8/10/2019 Beginners Tuning Guide
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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.
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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.
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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
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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.
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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=AFQjCNFuGnzkHUucn3BWtv4Ms0dVyXynsQ8/10/2019 Beginners Tuning Guide
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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
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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=AFQjCNFuGnzkHUucn3BWtv4Ms0dVyXynsQ8/10/2019 Beginners Tuning Guide
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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.
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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
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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
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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=AFQjCNFrGzO5uYjU2XYxgznPg1wWRGYOEA8/10/2019 Beginners Tuning Guide
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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=AFQjCNEyt966s3ay4CEAAbp1vqILQcZb6Q8/10/2019 Beginners Tuning Guide
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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=AFQjCNFfGPAbDoDZm2wFUtRnE2jU9ve7dg8/10/2019 Beginners Tuning Guide
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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
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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
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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
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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
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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%7Cnu8/10/2019 Beginners Tuning Guide
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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.