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Euphoria[1443076]Wiki Contributor
· 11 likes · This guide may be great but taking SE advice from someone with 0 SEs taken is like asking a virgin how to have sex
Tarzan[2753285] · #1 · edited
I originally came up with a stat enhancer guide about a year ago using a multitude of logic points, which I will attempt to improve upon here.
The broad question is: At what point should I use Stat Enhancers?
TLDR: 3b in the appropriate stat or is it?
The logics: 1) Stat Point - If you are King Midas, who pisses and shits gold at which point(s) do Stat Enhancers Make the most sense for fastest training?
2) Price Point - If you're a broke bitch, at which point do Stat Enhancers give you the same or greater impact than other forms of training?
3) Booster Point - At which point(s) do Stat Enhancers provide greater stats than all other booster usage?
For each logic, we will examine a variety of conditions to see which is best.
Tools required: Vladar's Training Sheet located "HERE"
1) Logic Point: Stat Point - henceforth known as retard point (honestly, unless your family has a collective IQ of 42, skip to the next post)
Again, I can't emphasize enough. Don't do this. This is only applicable to having an unlimited supply of money, which in order to afford stat enhancers, costs approximately 1.5m usd or 10.885 trillion dollars in the cayman islands. More on income requirements here:
In any case, here is Vladar's sheet pointing to the STAT POINT where FHC = SE in terms of stat gains at 10%, 15%, and 20% steadfast.
The only interesting thing is that as your faction steadfast increases, your stat point at which you would idiotically commence SE chomping increases.
Synopsis:
10% Steadfast: 170,760 in a stat is the break even point, after which SE earn you more per 150e than training.
15% Steadfast: 209,250 in a stat is the break even point, after which SE earn you more per 150e than training.
20% Steadfast: 263,755 in a stat is the break even point, after which SE earn you more per 150e than training.
Bottom Line, again, don't do this. If you're a multi millionaire, this level of min maxing is stupid and you don't deserve that money IRL.
Tarzan[2753285] · #2 · edited
Logic 2: Price Point
This one perhaps is the easiest and most relevent to the most amount of people. All we need is the market value of FHCs compared to the market value of a stat enhancer. For this guide, I will use an annual average market value of FHCs vs NPC value of SE. You can (and should) buy SE at a discount from players on their bazaars or through direct trades. I do not recommend using the market itself as Ched has stupendously nerfed it with tax. We don't like tax.
At the time of writing this, FHCs are approximately 12.5m each. SE will always all be 450m as long as the NPC shop sells them.
So all we need to do is look at the gains for 36 FHCs, again using Vladars, account for the added happiness by separating the trains into 150e blocks on the sheet, then adding up the results and compare that to when we would earn 1% via 36 FHCs in a stat. That's the break even point and THIS POINT is what the majority of the Torn community seems to see as the collective SE start point, again, roughly 3 billion in a stat but again, let's look at the real numbers via Vladar. Thanks brother Vladar! Your sheet is gonna get some mileage here.
One of the problems with Vladar's sheet is that if you add energy beyond 1500, the sheet starts to break down. I think that this is due to the assumption of happiness loss, which does not occur as you munch FHCs or use SEs. Either way, you can fiddle with it yourselves and by manually adding up 150e gains 10 times, you get a differential result within .3% as expected by the sheet.
Here's an example. Remember, Vladar advertises +/- 0.3% accuracy
As we can see, using 1500e (10 FHCs) worth of e actually works fine and within advertised tolerance of 0.3% accuracy. Beyond that though, it shits the bed and we have to do it manually, so I decided to look at differential gains between FHCs assuming 5025 happiness remained static. In fact, FHCs used in succession will cause happiness to go beyond 5025 by 500H each time, after the train, the happiness gain is net positive with a maximum of 9 FHC used at once before resetting to 5025. Fortunately, at this stat point, the difference between 5025 Happiness and 9525 Happiness is 3%. Even 99k happiness and 5025 happiness differential is only 17%. Regardless, when looking for a break even point, we need to use 36 FHC so happiness will reset during the period of time required to use all 36, and natural E/xanax would also have been used during this time period, further increasing the base stats, impacting the logarithmic gains and we are comparing E used versus happiness. So to avoid that mess, which does matter up to 3%, I continue to assume 5025 happiness for all FHC E used.
So let's see
10% Steadfast
At 10% Steadfast, the breakeven point is ROUGHLY 2.03b in a stat, at which point 36 FHC give slightly more (~13kk BS) than 1 SE
15% Steadfast
At 15% Steadfast, the breakeven point is ROUGHLY 2.166b in a stat, at which point 36 FHC give slightly more (~3.8k BS) than 1 SE
20% Steadfast
At 20% Steadfast, the breakeven point is ROUGHLY 2.3125b in a stat, at which point 36 FHC give slightly less (~10k BS) than 1 SE
Now the important thing to note here is that the current price of FHC is currently averaging at 12.5m each, which gives us 36 FHC exactly = 1 SE. The reason why 3b was the pretty much accepted point at which we use SE is because throughout the year, the price of FHC will gradually fluctuate from a minimum of 11m to it's maximum at around 15m each, which dramatically impacts how many FHC the break even point is. At 11m, we have 39FHC = 1 SE (450m/11m) and at 15m, we have 30xFHC = SE (450m / 15m)
For the last two, I will assume a steadfast of 15% at the min / max FHC price points.
With FHC costing 11m each, we can use 39 FHC for every SE we eat, resulting in a break even point at roughly 2.45b in a stat.
Finally, with FHC costing 15m, we can use 30 FHC for every SE we eat, resulting in a break even point of roughly 1.66b in a stat. Quite low.
So why 3b in a stat? That has been the universal advice I've seen on the forums. What is the mathematical basis for this number? I received some help from RyuFive on this matter in the screenshot below. The main reason is that people aren't FHC training. Though you indeed gain more stats from FHC than say, 5e cans, the cost is much higher. When you compare the cost in this way, 5e cans are superior until like 6b in a stat, depending on your faction perks.
2.4b, 5e are king bang for your buck.
6.5b to be precise, is the break even point where SE become superior gains per 1000$ compared to 5e cans.
Synopsis: At present mv for FHC,
10% Steadfast: 2.03b in a stat, at which point 36 FHC give slightly more (~13kk BS) than 1 SE
15% Steadfast: 2.166b in a stat, at which point 36 FHC give slightly more (~3.8k BS) than 1 SE
20% Steadfast: 2.3125b in a stat, at which point 36 FHC give slightly less (~10k BS) than 1 SE
As average mv for FHC decrease, the stat points for SE training rise slightly up to 2.45b in a stat basis 15% steadfast
As average mv for FHC increase, the stat points for SE training drop all the way down to 1.66b in a stat basis 15% steadfast
My recommendation is that you find the break even point of SE and FHC with the present mv of FHC.
Finally, using SE sporadically makes little sense to me. It would be ideal to integrate SE consumption into your existing training regimen as possible.
Example, if I earn 84m / day income, I can afford 4 FHC in perpituity with additional income that can be applied to the occasional SE use without damaging NW. With a surplus of 30m / day in this scenario, accounting for xanax and a refill, I can choose to take a SE and forego days of FHC usage, using this time to stockpile FHC for later use, consume nerve boosters, or generally not give a shit about my booster CD, while receiving all 36 FHC worth of training right now, increasing any further gains logarithmically. Or I could add it to my existing regimen, replacing 1 FHC with 1 SE every 15 days with no impact on my NW.
Tarzan[2753285] · #3 · edited
Logic Point 3: Booster Point
Similarly to Price point, Booster point just compares equivalent booster CD's to dictate when we should use SEs and then, when we should stop. In reality, it's never. The break even point between FHC and SE is 93.7Q at which point, 1 12m FHC = 1 450m SE in terms of stat gains per booster period.
What does this mean? There are perhaps 3 ppl who should care about this and it is unlikely that they will live long enough for it to matter
Am I missing something ??? Why haven’t you factored in fight club gym? Thought everyone knew you needed that before SEs
Tarzan[2753285] · #14
No doubt. You would never take SE at this point. There are much much better ways to spend money. I had hoped this was abundantly clear in the first post.
R those ur stats ?! how long or let’s say how many se someone needs to take after the 3b mark to reach that number before reaching the age of 70 or before dying
Now re-do all your calculations based on energy drinks + voracity and you'll find the optimal point to SE is between 6-10b+ depending on which cans you use. If you scale down can type better to worse you can efficiently use cans upto 15b in a stat providing you're willing to use for example 10e cans.
Based purely off efficiency of course.
Tarzan[2753285] · #20
Agreed. The lower the e can, the higher the financial efficiency for BS per $ spent. However, it comes at the cost of less bs gained. So it depends fully on the user's financial situation.
I use FHC as the baseline as they can maintain employment in an e generating job (game center, candle, farm) in addition to using FHC vs can growth, which would ideally lock them into a grocery store job without additional e production outside can use.
FHC would be the maximum gains possible without SE usage but by far the least cost effective up to SE, with 5e cans remaining king of cost efficiency in terms of booster use.