My savant level essay on Factions creeper prices being too damn high and overall the eco is cooked.

2B2TClout

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[You may need to use the scroll bar right and left to view the charts in this essay]

Ok, What started this? I got into a debate in factions chat about the economy being busted for the average player, In particular for Creeper spawners (Pivotal for raiding on a raiding and defense based server) You really need at least 3k creepers to be a viable faction although you could with enough luck and diplomacy eeck by with 2k creepers. My opposers argued from the position of top factions players, While I argued from the position of a small faction leader. My hypothesis is that these ftop players have a lot of GC to buy (Or already possess) the best seasonals to grind easily while newer factions stand no chance due to not having GC, or can handle the extremely challenging learning curve to pvp in the pvp-enabled zones which can have better loot. So out of annoyance, I made this essay. It isnt perfect but I tried my hardest to argue on behalf of the player base that cannot play meaningfully (Which imo is why the factions sub-server is slowly dying)

Keep in mind, These charts assume the player does not have restroom breaks, Does not stop and eat dinner, Does not do other things on the game, Is woefully unemployed and for all arguments sake- Is basically just Scripting. The charts take out the human element and assumes you have NO LIFE outside of the game at all, Not even sleep.

These charts are geared towards the average new player. Who likely doesn't have vkits and all the meta PVP knowledge that allows them to successfully take advantage of dark zone, loot goblins, or *Most* competitive warzone events in any meaningful capacity. This assumes the player is like me, Lacking of GC and decent seasonal.

*Important note*: The nether wart farming graphs DOES assume you have access to a MAX cele hoe with full runes. Most players don't even have access to this and the costs for 3000 creeper spawners is literally impossible to farm with a regular hoe or even lower tier hoe as the map will end before they get to even a thousand. (Once again assuming nonstop play time) I couldn't do a breakdown on most hoes as the information isn't public on rates and are largely descriptive- Not formulative (Or use excessive RNG) I did not include spartan shovel as once again, your average noob isn't going to have a spartan shovel (These are 20GC+ for the lowest tier)

Formula
  • Lightzone total kills: Kills(S) = 200 × S + 11,000 (valid for S > 70, i.e., all milestones below)
  • Netherwart needed (baseline): NW(S) = 41,666.67 × S
  • Netherwart needed with booster b: NW(S, b) = NW(S) ÷ (1 + b)
  • Currency cost: Cost(S) = S × 1,531,250 (at 64 spawners/stack, 98,000,000/stack)
Lightzone drop rates are expressed as "1 in N" odds per kill, which is simply the probability of success per trial:
[COLOR=oklch(0.872 0.01 258.338)]
Tier 11:500p₁ = 1/500 = 0.0020.002
Tier 21:300p₂ = 1/300 ≈ 0.003330.00333
Tier 31:200p₃ = 1/200 = 0.0050.005
[th]Tier[/th][th]Odds[/th][th]Probability per kill (p)[/th][th]Expected spawners per kill (E)[/th]
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The breakdown for Lightzone kill needed per desired spawner count, Cost if farming with a Max Celestial hoe assuming the 25%,50%, and 75% money boosters.

[COLOR=oklch(0.872 0.01 258.338)]
10031,000153,125,0004,166,6673,333,3332,777,7782,380,952
20051,000306,250,0008,333,3336,666,6675,555,5564,761,905
500111,000765,625,00020,833,33316,666,66713,888,88911,904,762
1,000211,0001,531,250,00041,666,66733,333,33327,777,77823,809,524
2,000411,0003,062,500,00083,333,33366,666,66755,555,55647,619,048
3,000611,0004,593,750,000125,000,000100,000,00083,333,33371,428,571
4,000811,0006,125,000,000166,666,667133,333,333111,111,11195,238,095
5,0001,011,0007,656,250,000208,333,333166,666,667138,888,889119,047,619
10,0002,011,00015,312,500,000416,666,667333,333,333277,777,778238,095,238
20,000

Lightzone Kills Per Player, by Faction Size (1–6) (Since we are on a 6 mans map)

10031,00015,50010,3337,7506,2005,167
20051,00025,50017,00012,75010,2008,500
500111,00055,50037,00027,75022,20018,500
1,000211,000105,50070,33352,75042,20035,167
2,000411,000205,500137,000102,75082,20068,500
3,000611,000305,500203,667152,750122,200101,833
4,000811,000405,500270,333202,750162,200135,167
5,0001,011,000505,500337,000252,750202,200168,500
10,0002,011,0001,005,500670,333502,750402,200335,167
20,000

Updated Step 4: Swings, Time, and Potions (75 swings/min; Holding down right click assuming ZERO breaks)

Time (minutes) = Swings ÷ 75 [Interesting feature of this is the sheer number of potions needed]
0% (baseline)125,000,000≈18,939,394≈4,208.75 hrs (≈175.36 days)
25%100,000,000≈15,151,515≈3,367.00 hrs (≈140.29 days)≈40,405
50%83,333,333≈12,626,263≈2,805.84 hrs (≈116.91 days)≈33,671
75%

Cost of 3,000 Spawners in Currency​

  • Cost per spawner = 98,000,000 ÷ 64 = 1,531,250
  • Total cost for 3,000 spawners = 3,000 × 1,531,250 = 4,593,750,000 currency

Step 1: The Mandatory Progression Phase​

Before Tier 3 is even unlocked, a player (or faction) must grind:
  • 10,000 kills in Tier 1 (to unlock Tier 2)
  • 15,000 additional kills in Tier 2 (to unlock Tier 3, on top of the 10,000)
That's 25,000 mandatory kills before Tier 3 grinding even begins. But these kills aren't wasted — they still roll for spawner drops at their tier's rate:
  • Expected Tier 1 spawners: 10,000 × (1/500) = 20 spawners
  • Expected Tier 2 spawners: 15,000 × (1/300) = 50 spawners
  • Total "free" spawners from progression: 70 spawners

Step 2: The Tier 3 Grind for the Remainder​

Once Tier 3 is unlocked, the faction still needs:
3,000 − 70 = 2,930 more spawners
Using the negative binomial expectation (E[trials] = r/p) at Tier 3's rate (p₃ = 1/200):
Expected Tier 3 kills = 2,930 × 200 = 586,000 kills

Step 3: Total Expected Kills for the Faction​

Adding the mandatory progression kills to the Tier 3 grind:
Total = 10,000 + 15,000 + 586,000 = 611,000 kills
This is the expected number of kills a faction — as a collective pool — needs to accumulate to hit its 3,000-spawner survival threshold.

Alright so how long would this take???

Table 1 — Lightzone Time Per Player (Hours), by Milestone & Group Size

(Assumes 60 kills/minute placeholder) Each number represents one hour!
1008.614.312.872.151.721.44
20014.177.084.723.542.832.36
50030.8315.4210.287.716.175.14
1,00058.6129.3119.5414.6511.729.77
2,000114.1757.0838.0628.5422.8319.03
3,000169.7284.8656.5742.4333.9428.29
4,000225.28112.6475.0956.3245.0637.55
5,000280.83140.4293.6170.2156.1746.81
10,000558.61279.31186.20139.65111.7293.10
20,0001,114.17557.08371.39278.54222.83185.69
[th]Spawners[/th][th]n=1[/th][th]n=2[/th][th]n=3[/th][th]n=4[/th][th]n=5[/th][th]n=6[/th]

Table 2 — Netherwart Farming Time Per Player (Hours, Baseline/No Booster), by Milestone & Group Size

100140.2970.1546.7635.0728.0623.38
200280.58140.2993.5370.1556.1246.76
500701.46350.73233.82175.36140.29116.91
1,0001,402.92701.46467.64350.73280.58233.82
2,0002,805.841,402.92935.28701.46561.17467.64
3,0004,208.752,104.381,402.921,052.19841.75701.46
4,0005,611.672,805.841,870.561,402.921,122.33935.28
5,0007,014.593,507.302,338.201,753.651,402.921,168.77
10,00014,029.187,014.594,676.393,507.302,805.842,338.20
20,00028,058.3614,029.189,352.797,014.595,611.674,676.39
[th]Spawners[/th][th]n=1[/th][th]n=2[/th][th]n=3[/th][th]n=4[/th][th]n=5[/th][th]n=6[/th]






1785002894789.png
1785002853683.png
71,428,571≈10,822,511≈2,405.00 hrs (≈100.21 days)≈28,861
[th] Booster[/th][th]Netherwart Needed[/th][th]Swings Needed[/th][th]Time to Farm[/th][th]Potions Needed[/th]
4,011,0002,005,5001,337,0001,002,750802,200668,500
[th]
Spawners (S)
[/th][th]n=1[/th][th]n=2[/th][th]n=3[/th][th]n=4[/th][th]n=5[/th][th]n=6[/th]
4,011,00030,625,000,000833,333,333
666,666,667555,555,556476,190,476
[th]Spawners (S)[/th][th]Lightzone Kills (Total)[/th][th]Currency Cost[/th][th]Netherwart @0%[/th][th]Netherwart @25%[/th][th]Netherwart @50%[/th][th]Netherwart @75%[/th]
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