Breakpoints for Summoning Rite abilities on Schism units
Yesterday, I tried to figure out how the summons from the Summoning rite abilities on certain Schism units are calculated. There was some confusion, because the game seems to do some weird rounding.
Original post here, with 2 extreme cases outlined, tl;dr is that the game rounds twice and that can cause you to lose a lot of potential summons in some situations
I've compiled some tables that show the minimum amount of HP required to summon a certain number of units, where
- x = amount of units summoned
- m = total summoning bonus
Further explanations at the bottom :
Ra'Shoth :
| x | m = 1.0 | m = 1.1 | m = 1.2 | m = 1.3 | m = 1.4 | m = 1.5 |
|---|---|---|---|---|---|---|
| 1 | 20 | 20 | 20 | 20 | 20 | — |
| 2 | 40 | 40 | 40 | — | — | 20 |
| 3 | 60 | 60 | — | 40 | 40 | 40 |
| 4 | 80 | 80 | 60 | 60 | 60 | — |
| 5 | 100 | — | 80 | 80 | — | 60 |
| 6 | 120 | 100 | 100 | — | 80 | 80 |
| 7 | 140 | 120 | 120 | 100 | 100 | — |
| 8 | 160 | 140 | 140 | 120 | 120 | 100 |
| 9 | 180 | 160 | — | 140 | — | 120 |
| 10 | 200 | 180 | 160 | 160 | 140 | — |
Grand Shoth :
| x | m = 1.0 | m = 1.1 | m = 1.2 | m = 1.3 | m = 1.4 | m = 1.5 |
|---|---|---|---|---|---|---|
| 1 | 100 | 100 | 100 | 100 | 100 | — |
| 2 | 200 | 200 | 200 | — | — | 100 |
| 3 | 300 | 300 | — | 200 | 200 | 200 |
| 4 | 400 | 400 | 300 | 300 | 300 | — |
| 5 | 500 | — | 400 | 400 | — | 300 |
| 6 | 600 | 500 | 500 | — | 400 | 400 |
| 7 | 700 | 600 | 600 | 500 | 500 | — |
| 8 | 800 | 700 | 700 | 600 | 600 | 500 |
| 9 | 900 | 800 | — | 700 | — | 600 |
| 10 | 1000 | 900 | 800 | 800 | 700 | — |
Abyssal Envoy :
| x | m = 1.0 | m = 1.1 | m = 1.2 | m = 1.3 | m = 1.4 | m = 1.5 |
|---|---|---|---|---|---|---|
| 1 | 500 | 500 | 500 | 500 | 500 | — |
| 2 | 1000 | 1000 | 1000 | — | — | 500 |
| 3 | 1500 | 1500 | — | 1000 | 1000 | 1000 |
| 4 | 2000 | 2000 | 1500 | 1500 | 1500 | — |
| 5 | 2500 | — | 2000 | 2000 | — | 1500 |
| 6 | 3000 | 2500 | 2500 | — | 2000 | 2000 |
| 7 | 3500 | 3000 | 3000 | 2500 | 2500 | — |
| 8 | 4000 | 3500 | 3500 | 3000 | 3000 | 2500 |
| 9 | 4500 | 4000 | — | 3500 | — | 3000 |
| 10 | 5000 | 4500 | 4000 | 4000 | 3500 | — |
Note that all the HP thresholds are always multiples of 2*HP, because that step of the calculation is done seperately. No amount of summoning bonuses will affect this.
The lines (—) are the true breakpoints, where the next HP threshold will cause you to round up, effectively gaining you a free unit.
To find the optimal HP value for your current setup : Go to the column with your current summoning bonus, check for a breakpoint that's feasable to reach, then take the HP number right below that.
Example : Summoning bonus = 1.2 and trying to farm Abyssal Envoy : 1500 or 4000 HP are optimal.
Conclusion :
Rounding is very important to be aware of, especially if you are farming Abyssal Envoys, since they have very high HP and rounding can unintentionally lose (or gain) you a lot of units. If you are farming hundreds of units at once then this does not matter much.
If you can produce any situation in game that does not align with the table, please let me know. So far, every test case i have checked confirmed these numbers.