Thank you for the data collection,
@blueskydwg . Granted those results would be considered anecdotal, but I think they will apply pretty well (+/-10%) across most player's experiences. The RNG margin of error provides for results anywhere from 0%-100% attrition reduction. Sadly, however, 57-62.4% is exactly the problem with the RNG approach to obtaining attrition. If they are going to implement this awful nerf it needs to be 1 attrition for every 3 hits (with full SC support) otherwise there is no reason to build the SCs past 3 and really not that much past 2 as the attrition chance is basically the same thanks to RNG.
1 Siege Camp | 2 Siege Camps | 3 Siege Camps | 4 Siege Camps |
---|
24% | 42% | 56% | 66.6% Cap Reached |
As it stands today (in live) 3 siege camps provides a 72% reduction and that rarely results in little attrition (1 attrition in 3 or 4 hits), typically results in attrition every other hit, and often results in attrition every hit. That's why 4 SCs+ are what players hunt for first, then hit 3 or lower. Even if the cap was put at 72% for 4 siege camps the game play will still be miserable for players who enjoyed getting very low attrition before (mostly free, with the 3 SC or lower hits required to keep sectors flipping as a smaller portion of the meal). In my guild we attempt to share at 5-15 attrition each per flip session with those able to take higher attrition eating more as needed.
I still see the largest issue being newer players with low attack boosts who will suddenly go from a guild that supported them on getting zero attrition hits most every day (100+) to finding themselves getting just over double their attrition max per day WITH FULL SC support. They will be sitting at 10-30 hits a day and find themselves stuck in the long track to get attack boost enough to hit 80 or more attrition years down the road. Thinking this through again, however, it does make it more apparent to the player attempting to get ahead quickly to focus on events getting 40K or more diamonds before each event with an attack boost reward building and ensuring they get 3 or more of those buildings. Perhaps this is the sustainability that had been somewhat reduced when players realized they could farm GbG for FP to quickly raise attack boost GBs? Maybe not as GBs only make up a small portion of attack boost for the attack focused player. They bring 250% attack (offense & defense) with all four in place at L80. Since players need 1000+ that puts the FP investment into attack boost at 25% with 75%+ coming from events/GE/Waterfall GbG map already.
Likely the excess FP earned from farming is only used to get a solid base attack boost (Attack GBs to L10) and then Arc & CF focus. Of course, that's just one playstyle out of many.