Dokkan wikipedia

Electro convulsive therapy/ electric shocks erases memories

2023.05.19 15:58 OKArchon Electro convulsive therapy/ electric shocks erases memories

As we know, according to the prison planet theory, our memories are wiped with every new reincarnation. Some people here suspect, that it is done with super advanced technology, but it seems that it can actually be done by just using crude electric shocks.
Here is an example I found on a japanese Wikipedia article about Aum Shinrikyos (japanese doomsday cult) method of erasing unwanted memories of cult members, that I tried to translate as good as possible:
"New Narco Initiation: Erases memory by giving an electric shock. In July 1994 , Ikuo Hayashi , who was told by Asahara to "think of a way to erase memories," made a remark by a psychiatric nurse , Developed with reference to "Torture and the Doctor" (written by Gordon Thomas) [56] . Asahara originally named it "Dokkan", but Hayashi changed it to "New Narco ".
It should be noted that this is not exactly an initiation, but the subject pretends to perform the "Initiation of Bardot's enlightenment", is anesthetized and then performed without permission, hides the device before waking up from the anesthesia and undergoes New Narco. [ 58 ] It began in November 1994 [59] . It was used in conjunction with Rudrachakrin's initiation to imprint doctrines and erase inconvenient memories for the cult. About 100 people had the effect of actually losing their memories [60] [61]." "
There are also other vicitms of ECT memory loss after receiving therapy in psychiatric hospitals:
"It is difficult to describe fully in words what I live with daily after having electroshock. I had to relearn and reteach myself many things. I live day to day, often in the moment, as I cannot recall very much of my past. I do not carry my history any longer. For the most part, what I know of my history has been parroted back to me by friends and family."
-Deborah Schwartzkopff (ectjustice.com)
https://ectjustice.com/impact-electroshock-life/
submitted by OKArchon to EscapingPrisonPlanet [link] [comments]


2023.05.09 23:14 matt-alex1 Help! Dokkan Calculation Experts Needed

The next implementation on our website, Dokkan Battle Helper, is an ATK calculator and we need help making sure it's functioning properly. It can be accessed by clicking on the drop-down menu in the top left of the screen and then clicking on the "Show Calculator". To start, you can select two characters. The first character selected will be the one used in the calculator, the second one will be used to calculate the link skills between the two characters. A fun part about the calculator is it automatically calculates the link percentage, Ki multiplier, and SA multiplier. For LRs, you can adjust the amount of Ki collected to change the Ki and SA multiplier. We are working on automatically changing the 'ATK Boost % from Super Attack (raise super attack by ??? for ??? turns): ' depending on the characters super attack, however we haven't finished that part yet. With the tests I've run, it is about 95-99% accurate. There will obviously be edge cases in which people will need to change certain percentages in order to get the correct results.
I did as much research as possible to make sure I was calculating the stats right, (read the large dokkan math threads and also the Wikipedia). However, I did have two questions that I had a harder time finding a solution too. For characters that increase ATK on their super (raise ATK by 25% for 99 turns or raise ATK by 50% for 1 turn) is that calculated separately/pre-SA multiplier? For example, if a character has an increase ATK by 50% for one turn and supers twice in the same turn, the calculation would add 1 to the SA multiplier instead of .5? Then, same would then apply to characters who stack for 99 turns right?
Any help would be appreciated. For now, when the calculator is used on the site it will console.log the multiples used and the ATK stat change after. I'll post the code used to calculate everything below. Sorry for the ridiculously large variable names, was trying to stay as organized as possible. Any ideas or feedback is greatly appreciated. After this calculator has been handled, our next step will be to add a defense calculator. Thanks again!
console.log('start') console.log('base ATK stat: ' + baseAttackStat) let leaderSkillPlusBase = Math.round(baseAttackStat * (1 + (leaderSkillIncrease/100) + (subLeaderSkillIncrease/100))) console.log('leader skill multiple used: ' + (1 + (leaderSkillIncrease/100) + (subLeaderSkillIncrease/100))) console.log('ATK stat after leader skill added: ' + leaderSkillPlusBase) let passiveCalc = Math.round(leaderSkillPlusBase * (1 + (passiveSkillIncrease/100))) console.log('passive skill multiple used: ' + (1 + (passiveSkillIncrease/100))) console.log('ATK stat after passive skill calculated: ' + passiveCalc) let buildUpPassiveCalc = Math.round(passiveCalc * (1 + (passiveSkillOnAttackOrSuperOrActionIncrease/100))); console.log('build up passive skill multiple used: ' + (1 + (passiveSkillOnAttackOrSuperOrActionIncrease/100))) console.log('ATK stat after build up passive calculated: ' + buildUpPassiveCalc) let linkSkillCalc = Math.round(buildUpPassiveCalc * (1 + (linkSkillPercentage/100))) console.log('linkskill multiple used: ' + (1 + (linkSkillPercentage/100))) console.log('ATK stat after link skills calculated: ' + linkSkillCalc) let noLinkAllyPassiveBoostCalc = Math.round(linkSkillCalc * (1 + (noLinkAllyPassiveBoost/100))) console.log('non-linked ally passive skill multiple: ' + (1 + (noLinkAllyPassiveBoost/100))) console.log('ATK stat after allies active/passive calculated: ' + noLinkAllyPassiveBoostCalc) let kiMultiplierCalc = Math.round(noLinkAllyPassiveBoostCalc * (kiMultiplie100)) console.log('Ki multiple used: ' + (kiMultiplie100)) console.log('ATK stat after Ki multiplier calculated: ' + kiMultiplierCalc) let saMultiplierCalc = Math.round(kiMultiplierCalc * ((superAttackMultiplie100) + (superAttackHiddenPotentialBoostLevel * .05) + (raiseAttackOnSupe100))) console.log('super attack multiple used: ' + ((superAttackMultiplie100) + (superAttackHiddenPotentialBoostLevel * .05) + (raiseAttackOnSupe100))) console.log('ATK stat after super attack calculated: ' + saMultiplierCalc) setResults(saMultiplierCalc) 
submitted by matt-alex1 to DBZDokkanBattle [link] [comments]


2022.11.18 16:45 ccdewa Top 30 Most Followed Gacha Games on Twitter.

A bit of interlude, inspired by this post a year ago, it's an interesting table but greatly misleading as we all know Reddit is a bad place to measure the popularity of gacha games. My plan is to make the same list but with YouTube... but due to a certain someone Twitter is literally on fire right now and might not even exist a week from now, so yeah change of plan lol.
Huge shoutout to u/mee8Ti6Eit and u/Brain-Smoker for the list of gacha games, also let's establish some rule before some people complains in the comments :
Without further ado here's the list :
Updated List : Some new entries in the above 1 M followers in, Monster Strike, Puzzle and Dragons, Twisted Wonderlands, and other addition too below that too, making NIKKE barely out of the list tough luck.
Last Edit Hopefully : Changing some account who got bigger follower in the other server.
Rank Games Twitter Followers
1 Genshin Impact @GenshinImpact 4.4 M
2 Monster Strike @monst_mixi 3.5 M
3 Puzzle and Dragons @pad_sexy 2.8 M
4 Fate/Grand Order @fgoproject 2 M
5 Project Sekai @pj_sekai 1.7 M
6 BanG Dream! Girls Band Party! @bang_dream_gbp 1.6 M
7 Uma Musume Pretty Derby @uma_musu 1.4 M
8 Ensemble Stars @ensemble_stars 1.3 M
9 Twisted Wonderland @twst_jp 1.2 M
10 Shironeko Project @wcat_project 1.1 M
11 Kantai Collection @KanColle_STAFF 1.1 M
12 Touken Ranbu @TOUKEN_STAFF 1 M
13 Dragon Ball Z Dokkan Battle @dokkan_official 1 M
14 Granblue Fantasy @granbluefantasy 971 K
15 THE [email protected] Cinderella Girls Starlight Stage @imascg_stage 868.4 K
16 Azur Lane @azurlane_staff 845.9 K
17 Princess Connect! Re:Dive @priconne_redive 801.7 K
18 One Piece Treasure Cruise @ONEPIECE_trecru 683.1 K
19 IDOLiSH7 @iD7Mng_Ogami 678.3 K
20 Love Live! School Idol Festival @lovelive_SIF 635.1 K
21 Arknights @ArknightsStaff 594.8 K
22 Dragon Ball Legends @DB_Legends 592.3 K
23 The Seven Deadly Sins: Grand Cross @7taizai_GrandX 570.7 K
24 Animal Crossing: Pocket Camp @pokemori_jp 548.2 K
25 Blue Archive @Blue_ArchiveJP 533.4 K
26 A3! JP @mankai_company 522.6 K
27 Heavens Burn Red @heavenburnsred 463 K
28 Honkai Impact 3rd @HonkaiImpact3rd 454.9 K
29 THE [email protected] Shiny Colors @imassc_official 453.5 K
30 Cookie Run: Kingdom @CRKingdomEN 433.1 K
submitted by ccdewa to gachagaming [link] [comments]


2021.10.17 21:52 Psychological_Tear24 The Japanese Wikipedia thinks that Takara made Pretty Cure, but it's fake!!!

Okay, here's a little backstory.
So, I went to Japanese Wikipedia, and I typed Takara and I found Takara Toys, and then I scrolled down for the names of the anime and/or toys they made, and I saw some familiar names.
And those names were:
Sailor Moon,
Sailor Moon R,
Sailor Moon S,
Sailor Moon Super S,
Sailor Stars,
Ojamajo Doremi, Sharp, Motto, Dokkan, Naisho and finally Pretty Cure.
And then I found out that they actually didn't make those toys for the magical girl anime series.
They only made Himitsu no Akko-chan, and they also did Dragon Quest: The Adventures of Dai from 1991 to 1992, and they made Dokkincho Nemurin which is from Toei Company.
But the toy company responsible for the Toei Animation magical girl anime series was Bandai, of course.
And yeah, the Japanese Wikipedia thought that it was not, but it wasn't.
So Japanese Wikipedia, why did you think that Takara made Pretty Cure toys?!
They didn't even made Pretty Cure toys!! They merged into Tomy to form Takara Tomy, of course!
And you think that they made Pretty Cure toys, huh?! Well they didn't!! Only Bandai did it of course!
Okay, you know what, I'm out!! GOODBYE!!
submitted by Psychological_Tear24 to precure [link] [comments]


2021.09.30 21:19 kami4226 Gacha Game Marketing Monday Additional Insights: A Discussion Based on Previous Survey Results

Gacha Game Marketing Monday Additional Insights: A Discussion Based on Previous Survey Results
Recently, Atrioc hosted a Marketing Monday on the successful strategies of gacha games. While his presentation provided a great explanation on how gachas has risen to prominence in the video game industry, the revelations he gave are unfortunately not shocking to me.
I have been an avid player of gacha games for some time, and at the moment I am actively playing 4: Fate/Grand Order, Dragon Dall Z Dokkan Battle, Pokemon Masters EX, and Fire Emblem Heroes. However, I've dabbled other IPs such as SAO Memory Defrag, One Piece Treasure Cruise, DanMachi Memoria Freese, YuGiOh Duel Links, One Punch Man: Road to Hero, among others. In addition, my close friends play Arknights, Uma Musume Pretty Derby, Love Live! School Idol Festival, and Girls' Frontline. Needless to say, I've got an outsized interest and knowledge on how gacha games operate.
In addition, I'm currently working towards a masters in applied data science and have an undergraduates in economics. Thus, the gacha game industry is the perfect intersection of my skills and hobbies to research in my free time.
I had conducted a survey a while ago on the Trash Taste subreddit based on their episode on gacha games (#33: We're Too Addicted to Gacha Games). I know Atrioc knows at least one member, Gigguk. After all, he did stumble onto this video while trying to brainstorm for a thumbnail for the topic:
The video: https://www.youtube.com/watch?v=LvdtJsZpuQ4
Based on that survey, I found some very illuminating results on the background and distribution of gacha players on their subreddit.
I thought that those same results would complement Atrioc's recent Marketing Monday on gacha games; thus, I am adapting the survey results relevant for this audience.
You can read the extended results of the survey here on the original post.
Without Further Ado,

An Informal Survey Analysis on Gacha Games

Abstract
The recent rise of "gacha games" has been bolstered by a number of intersecting trends. These include the mass popularity of anime or anime-like products, the increasing ubiquity of smartphones, and introduction of lootboxing mechanics by game publishers as a means of profiting off "free to play" or "freemium" games in the digital sphere. An episode from the anime-centric podcast "Trash Taste" explored their experiences and opinions regarding such games. This post intends to further explore the general sentiment of gacha games through the podcast's official subreddit, TrashTaste, and discuss the results.
Data Collection and Survey Construction
Data was collected via Google Forms on the TrashTaste subreddit. The post that contained the survey was released several hours after the video was posted. Survey responses were collected for a period of 1 week from January 22 to January 28 (though there was a massive decrease in the rate of respondents after the fourth day).
The survey was constructed based on my own experiences with gacha games as well as general demographics that would be useful to examine on a macro scale.
Regarding demographics: asking respondents on several aspects of demographics is a tricky subject since not only does it mean divulging a group of variables known as protected classes, these could be markers that could reidentify anonymized people; thus, I stuck to "safer" questions (age and gender). I then asked which otaku material was preferred.
The next set of questions dealt with those who were currently playing gacha games. I asked the number of currently played games, which ones (with an open-ended aspect since I knew I would miss some) and the top 3 games.
For each of the top 3 games, I asked how long they have played, which server, how long the game was around, how consistent did they play, how far they were, their current level of commitment, how much they spent (open-ended), spending title, whether the game had PVP, hype moments (some open-ended), and why they play (some open-ended).
Limitations and Oversights
This survey is, obviously, limited by the research environment and my experiences. Academic papers have pondered about the effectiveness regarding survey reliability using subreddits, which may be interesting and impactful from a statistically-minded formal research. In addition, there were a total of 678 respondents which, while certainly plenty in any regular volunteer statistical number crunching, pales in comparison to the 104K members in this subreddit alone; this is going to affect the power analysis of these results. Submitting the survey hours after the video was posted (when the user activity likely peaks) likely limited user exposure.
There were a few questions that were open-ended that in hindsight definitely backfired. The biggest ones were the "how long has the game lasted" and "how much you spent" questions. They are a mess to deal with, even with all the regex expressions I know, so I ultimately had to throw them out. The former in the end was merely a curiosity and the latter was somewhat salvaged by the "spending title" questions, so I'm not too bothered by it, but something I'll keep in mind in the future.
Results and Discussion
First, let's look at the demographics.
  1. Let's start with age distribution:
Figure 1
There were 678 respondents. There appears to be a considerable right skew (aka a skew towards a younger audience). There are a lot of zoomers among the respondents, though there are a considerable number of millennials as well.
2) Next, take a look at gender distribution:
Figure 2
Not surprisingly, of the 678 respondents, an overwhelming 87% identified as males.
3) For the final aspect of demographics, let's look at the distribution of answers for "What is your preferred consumption of otaku source material?"
Figure 3. (to the nearest tenth of a percent) Anime and Manga Equally: 33.8%, Anime: 32.4%, Manga: 16.7%, Anime, Manga, and Light Novel Equally: 9.7%, Manga and Light Novel Equally: 4.1%, Anime and Light Novel Equally: 2.2%, Light Novel: 1.0%
Of the 678, respondents, 32.4% prefer to watch anime, 16.7% prefer to read manga, and 33.8% prefer to consume anime and manga equally. Light novel readers (either as the preferred choice or reading it equally with other mediums) amount to about 17%.
Next, let's look at gacha by the numbers.
  1. First, let's look at the number of gacha games people play:
Figure 4
Of the 678 respondents, 232 did not currently play and gacha games, 194 did currently play 1 game, 117 did currently play 2 games, and so forth. The most surprising finding was that there are a few people that currently play at least 10 games, with one even playing 17!
2) Next, let's look at the top 20 games that were the favorite, second favorite, third favorite, and overall most popular:
Figure 5
There are a whopping 103 total gacha game titles that the 446 respondents play. Genshin Impact comes as the clear frontrunner for the most favorite game, second-most favorite game, third-most favorite game, and overall most popular game. However, the top 5 games in each category are the same: Genshin Impact, Fate/Grand Order, Arknights, Azur Lane, and Fire Emblem Heroes.
As a side note, there were a few respondents who were honest about their stances. There were a few that put 'H***** Gacha Game,' 'Taimanin,' and 'AGA' (Anti-Gacha Army).
3) Next, let's look at the distribution of how each person categorizes themselves terms of spending:
Figure 6
This is a very interesting finding. For their most favorite game, about half of the respondents were free to play, a third were minnows, about a sixth were dolphins, and the small bit left were whales. As we move towards less favored games, the number of F2Pers increase and the number of whales decrease until there's none left for the third-most favorite game. It's an important lesson for natural resources and gacha game publishers alike: overfishing can lead to less species diversity.
4) Next, let's look at what aspects made the gacha game most hype:
Figure 7
The top answers were the introduction of new characters, anniversary events, and animation/art. It seems that many go for the so-called "Anni is the Planni" strategy, where players save all the in-game currency and/or personal budget for anniversary, which the player base anticipates has the best meta characters, events, rates, and discounts.
5) Finally, let's look at some of the top reasons why respondents play or continue to play their gacha game(s) [Note: I aggregated the numbers from favorite/second favorite/third favorite, so some users are double or triple counted, so numbers may look a little inflated]:
Figure 8
The top answer for why respondents play or continue to play their gacha game was for "the waifus/husbandos" followed by "I enjoy this as a standalone game" and "I love the source material."
Probably the most interesting and concerning reasons that were not shown here are the sizable number of people who responded with either learned helplessness of their situation or frustration with the gacha-industry complex. These include "Sunk cost fallacy" (shown on the graph), frustration over rerolling, feeling like it's "a second job," stating that they're "addicted and can't quit," or flat out "dunno, it's kina there."
submitted by kami4226 to atrioc [link] [comments]


2021.06.11 02:31 FateOfMuffins JP 7th Anniversary Revenue

OK! With May over, we finally have revenue figures for JP 7th Anniversary!
I've done an analysis of OPTC historical revenue by month from 2018 to March 2021 in a previous post
Numbers are sourced from this Japanese website, of which I've tried to corroborate with other sources including SensorTower
 

Comparison to 2018, 2019 and 2020

Monthly Revenue (in millions of yen) 2018 2019 2020 2021
May ¥2,043 ¥2,359 ¥1,883 ¥977
 
And... there we go. Yikes. Roughly a 50% decrease in revenue from what was "expected".
Here is a graph of monthly revenue for 2018-2021, the current year in green
And what's surprising is that frankly normal month revenues seem, well, normal. The only anomaly is last month, our Anniversary.
Why?
 

Top Grossing

In all 3 years from 2018 to 2020 of which we have data for, we managed to hit iTunes top grossing during Anni. Albeit usually only for a very short duration, maybe a day or even a few hours. This year we hit 2nd. And rank 1 wasn't even fucking close.
Have you heard of Uma Musume yet?
On Anni, at the peak revenue hours on day 1, Uma Musume was outselling us by well over 50%. And they keep this level of sales constantly ever since they launched. In fact, they've kept rank 1 top grossing for Google Play for 100 days straight (I don't think OPTC has ever hit top grossing android even once).
FYI according to those estimates, the Uma Musume gacha has made around $427M USD in just over 3 months. And this is Japan only. To put it in perspective, according to Wikipedia, Demon Slayer Infinity Train has worldwide grossing of $500M USD, in 7.5 months. Which was the top grossing film globally of 2020 and the top grossing Japanese film of all time. And the Uma Musume gacha is set to beat those revenue figures in half the time
So yeah, top grossing was never happening. Rank 2 was "effectively" the new top grossing (of which we didn't get gems for ofc). Instead, IIRC they gave out 70 gems this year for Anni to try and make up for that (whereas in the past it was 50 gems present for Anni and 50 gems for top grossing).
However, does just a few hours of top grossing truly make SUCH a big difference in revenue figures? LOL no, there's no way we can double revenue figures with just 1 day of rank 1 top grossing.
And furthermore, normal month revenue is normal, meaning I don't think it's a result of us losing whales/players to other gachas like Uma Musume. Especially looking at playerbase numbers
 

New Sugo System

There's one GIANT elephant in the room when talking about revenue figures - the gacha itself. That's how they make money after all. And the biggest difference is the gacha system.
As much as I've ranted on disliking the new Sugo system (bad pools, lower total rates due to bad pools, debut banners being worthless because the structure is so bad compared to every other banner in the month, etc), it was a boon for the whales no matter how you look at it.
Depending on the Sugo, it now costs around 500-650 gems per debut Legend on JP (and somewhere around 400 gems on Global). In comparison, last year the Anni Legends costed around 700 gems each on average. Other Sugos typically costed around 700-900 gems on average. Strictly speaking, pulling a new debut costs roughly 200 fewer gems (not looking at other Legends, this is just from the perspective of whales who own everything except the new debut).
What does this mean?
If you tried to pull a copy of every new Anni Legend in 2020, you would've needed about 700x4 = 2800 gems on average. This year? You'd need about... 1700 gems or so. Oh, add in Ace/Sabo? Well maybe around 2200 gems.
What if we count Kid/Hawkins and WB Shanks / Marco as well? All the May Legends in 2020 would cost 4400 gems on average. All the May Legends in 2021 would cost 3400 gems on average (6 Legends for both years).
If 100% of the revenue came from whales (which it does not), then purely in terms of gems, whales needed about 1000 fewer gems this year. Of which, how much did they actually buy during the month? That's the biggest question isn't it? If they had say 1000 gems from other sources in both years (free gems, gem packs bought from previous months in anticipation of Anni, etc), then they needed 3400 gems on average in 2020 compared to 2400 gems on average in 2021. Boom. Easy explanation for about maybe... 30% decrease in revenue. Maybe even more if gem sales were cheaper this year, what with subscriptions and 120 yen packs resetting.
And that doesn't even count the lost revenues from all other players. Let's face it. Whales make up the vast majority of the normal monthly sales. They pull for every new unit. Then... why does Anni (normally) have such higher sales? That difference must be made up by the normal players. People who don't spend on the game aside from special occasions. Maybe they pull out their wallet once or twice a year.
What's that, did they introduce some cheaper gem sales? Did they give out more free gems (unsure on this)? Was it easier to save gems because debut banners suck ass on Japan??
Idk about everyone else, but I found it much easier to save and stockpile a large amount of gems this year. Perhaps they gave out more? Or maybe just me not finding any interest in the debut banners. Anyways, personally I had about 700 more gems stocked up this year than in 2020. That's 700 gems that I would not purchase this year compared to the last. Or if we just look at the 3/4 Anni Legends, about 1100? Maybe 600? fewer gems needed, not counting how much more you can stock up.
If every normal player needed to spend 1000 fewer gems on Anni this year, what happens to revenue?
Idk, I've never bought 1000 gems in one go before. I don't think most "normal" players would either. And as expected, revenue this year plummeted
 

Trying to change the mentality / culture of a 7 year old playerbase

Why did they introduce Last Tap? Because in order to make up the lost sales here, they need whales to chase for dupes. And unfortunately, I don't think this panned out well for them.
In 7 years of playing, OPTC players never had to chase for dupes. Our game operates on a one and done system, meaning even most of our whales are content with just 1 copy. Last Tap certainly made some whales dig deeper for dupes, but those are few and I don't think nearly as much as Bandai thought.
Yoshi came from Dokkan, where you could see certain whales spend 5k stones, maybe 10k, for 5 copies of a character to rainbow them. OPTC whales don't have to spend more than 1500 per character in the worst case scenario. Bandai thought they could capitalize on Dokkan's system, while missing the point that you cannot change how a 7 year old playerbase plays the game overnight.
 
Another BIG mentality they are trying to change (and this extends to Global as well, even moreso IMO) is that in OPTC, normal players don't exactly pull in literally every single banner. We pull when we want to pull, we save a ton when we don't, because generally rates are low and it's better to spend on high value banners.
That was true in the past (I unfortunately for Bandai, I think is still true right now). Global players especially will SAVE SAVE SAVE no matter how GOOD Bandai makes the banners.
With the new Sugo system, they increased debut rates hoping that players would pull MORE OFTEN. Make it so that players pull every banner! It doesn't matter if debut rates going up would reduce sales, if players pulled more often!
But I don't think the playerbase does. In fact, I wager their mismanagement of debut Sugos on JP did the exact opposite of what they wanted. Imagine seeing a banner with NO DISCOUNTS, and basically NO STEPS until 500 gems in. All for what? A stupid pt grind event that you can complete with any other unit in a few hours?
Frankly it's been EASIER to save. The "Exclusive" Sugos make it even more so. Why should I ever pull on banners WITHOUT exclusives?
 

Why Bandai has to release MORE Legends

I've noticed a TON of players complaining about the sheer number of Legends that Bandai releases, especially the sheer number of the same character repeated over and over again.
This isn't going to stop FYI. In fact, as a result of everything I discussed above, they have to release MORE and MORE Legends now, otherwise they can't recuperate their costs.
If 2 Legends a month in the past costed 1600 gems total and 2 Legends a month costs 1100 gems total nowadays, well... how else are they supposed to make up the difference other than to release MORE Legends? If the cost per legend goes down, the number of Legends sold must go up.
So get used to it. In fact, I think we've been releasing 3 Legends a month (basically) since WCI last year. This isn't going to change going forwards. I wonder when we'll reach the point where 4 Legends a month becomes the norm?
 

No the game isn't going to shut down

PW4 sold about $60M USD worldwide in 2020. OPTC JP alone makes about that much literally every single year and is still among the top Japanese gachas in terms of revenue. Which kind of game costs more to develop?
Gachas are frankly disgusting with how much revenue they generate compared to how much it costs to operate them. I wouldn't be worried about OPTC unless revenue figures drop down 90%.
submitted by FateOfMuffins to OnePieceTC [link] [comments]


2021.02.05 20:00 kami4226 The Trash Taste Gacha Game Survey Results: Part I

The Trash Taste Gacha Game Survey Results: Part I
Hi all,
Two weeks ago, The Boys published their video on gacha games. This inspired me to conduct a survey on this subreddit on your thoughts and experiences with gacha games. Thanks to your support, there is a lot of data to sift through and a lot of interesting results so far. Due to IRL deadlines, I wasn't able to examine the data in full capacity, so I will be posting results in two or more sections.
This first section will primarily deal with the surface-level headline data. I will also cover some of the reasonings and inner workings of what went into the survey and results (for those interested in the data scientist portions of things). A subsequent post/posts in the near future will cover topics I wasn't able to get to as well as more technical analysis of the data (regression, model-building, etc.)
These posts will be presented in a semi-formal fashion, i.e., I'll lay out the posts like a research paper but I'll add personal interjections from time to time. (If you want to really get into the meat and potatoes, you can just skip to the "Results and Discussion" section.) With that said, allow me to introduce my initial findings:

Our Trash Taste in Gacha Games: An Informal Community Survey Analysis on the Nature of TrashTaste's Experience Regarding Gacha Games

Abstract
The recent rise of "gacha games" has been bolstered by a number of intersecting trends. These include the mass popularity of anime or anime-like products, the increasing ubiquity of smartphones, and introduction of lootboxing mechanics by game publishers as a means of profiting off "free to play" or "freemium" games in the digital sphere. A recent episode from the anime-centric podcast "Trash Taste" explored their experiences and opinions regarding such games. This post intends to further explore the general sentiment of gacha games through the podcast's official subreddit, TrashTaste, and discuss the results.
Motivation
A little bit about my background. Anime, anime-like products, and manga have been a huge part in my life. I remember watching Detective Conan, Pokemon, and Keroro Gunso and being introduced to Gundam and MapleStory when I was young. Since it seems to be a trend on this subreddit, I'll throw my hat in the ring and show my 3x3:
[If you want further discussion about these and other related series, feel free to comment below or DM me]
From left to right, up to down: Ah! My Goddess, Hayate the Combat Butler , The World God Only Knows, Carnival Phantasm (+ Fate franchise), Pastel, Q.E.D.: Shoumei Shuuryou, Yandere Kanojo, Accomplishments of the Duke's Daughter, The Gamer
As I mentioned in my first post about the survey, I am a graduate student working on my masters for data science. I also completed a bachelors in economics. All of this combined made me not only interested in gacha games as an avid consumer, but also as a research subject. The Boys simply were the catalyst for spurring this project.
Data Collection and Survey Construction
Data was collected via Google Forms on the TrashTaste subreddit. The post that contained the survey was released several hours after the video was posted. Survey responses were collected for a period of 1 week from January 22 to January 28 (though there was a massive decrease in the rate of respondents after the fourth day).
The survey was constructed based on my own experiences with gacha games as well as general demographics that would be useful to examine on a macro scale.
Regarding demographics: asking respondents on several aspects of demographics is a tricky subject since not only does it mean divulging a group of variables known as protected classes, these could be markers that could reidentify anonymized people; thus, I stuck to "safer" questions (age and gender). I then asked which otaku material was preferred.
The next set of questions dealt with those who were currently playing gacha games. I asked the number of currently played games, which ones (with an open-ended aspect since I knew I would miss some) and the top 3 games.
For each of the top 3 games, I asked how long they have played, which server, how long the game was around, how consistent did they play, how far they were, their current level of commitment, how much they spent (open-ended), spending title, whether the game had PVP, hype moments (some open-ended), and why they play (some open-ended).
Finally, based on the central theme of The Boys' video, I asked whether games should be regulated and what their policy recommendation would be (open-ended).
Limitations and Oversights
This survey is, obviously, limited by the research environment and my experiences. Academic papers have pondered about the effectiveness regarding survey reliability using subreddits, which may be interesting and impactful from a statistically-minded formal research. In addition, there were a total of 678 respondents which, while certainly plenty in any regular volunteer statistical number crunching, pales in comparison to the 104K members in this subreddit alone; this is going to affect the power analysis of these results. Submitting the survey hours after the video was posted (when the user activity likely peaks) likely limited user exposure. Therefore, this post will be much closer to the next video.
Then there are questions I didn't ask due to oversight on my part - I'm only human.
  1. The biggest oversight, pointed out by u/Mareek, was
Welp I answered that I don't play any gatcha games, but it didn't give me a chance to say why I don't play them or if I played any before.
There should at least be a question for why/why not play them.
I probably would have asked something like:
If you responded "no," why do you not play gacha games?
- Not interested
- Not trying to get addicted
- Trying to stop gambling addiction
- Bad luck/greed sensor
- Used to play, but lost interest
2) As pointed out by u/Paoda and u/gzavwunt, I forgot to add visual novels into the "primary source of otaku source material" question! As a Fate fan, this was a massive oversight I regret (don't worry, I did at least watch the full visual novel playthroughs of Fate/Stay Night and Fate/Hollow Ataraxia).
3) There were a few questions that were open-ended that in hindsight definitely backfired. The biggest ones were the "how long has the game lasted" ( u/ShinyMilo ) and "how much you spent" questions. They are a mess to deal with, even with all the regex expressions I know, so I ultimately had to throw them out. The former in the end was merely a curiosity and the latter was somewhat salvaged by the "spending title" questions, so I'm not too bothered by it, but something I'll keep in mind in the future.
Results and Discussion
Here are the initial results, and I think there's some interesting trends we can look at.
First, let's look at the demographics.
  1. Let's start with age distribution:

Figure 1
There were 678 respondents. There appears to be a considerable right skew (aka a skew towards a younger audience). There are a lot of zoomers among the respondents, though there are a considerable number of millennials as well.
2) Next, take a look at gender distribution:

Figure 2. Male: 87%, Female: 9.3%, Nonbinary: 1%, Prefer not to say: 2.7%
Well, somewhat not surprisingly, of the 678 respondents, an overwhelming 87% identified as males. Connor as "the 93%"? More like the survey as "the 9.3%."
3) For the final aspect of demographics, let's look at the distribution of answers for "What is your preferred consumption of otaku source material?"
Figure 3. (to the nearest tenth of a percent) Anime and Manga Equally: 33.8%, Anime: 32.4%, Manga: 16.7%, Anime, Manga, and Light Novel Equally: 9.7%, Manga and Light Novel Equally: 4.1%, Anime and Light Novel Equally: 2.2%, Light Novel: 1.0%
Of the 678, respondents, 32.4% prefer to watch anime, 16.7% prefer to read manga, and 33.8% prefer to consume anime and manga equally. Light novel readers (either as the preferred choice or read it equally with other mediums) amount to about 17%.
Hot take here: I am one of the 16.7% that prefer to read manga/manhwa (pitchforks in the comments), but only because there are so many series that I like that either have only become adapted recently (Horimiya, HameFura) or haven't been adapted yet (Shuumatsu no Valkyrie).
Next, let's look at gacha by the numbers.
  1. First, let's look at the number of gacha games people play:

Figure 4
Of the 678 respondents, 232 did not currently play and gacha games, 194 did currently play 1 game, 117 did currently play 2 games, and so forth. The most surprising finding was that there are a few people that currently play at least 10 games, with one even playing 17!
2) Next, let's look at the top 20 games that were the favorite, second favorite, third favorite, and overall most popular:
"...Yet in most companies, the so-called “80/20 rule” applies: 80 percent of a data scientist’s valuable time is spent simply finding, cleansing, and organizing data, leaving only 20 percent to actually perform analysis." - IBM

Figure 5
Holy cow, the quote above really hit for this particular question. There were about 75 replacements I had to do to make the game title uniform, with 15 related to Princess Connect alone!
As for the analysis: you read that correctly. There are a whopping 103 total gacha game titles that the 446 respondents play. Genshin Impact comes as the clear frontrunner for the most favorite game, second-most favorite game, third-most favorite game, and overall most popular game. However, the top 5 games in each category are the same: Genshin Impact, Fate/Grand Order, Arknights, Azur Lane, and Fire Emblem Heroes.
Garnt is certainly attracting his Fate peers here, including me.
As a side note, I have to give props to respondents who were honest about their stances. There were a few that put 'H***** Gacha Game,' 'Taimanin,' and 'AGA' (Anti-Gacha Army).
3) Next, let's look at the distribution of how each person categorizes themselves terms of spending:

Figure 6
This is a very interesting finding. For their most favorite game, about half of the respondents were free to play, a third were minnows, about a sixth were dolphins, and the small bit left were whales. As we move towards less favored games, the number of F2Pers increase and the number of whales decrease until there's none left for the third-most favorite game. It's an important lesson for natural resources and gacha game publishers alike: overfishing can lead to less species diversity.
As an aside, I am personally a dolphin for Fate GO. I have no qualms sharing that I spend some cash rolling for (ironically) Gilgamesh and NP5ing Sheba during Gilfest 2018 or even spending some New Year's allowance on Spishtar last month. fite me
4) Next, let's look at what aspects made the gacha game most "hype:"

Figure 7
The top answer was the introduction of new characters, anniversary events, and animation/art. It seems that many go for the "Anni is the Planni" strategy.
5) Next, let's look at the reasons why respondents play or continue to play their gacha game(s) [Note: I aggregated the numbers from favorite/second favorite/third favorite, so some users are double or triple counted, so numbers may look a little inflated. I will work on this for a future post]:

Figure 8. Top 15 answers.
The top answer for why respondents play or continue to play their gacha game was for "the waifus/husbandos" followed by "I enjoy this as a standalone game" and "I love the source material." The 114 of you who chose "Because jokes are the deepest lore," I see you Fate fans.
Probably the most interesting and concerning reasons that were not shown here are the sizable number of people who responded with either learned helplessness of their situation or frustration with the gacha-industry complex. These include "Sunk cost fallacy" (shown on the graph), frustration over rerolling, feeling like it's "a second job," stating that they're "addicted and can't quit," or flat out "dunno, it's kina there."
The Future of Gacha Games
Learning about these trends are good and all, but how do we consolidate these opinions into actionable thoughts? This is where the last half of The Boys' video about what to do comes in. Here's the community's reaction.
  1. First, it was asked "In your opinion, should gacha games be regulated?" 678 respondents responded:

Figure 9
83.8% of respondents said "Yes," 5% said "No,", and 11.2% said they need to do more research to come a conclusion.
2) Finally, I asked respondents an open-ended optional question that "If you could have a serious discussion about gacha games with a gacha game developer or lawmaker, what is the one policy recommendation you would suggest?"
Surprisingly, 473 people responded to the question. In the given timeframe, I could not read through all of the suggestions made; I will make sure to point out the most salient ones in the next post. In lieu of this, I decided to resort to a "quick and dirty trick" in natural language processing: n-grams! Simply put, I first removed common stopwords such as "you," "have", etc., and tokenized each response (i.e. separated each response into a list of word "units"). I then counted the frequency that each set of consecutive words appeared in each response. I counted frequency of the top 20 unigrams (one word), bigrams (2 words) and trigrams (3 words). Here is the result:

Table 1
This is incredible stuff. The top two unigrams are "limit" and "spending," and other frequent unigrams include "gambling," "amount," and "time." Bigrams tell a broader story, with the top bigram being "(spending, limit)." There are other bigrams that expand upon policy recommendations such as "(hard, limit)", "(gambling, addiction)", "(drop, rates)," and "(pity, system)." Finally, looking at trigrams, we get an even fuller picture: the top trigram is "(limit, much, spend)." Other prominent trigrams include "(hard, limit, spending)," "(thing, connor, said)," and "(treat, like, gambling)."
While the suggestions of limiting spending are quite frequent (following the footsteps of Connor), this is a fairly well-researched topic in the realm of behavioral economics. In particular, it looks at the encompassing topic of intertemporal choice. This is a pretty complex and field-specific topic that is too long to discuss in entirety in this post, but I'll boil down the critical points relevant to gacha games. [WARNING: some math ahead]
First, say that you have a set budget that you're going to spend over several periods of time. When we spend money in a time period, get gain joyfulness (called "utility" or simply "U") at that time period.
Second, we typically discount the amount of utility we get in the future. We usually assign this as a set rate called the discount factor ( δ ) . Thus, we get the following equation:
(U_t) * (δt-1) = U_1 + δU_2 + δ2U_3 + ... + δT-1 \) U_T
This simply means the total utility we get over a time period is the sum of all utilities of all periods based on today. All the above is considered in "classical economics" as exponential discounting. This assumes that
  • people have a constant discount factor and are impatient (δ < 1),
  • that people treat amounts as "bursts" of consumption," and
  • that utility is linear in amount.
However, economists that study behavioral economics show that some of these assumptions are flawed through though experiments and empirical results.
One way this has manifested into policy action is the concept of "nudge theory" by Richard Thaler. This suggests that consumer behavior can be influenced by small suggestions and positive reinforcements; the argument is that it reduces market failure and encourages desirable actions. However, this is hotly debated ethically as being paternalistic and may not even work.
Another theory brought about via behavioral economics is the idea of "present-bias preferences" by Ted O'Donoghue and Matthew Rabin. The idea is that when people consider tradeoffs between two future moments, present bias gives more weight to the earlier future moment. In this scenario, we have two types of people: naifs and sophisticates. Sophisticates know that they'll have self-control problems in the future, so they plan ahead while naifs do not see the self-control problems. Depending on if there is a cost or a reward, these two types of people will "cave in" at different times.
In general, the utility function (called β-δ preferences) is as follows:
For all t, Ut (u_t, u_(t+1),...,u_T) = δt u_t + β δτ + u_τ t+1 < τ < T
where 0 < β, δ <= 1
β is the present bias, and β=1 makes equation exponential discounting.
How do these relate to gacha games? Well, the former (nudging) is like the third party (iTunes store, Google Play) directly intervening on your behalf saying that you can only spend so-and-so this month. The latter (present bias) puts the self-imposed limit in your own hands, which a third party adds as a restriction.
Consider these aspects in future discussions regarding regulations surrounding gacha games.
[it's been a year since I've been fully immersed in this stuff, so econ folks please check if the explanations are suitable]
Ending Remarks
I hope these initial results illustrated some fascinating aspects of how our subreddit has viewed gacha games. I know that there are a few questions that I haven't covered here due to lack of time, so look forward the next part of the survey results!
Let me know if there are specific statistical analyses you would like for me to examine in the comments.
If you want to put friend requests for the gacha games I'm playing [Fate GO (JP), OPTC (JP) Dokkan (GBL)], DM me.
In addition, I'm thinking about releasing a clean and anonymized version of the data in csv form not only as a measure of transparency, but also if you want to do your own data manipulation. If you (the community) approve at over 75%, then I will publish it in the next post.
submitted by kami4226 to TrashTaste [link] [comments]


2019.02.21 16:58 Grammarnazi_bot The Process of Making a Card — LR Nappa and Vegeta

Hey y’all! I made a post a while ago about some villains that needed some love. So I love fanmade cards and I also love theorycrafting, so I just decided to start a series on making cards. For my first post, I wanted to do one on our favorite evil Saiyan duo: Vegeta and Nappa.
——————-
Goal:
To create an LR card which properly represents Vegeta and Nappa while being unique and staying balanced to the game.
——————-
Distinctions / Powers:
Alright, so one of the most iconic aspects of the two as a group (other than their extremely overwhelming power) were the saibamen. And the Saibamen are what I’m gonna roll with. While you may say this was mostly Nappa, there was never a point where Nappa was fighting without the influence of Vegeta, so that point is moot. Any power Vegeta exerted during the Saiyan saga was after Nappa’s death or used to kill Nappa. So any of Vegeta’s powers should be reserved for himself, and one of his attacks can be stolen for the purposes of the Ultra Super Attack.
——————-
Implementing Distincions / Passive:
Nappa planted the Saibamen, and waited for them to grow. I want to reflect the time it takes to grow the Saibamen gradually though, as opposed to having them all “sprout” at once. I don’t think the Saibamen are important enough however to merit a transformation, and that also would be a misuse of the mechanic itself. So here’s the passive I’m going for: Firstly, we’ll slap the quintessential attack / defense boost— and I’m going to set it relatively low (at least compared to other LRs), at 100%, while their defense boost is a 100%, because Nappa was a total wall. You’ll see why, in a second. Now, there were 5 Saibamen. And you, as the card user, will be “growing” these abominations every turn. The saibamen’s attacks, while somewhat strong, weren’t that strong. So they’d be suited for additional attacks, but not super attacks. Each Saibaman will represent one additional attack. So their final passive will be this:
The Final Saiyans - Attack and Defense +100%; Gain one additonal attack and +1 ki per turn (no chance to super) (up to 5 AA’s and ki).
——————-
Type:
We know that these two evil Saiyan men are evil, so they’d be extreme. Now, we’d ideally want them to have a linking partner, because they can’t be optimal or a good option on a team they have no synergy with, eliminating them from E. TEQ because they’re not Frieza, Zamasu, or Cell. E. INT is also out of the question because they’re not transforming pink-ish humanoid lifeforms (or Rose). This leaves us with Extreme PHY, where they can be potential link buddies for Broly, Extreme AGL, where they can be potential link buddies for Turles, or Extreme STR, where they can be potential link buddies for Broly. Considering Nappa and Vegeta aren’t super saiyans, I’d rule out Extreme STR so that their linkset can be realistic. PHY Broly’s links are also some fuck shit, and Turles is such a nice unit. So, our favorite murderous saiyans are Extreme AGL.
——————-
Links:
By virtue of their being LR, they get Legendary Power. That link needs an update badly. They were main bosses in the series, so I’ll take the liberty of giving them Big Bad Bosses. They’re Saiyans, so I’ll give them Prepared for Battle. I unfortunately must give them Saiyan Warrior Race because these are some proud motherfuckers despite the fact that the link is awful. I’ll also give them Brutal Beatdown because I distinctly remember Nappa destroying just about everything that wasn’t named Goku. For our last link, I’ll give them Saiyan Pride, because they, and by they I mean Vegeta, are proud. Now, I don’t want our darlings to starve for Ki (because as of right now, they only have one ki link), so they will NOT awaken through means of a Dokkan Event, giving them the Shattering the Limit link. And thus our Linkset is complete!
——————-
What would their categories be?:
Well, we know Vegeta and Nappa are saiyans, so they’d be Pure Saiyans. Because they, and by they, I mean Vegeta, came for the dragon balls, they are Seekers of the Dragon Balls. Naturally, because there’s two characters, they’d be Joined Forces. They’ll he added to another category, just keep reading.
——————-
Art:
There are really only two arts that deserve to properly show off this LR—these two being the one on whatever planet they were on, and the other being their initial descent onto Earth. I do think that the second one is better because it’s right before their rampage, and the viewer is about to discover just how powerful these two murderous saiyans are. The other one, that I didn’t use, can be a TUR art, because it’s cute. I want the card to start off as just Vegeta though, so he can be farmable. And for that, because I love red-haired Vegeta, I want it to be this art of him feasting.
——————-
Awakening:
Because they’re not going to be awakened through a dokkan event (thank GOD), we must get creative with our means of awakening them.
As much as I feel for all the STR Beerus owners (being one myself, and mine is stuck at TUR.), I think that the A New Threat!!! The Saiyan Warrior Race event fits this best. These events just should go on rotation, if we’re being honest.
The condition for awakening Vegeta from TUR to LR goes as follows:
7 Nappa Medals (A New Threat!!! The Saiyan Warrior Race)
The condition for awakening them to LR is as follows:
21 Piccolo Medals (A New Threat!!! The Saiyan Warrior Race)
21 Chiaotzu Medals (A New Threat!!! The Saiyan Warrior Race)
21 Krillin Medals (A New Threat!!! The Saiyan Warrior Race)
21 Goku Medals (A New Threat!!! The Saiyan Warrior Race)
21 Nappa Medals (A New Threat!!! The Saiyan Warrior Race)
——————-
Leader Skill:
There already is an Extreme AGL 100% LR. The other LRs are category leaders, so the introduction of this LR should either introduce a new category or be a lead for a category that already exists without a good leader. Because these two aren’t Peppy Gals, that eliminates that possibility. 3 of their categories already have good leaders, and their bond isn’t strong enough to be the leaders for Joined Forces. That should probably go to Tien and Chiaotzu, A18+17, A19+20, etc. People whose bonds are better. So that leaves us with one option— making our own category! Now, we don’t want to make a redundant category (cough Time Travelers cough). The only category that really comes to my mind for these two are “conquerors” (or destroyers of the earth, but they really came for the dragon balls).
The conqueror category would be good— it would have Frieza, our LR, Bojack, Turles, Bardock + his gang, the newly released Baby, Cooler, you could make a case for Beerus, Buu, and the Ginyu Force. Because of the small number of units in the category, Vegeta and Nappa can be the 170 lead for the category.
——————-
Super Attack:
For our 12 ki, it’s just Nappa doing his level 1 from DBFZ.
For our 18 ki, we’re gonna have to combine some stuff. I couldn’t find many videos of the Saiyan saga (and by that, I mean I didn’t feel like it), so you’ll have to remember it yourself or look it up. So, we have the quintessential flurry of attacks, and then Nappa does his level 3 in DBFZ, knocking the target up. After Nappa knocks up the target, Vegeta does the attack he used to kill Nappa.
——————-
And so our work is complete! With all of this in mind, here’s the final card concept:
Extraterrestrial Conquest Vegeta and Nappa
Type: Extreme AGL
Art: Art!
Leader Skill: “Conquerors” Ki +3, HP, ATK +170%, DEF +130%.
Super Attack:
12 Ki: Explosive Wave - Deals Colossal damage with a chance to stun the enemy
18 Ki: Wrath of the Last Saiyans - Deals Mega-Colossal Damage and increases ATK.
Passive: The Final Saiyans’ Power - Attack and Defense +100%; Gain one additonal attack and +1 ki per turn (no chance to super) (up to 5 AA’s and ki).
Links:
Categories:
————————-
And our card is done. What did you think? Did you enjoy the read (if you read it all)? I can definitely do more if you guys enjoyed it. But if I do more, who do I do next? I was considering Garlic Jr. or Merged Zamasu next. I was also gonna do calcs, but this post was already so much work. Thanks!
submitted by Grammarnazi_bot to DBZDokkanBattle [link] [comments]


2018.06.30 17:03 koalasan_z [JPN] Tanabata Campaign - 22 Events - Info

Tanabata Campaign
 
https://i.imgur.com/P4bmj7O.jpg
The Tanabata Campaign has started!!
Two separate Dokkan Fests will appear during this campaign!!
In the Dokkan Fest that starts on July 1st (Sun) Super Full Power saiyan 4 Goku will appear!! Other than him, Super Saiyan 4 Gogeta and Omega Shenron will be featured characters!!
On top of that!! The Tanabata Dokkan Fest that starts on July 7th (Sat) will feature LR Goku & Vegeta and LR Goku (angel) & Vegeta (angel)!!
Note: Super Full Power Saiyan 4 Goku will also be available in the Tanabata Dokkan Fest but with a lower rate than the July 1st Dokkan Fest
There is also the "Wish Strip" Treasure Item and Porunga Dragon Ball campaign!!
Enjoy this amazing campaign a enjoy Tanabata!!
 
No. Event Info Date
1 Login Bonus Login Bonus Campaign 01 Jul - 31 Jul
2 Missions Tanabata Dokkan Missions, Part 1. Part 2 will start July 12. 01 Jul - 31 Jul
3 Dokkan Fest Dokkan Fest, Super Full Power Saiyan 4 Goku 01 Jul - 19 Jul
4 Dokkan Fest Tanabata Dokkan Fest 07 Jul - 31 Jul
5 DS Sale Super DS Sale 01 Jul - 31 Jul
6 Dokkan Event Super Full Power Saiyan 4 Goku Dokkan Event 01 Jul - 31 Jul
7 Porunga Dragon Balls Porunga Dragon Balls are back. Missions are listen in a different post, link below. 01 Jul - 31 Jul
8 Wish Strip Exchange each "Wish Strip" treasure item for a character out of a pool of 77 01 Jul - 08 Aug
9 Story Event New GT Story Event, 4 SSR can be obtained 01 Jul - 19 Jul
10 Return Story Event Return of GT "Black Star DB Saga" Story Event 01 Jul - 19 Jul
11 Dokkan Battlefield 4th Dokkan Battlefield 2.0 03 Jul - 31 Jul
12 Dokkan Events All Dokkan Events are available during the campaign period 07 Jul - 31 Jul
13 Return Story Event Return of GT "Baby Saga" Story Event 07 Jul - 24 Jul
14 Return Story Event Return of GT "Baby Saga Finale" Story Event 01 Jul - 24 Jul
15 Gasha 10x SSR Elder Kai Gasha 09 Jul - 31 Jul
16 Extreme Dokkan Fest "Extreme" Dokkan Fest (Extreme as in EZA) 12 Jul - 31 Jul
17 Gasha "Majin Buu Arc" Category Gasha 12 Jul - 31 Jul
18 Extreme Z-Battle Ultimate Gohan Extreme Z-Battle 12 Jul - 31 Jul
19 Super Battle Road New stage added to Super Battle Road, will be open every day during the campaign period 19 Jul - 31 Jul
20 Return Event Return of the Super Ribrianne Event 19 Jul - 07 Aug
21 Return Event Returns of Great Saiyaman Event 19 Jul - 07 Aug
22 3x Exp 3x Exp in Quest mode 01 Jul - 30 Jul
 
Porunga Missions https://www.reddit.com/DBZDokkanBattle/comments/8v4vhc/jpn_tanabata_porunga_missions_7_days/
 
Tanabata https://en.wikipedia.org/wiki/Tanabata
submitted by koalasan_z to DBZDokkanBattle [link] [comments]


2018.01.09 18:54 MichaelDokkan How many days are we at on global? 907

To answer this question, we are currently on day 907 on global.
https://days.to/16-july/2015. (Global lauched July 16, 2015).
This makes Global reaching 1000 days around April 11 or 12.
Edit: "It was released in Japan for Android on January 30, 2015 and for iOS on February 19, 2015. Dokkan Battle was eventually released worldwide for iOS and Android on July 16, 2015."
https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Dokkan_Battle
submitted by MichaelDokkan to DBZDokkanBattle [link] [comments]


2017.12.13 14:24 Coenl 12 Days of Dokkan Subreddit Christmas!

Welcome to the 12 Challenges of Christmas! In place of our usual team based challenges, this will be 12 individual challenges both within the game and within the subreddit itself. And while the song we stole this idea from might have a different thing each day over the next 12 days, we've decided to make everyone’s life easier by lumping 12 challenges together and giving everyone the next 12 days to submit.

Challenges

  1. Lowest team cost (with friend unit) to clear SSJ3 Gotenks Super 2 event GLB
  2. Lowest team cost (with friend unit) to clear SSJ3 Gotenks Super 2 event JPN
  3. Closest to 122,517 damage for 25/12/17 (can go over) GLB
  4. Closest to 122,517 damage for 25/12/17 (can go over) JPN
  5. Fastest run of Boss Rush Super 3 GLB
  6. Fastest run of Boss Rush Super 3 JPN
  7. Fastest ‘festive’ run of Boss Rush Super 3 (3+ STR and 3+ TEQ only) GLB
  8. Fastest ‘festive’ run of Boss Rush Super 3 (3+ STR and 3+ TEQ only) JPN
  9. Worst use of potential orbs aka the worst rainbowed units (judged by mod team)
  10. Best Dokkan haiku (judged by mod team, Christmas theme is not a requirement but is a bonus)
  11. Closest predictions on the Christmas banner for GLB (criteria are subjective and judged by the mod team but will factor in both featured units, step up mechanics and bonuses such as Elder Kais)
  12. Best meme submitted on 22/12/2017 (judged by mod team)

Rules

Submissions

Submissions for challenges go in this thread with the exception of No. 12 which will be judged based on all meme posts submitted that day. Please submit your challenge in the appropriate root comment along with necessary screenshots (Stage clear screen, damage screen, etc). If submitting for a team score challenge please provide the team score in the post so I don’t have to add them all up manually. Please do not reply to the root comments with questions or non-entries to help reduce clutter. If resubmitting please edit or delete previous submissions.
If anyone has any questions, comments or suggestions please submit them in this thread. Good luck!
 
EDIT: I almost forgot to mention but holiday flairs are back for Santa Goku and Elf Arale!
submitted by Coenl to DBZDokkanBattle [link] [comments]


2017.11.02 05:19 UltraNoahXV Read a post about the recent medal that came out on Kingdom Heart Unchained X and how the pull rates maybe rigged towards whales. Do you think the same applies to Dokkan Battle?

Original Post by user Tobiko1596: https://www.reddit.com/KingdomHearts/comments/7a13lh/khux_are_the_pull_rates_rigged/
The topic originated after a VERY OP Medal (Kairi EX I believe if you are interested) recently came out (AND WAY EARLIER than it did on JPN Version). This medal is equivalent to the OG STR Gogeta when he came out. Except, if you didn't pull this medal, people (specically JP Players who are ahead of the game in terms of content) have said you are screwed down the line in terms of end game content. (Raids, Weekly Events, Proud (Hard) Mode, and the Colliseum, which is KHUx version of the World Tournament, except its every month starting from the beginning of the month to the end).
The post also provided a link to another post which showed the rates of JPN. JPN's rates were about 6% and increased everytime you pulled with the amount of jewels (2700 Jewels in this case lead to 6%) (Dragon Stones are Jewels equilvilant) The data showed that by the time you pulled 41 times, your chance of getting this medal was 90%. Well, Tobiko on the GLB version pulled on this baner 45 times AND rerolled 2 both devices, and DID NOT get the medal.
Then, he linked another post from the Final Fantasy Brave Exivus subreddit where it stated a "Whale Pattern" (which is spend cash on the game until you get the units you want, this we know.) BUT, it was also stated that less in game activity you do (Dailies for example) and logging in less may factor into it. If you didn't pull said unit via Whale Pattern and pull him on a single one day, chances are the unit still fits into the meta in some way. This could also explain why people may take a break away from a Gasha game (Dokkan in this case for 2 weeks, no jabing intended) and pull "X" great unit on the first pull(s).
Another thing I'd like to add is the law of Gasha Games in U.S, Europe, and other places VS Japan laws.
A comment from Cysalim:
What we do know, is that it's not illegal to change pull rates based on player history. Japan tried to deal with this and that's why some games post pull rates. I tried to dig into this a couple months back and it's hard to digest - go to this link in Chrome and you can auto translate it: https://ja.wikipedia.org/wiki/%E4%B8%8D%E5%BD%93%E6%99%AF%E5%93%81%E9%A1%9E%E5%8F%8A%E3%81%B3%E4%B8%8D%E5%BD%93%E8%A1%A8%E7%A4%BA%E9%98%B2%E6%AD%A2%E6%B3%95 That's a page linked from here: https://en.wikipedia.org/wiki/Complete_gacha The most I understand is that Japan has started to enact laws restricting gacha games, but other countries haven't yet. That's why global versions are being pumped out to take advantage of the business model asap before legislation catches up.
So the main question still remains: Does this exist in Dokkan Battle? Specially, the Global Version?
I'd say yes. Some examples being how on Global, there is no in game stats to tells what rates are, cards being released earlier than JPN original timeline, Cards like Gogeta and Omega being released without a leader skill, and so fourth. The last question(s) I want to ask to you is:
TL:DR: Baiting whales into getting a unit that they won't get till later along with other factors like in game activiy and logins maybe the reason why Global Versions of Gasha games have been mysterious with their rates.
Sources:
Edit: Changed Bosses to Content for more generalization
submitted by UltraNoahXV to DBZDokkanBattle [link] [comments]


2017.08.10 14:55 KB2187 A 2 Year Reflection of Dokkan

So when I hit my 365 login and consecutive login, I decided to do a F2P post. (Found here: https://www.reddit.com/DBZDokkanBattle/comments/4w22ig/365_days_login_a_f2p_story/)
In the past week, I hit my 730 (2 year) anniversary but I was away on vacation so I didn't have real time to post this. When I last left this post, I had recently pulled Super Gogeta and SS3 Goku for a full OIAF. Wow, it’s impressive how times have changed since. Rather than go a full list of the year, I’m going to keep this post shorter. I’ll look at the tips I provided at the end of day 365 and discuss how they have adapted.
The biggest change is that I consider myself a dolphin instead of F2P now. I don't mind spending a few bucks if it is in my benefit to gain, mainly DS discounts. I still intend to keep this game very cheap and no where near whale status.
:: “Set yourself a goal. I always saw WTs as a great SSR to DS ratio and always invested in those. If done correctly (with 120 Stam), you could turn 40 DS into 2 GSSRs, plus the WT reward.”
This is still a mentality I have in this game. Now, I am over rank 400 and can get 2.5 runs in a WT per Dragon Stones. With the adjustments in World Tournaments, less stamina is needed, but better units are required. One of the biggest pluses to my collection was TEQ Majin Vegeta. For most of the World Tournaments to date, I’ve brought a team that was all about Majin Vegeta nuking. Blockers, Orb Changers, TEQ SSB Goku leader and a Mageta friend to increase my odds of getting one in turn 1. This past WT was the first where I missed the SSR reward rank by 400+ spots.
:: “Be active as you play this game. This game takes no physical skill and can turn monotonous. I have actually decided to play this game while on the elliptical machine, especially during WTs. All you are doing is swiping your finger, so why not get healthy in the process.”
I still try to plan my cardio workouts around when I’ll have a ton of stamina to waste on Dokkan. Makes the time on the stairmaster and bike go faster.
:: Prepare for the worse, hope for the best. Now, I have gotten considerably luckily, but it has taken me nearly a year to get my account to where I wanted it. But, I was always mentally prepared to NOT have units as I pulled.
I still save DS for banners I knew that I want units for. I had about 300 for Super Vegito and managed to pull it, and most recently, 400 for SS4 Goku/Vegeta and managed to pull SS4 Goku. While the LR Broly banner caught me by surprise between SV and SS4, I did try to pull for LR Broly with no luck. My mentality is that it is a great WT unit, so might as well try. But I was not ready for that unit because it first saw an appearance in Global.
:: Rank 210. The DS investment becomes so much more worth it.
I guess my new goal is rank 490…? That would be 3 full World Tournament runs for 1 DS.
:: Manage your time wisely. I try to actively keep my Stamina constantly reloading. Whether that means using the Stamina on Awakening medal runs, Dokkan medal runs, XP farming on The Wayward Champion, Strike and Story events to skill up characters. It’s a couple minutes a day.
:: Look ahead to what’s coming. Knowledge is power and Japan is still ahead of Global so you can know what units are possibly coming.
This probably has gone to a new level for me. When the first round of half stamina events came out, I was also anticipating the LR Androids and their 4 dupes for the hidden potential routes. To really make myself ready, I set an iCal to when I would do certain runs and do them until I had enough. Using the Dokkan Wikipedia, I could also see what would get a future Dokkan and take advantage of that knowledge to do a few extra runs so that when it became available, I was already ready. (Ex: I had already done enough runs to have the medals for PHY SS Gotenks Dokkan). I continue to do that today, mainly when there is a flurry of events that I need to do like the 2nd Anniversary. During that time, I prioritized medals for units that I could immediately use, Elder Kais in the DBGT events, the 2nd Anniversary special events, etc.
I guess now for new advice.
So what am I currently doing:
http://imgur.com/a/1e32h
submitted by KB2187 to DBZDokkanBattle [link] [comments]


2017.08.06 19:03 im2fast4um8 GLB Day 777 Calculations... 31/08?

We should not forget that day 777 is close for us too...
According to this link from wikipedia, the game released 16 of July, 2015...
According to THIS calcs I've made, that glorious day will come 31/08...
So, we might get that right when 200M celebrations ends...
What do you think guys?
submitted by im2fast4um8 to DBZDokkanBattle [link] [comments]


2017.01.10 20:00 JaegerSensei [Analysis] Card Rarity Probability from Summon Animation

Hey guys, this is my first post ever on reddit so I apologize for any subpar formatting. Before I start, I just wanted to say this is a great community that has been very helpful and entertaining to follow! So let's begin...
Thanks to Coenl we now have an idea of how the summon animations work: https://www.reddit.com/DBZDokkanBattle/comments/5n62jt/summon_animation_percentages/
His chart essentially gives you the chances of an animation given a cards rarity. However, I assume most Dokkan players would like to know the chances of getting an SSR given an animation. Well, thanks to Bayes' Theorem (this is when math class helps IRL) we can do just that.
I only play Global so I'm going to assume the following based off recent trends from Th3LaughingMan and his rollers:
  1. SSR: 8%
  2. SR: 50%
  3. R: 42%
Next we need to calculate the probability of each animation regardless of rarity. You can do this by weighting the animation probabilities from the linked post above by the summon percentages to give:
Animation Probability
0 pods 10.0%
1 pod 18.9%
2 pods 16.8%
3 pods 12.6%
4 pods 10.3%
5 pods 4.4%
Satan-Right 20.8%
Satan-Left 6.2%
Using this with Bayes' Theorem gives the results:
Animation SSR Chance
0 pods 8.0%
1 pod 2.7%
2 pods 6.0%
3 pods 8.0%
4 pods 12.2%
5 pods 28.7%
Satan-Right 5.2%
Satan-Left 17.4%
Let me know if y'all find any errors in my work and if the formatting needs some work!
submitted by JaegerSensei to DBZDokkanBattle [link] [comments]


2016.10.18 02:40 ChasingPesmerga According to Wikipedia. Xenoverse had a code to unlock a Trunks card in Dokkan Battle

Didn't know there was something like this. Anyone know what that card is?
Here's the article for reference.
submitted by ChasingPesmerga to DBZDokkanBattle [link] [comments]