 16 May 2018 - 09:48 AM

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View Postminitelrose, on 16 May 2018 - 01:18 AM, said:

Credit boosters are easy : they are multipliers, and as such will work best with your tank of the best coefficient, or favorite money grinder. 

 

For the SP boosters, do I have some of those ?

well that tells yi how much I know. 

They aren't multipliers. It's a flat amount, depending on win/loss and battle tier.

 



minitelrose #15 Posted 16 May 2018 - 11:19 AM

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View PostMikkelTJ, on 16 May 2018 - 07:26 AM, said:

 

I don't think you are right about this one. Why do you think the credit boosters are multipliers?

 

The different XP boosters are multipliers (the description on them says 'add X% to this-and-this XP type' ). The description of the credit boosters says 'add between XX and YY credits'. This does not sound like a multiplier. Since the description of the spare part boosters is similar to the description of the credit boosters, I presume that they share the same mechanic for the yield calculation.

 

But which mechanic is it?

 

View Postminitelrose, on 16 May 2018 - 02:18 AM, said:

Credit boosters are easy : they are multipliers, and as such will work best with your tank of the best coefficient, or favorite money grinder. 

 

Boosters, do I have some of those ?

well that tells yi how much I know. 

 

Corrected my post thanks to you, that will teach me about playing the game until 2am and then acting smart on Internet forums. Next I will know  2am is too early to stop playing the game.


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I want just that, and replay files.

 


DumbApe #16 Posted 16 May 2018 - 11:52 AM

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I have a simple approach I just use them when I have them.  I did previously combine them, but not now.  Think about it for a second... With a typical player at say a 50% win rate what matters most is the win to the return you get in spare parts.  This difference ranges from 30ish at T5 to 50ish at T10 using the table above. Given the overall win rate of players I think it is just too little return to develop any cunning strategy in the use of SP boosters.  Say you have 20 booster to use and you choose T6 - that means 40 more credits for a win than a loss so with 20 wins that could be 2000 in spare parts or with 20 losses it'd be 1200.  At an average 50% win rate though its 1600.  The upside for 20 game wins in a row is only 400 in spare parts. If I hit a 60% rate then you get 1620 

 

At the higher tiers its the same thing.

 

Tier 9

20 games with boosters 100% loss = 1560 parts

20 games  "     "       "        50% win  = 2080 parts

20 games  "     "       "        70% win  = 2288 parts

 

It might make sense with things like crew experience form time to time, but I really think the only sensible thing is to use them when you have them.  Anything else is not really worth it to me.

 

 


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Mjr_Eazy #17 Posted 16 May 2018 - 12:37 PM

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I kinda agree, I don’t combine ‘em often, I’m only talking rare parts ones but you’re probably right with my WR it would be better to not combine, I’ll capture some data for 100 battles with combined and 100 not combined for same tank, Churchill III I’m looking at you as I play it pretty regularly and see what that looks like...

It will take a while but I’ll report back...


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ponedelj #18 Posted 16 May 2018 - 08:10 PM

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I Load them when i play x2 x3 or x5... Rare .. the tol ones. If i play regular (no x) i load the normal ones...

ponedelj #19 Posted 16 May 2018 - 08:14 PM

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IMHO.... Thous who say they useless dont know how to use them or already have all tier X ... Its usefull if you grind some tank. Ok... There is no fun to get them from creates (Yes.. everybody likes gold... or better tank and better if create was free) and i doubt somebody buy them in store.

Mjr_Eazy #20 Posted 17 May 2018 - 04:21 PM

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So far, over last 2 days, I've played 10 games each in kv-2 with either no RP pooster, a standard rp pooster or rare one, no platoons, no missions, 63.33% WR on those 30 battles, average rp returns:

No pooster Standard RP pooster Rare RP Pooster
148 (max 204) 215 (max 352) 268 (max 403)

I'll keep going to get a bigger sample but it does look like using the Rare RP pooster may not be worth it, I golded my kv-2 and grinding credits in it at the moment and will keep  going to a min of 25 battles each and then also do 25 with the Special RP pooster...


He who stops being better stops being good.  Oliver Cromwell I was soundly beaten, and i am the better for it.  Monty

I keep getting beaten but getting better so its all good man :harp:. Major Eazy






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