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		<updated>2025-12-03T05:48:03Z</updated>

		<summary type="html">&lt;p&gt;by freem.ai...&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&lt;br /&gt;
{{DISPLAYTITLE:Game module calculation help}}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;This conversation was exported from ChatGPT&amp;#039;&amp;#039;&amp;lt;ref&amp;gt;{{cite web|title=Game module calculation help|url=https://chatgpt.com/share/692e9127-f13c-800a-8bd6-4bf3c4a385c8|publisher=ChatGPT|access-date=2025-12-02}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== gpt-5-1 ==&lt;br /&gt;
=== User: I need help doing some calculations for a game. ===&lt;br /&gt;
I need help doing some calculations for a game. &lt;br /&gt;
&lt;br /&gt;
Every wave in what the game calls a &amp;quot;run&amp;quot;, I have a 78% chance of getting a &amp;quot;Recovery Package&amp;quot;&lt;br /&gt;
&lt;br /&gt;
However, every wave has a 19% chance of skipping a wave. Each skipped wave means that I don&amp;#039;t get a recovery package. &lt;br /&gt;
&lt;br /&gt;
It seems like my overall &amp;quot;Recovery package&amp;quot; percentage is about 50-60% when factoring in every wave. &lt;br /&gt;
&lt;br /&gt;
For example, im on wave 3690 and have only received 1911 recovery packages. &lt;br /&gt;
&lt;br /&gt;
Every recovery package has a 1.2% chance of dropping a common module. &lt;br /&gt;
&lt;br /&gt;
So here&amp;#039;s my question... if I run an average of 4500 waves per run. What is the minimum amount of common modules I would get per run?&lt;br /&gt;
&lt;br /&gt;
=== Assistant: This has several flaws you need to fix before you can trust any number. ===&lt;br /&gt;
This has several flaws you need to fix before you can trust any number.&lt;br /&gt;
# Your stated rates contradict your observed data. • Expected recovery package chance per wave equals 0.78 times the probability the wave is not skipped. • You gave a 19 percent skip rate, so the expected package rate becomes 0.78 times 0.81 equals 0.6318 or 63.18 percent. • Your observed 1911 packages out of 3690 waves equals 51.8 percent. That does not match 63.18 percent. • Either the skip rate or the package rate is not constant or the game uses a non-independent system.&lt;br /&gt;
# You ask for the minimum number of common modules per run but do not define minimum. • Math minimum tends to zero because probabilities do not guarantee drops. • You likely want the expected value, not the minimum. Say that if correct.&lt;br /&gt;
&lt;br /&gt;
Let me clarify the assumptions so the math actually works. I need:&lt;br /&gt;
# Should I treat 78 percent as the chance only on non-skipped waves or as the chance before the skip check meaning the game rolls package first then skip overrides it?&lt;br /&gt;
# Do you want expected average common modules per 4500-wave run or the lowest number you would expect in a normal outcome for example the 1st percentile?&lt;br /&gt;
# Should I trust your observed 51.8 percent package rate instead of your stated 63.18 percent theoretical rate?&lt;br /&gt;
&lt;br /&gt;
== gpt-5-1-thinking ==&lt;br /&gt;
=== User: 1. ===&lt;br /&gt;
# The game rolls the &amp;quot;wave skip&amp;quot; calculation before it rolls the recovery package chance&lt;br /&gt;
# Can I get both?&lt;br /&gt;
# At the time of the calculation I should have included the number of waves skipped to help. For example: same run: wave = 3732. Packages = 1934. Waves skipped. 1336&lt;br /&gt;
&lt;br /&gt;
=== Assistant: Your inputs still conflict, so any answer has two branches. ===&lt;br /&gt;
Your inputs still conflict, so any answer has two branches.&lt;br /&gt;
&lt;br /&gt;
Problem first:&lt;br /&gt;
In the sample you gave:&lt;br /&gt;
* Waves: 3732&lt;br /&gt;
* Packages: 1934&lt;br /&gt;
* Skipped waves: 1336&lt;br /&gt;
&lt;br /&gt;
Then&lt;br /&gt;
* Non-skipped waves = 3732 − 1336 = 2396&lt;br /&gt;
* Package rate on non-skipped waves = 1934 / 2396 ≈ 80.7%&lt;br /&gt;
&lt;br /&gt;
You said the game’s rate is 78%. Your observed skip rate is about 35.8%, not 19%. So either the in-game percentages are wrong, or your run has modifiers, or the game is not using those numbers in a simple way.&lt;br /&gt;
&lt;br /&gt;
So I will give you two answers:&lt;br /&gt;
* One using the stated mechanics: 19% skip, 78% package on non-skipped waves.&lt;br /&gt;
* One using the observed rates from your run.&lt;br /&gt;
&lt;br /&gt;
==== Step 1: chance of a package on any given wave ====&lt;br /&gt;
* Probability wave is not skipped: 1 − 0.19 = 0.81&lt;br /&gt;
* Given not skipped, probability of package: 0.78&lt;br /&gt;
&lt;br /&gt;
Per wave:&lt;br /&gt;
&lt;br /&gt;
P(package per wave)=0.81×0.78=0.6318 or 63.18%P(\text{package per wave}) = 0.81 \times 0.78 = 0.6318 \text{ or } 63.18\%P(package per wave)=0.81×0.78=0.6318 or 63.18%&lt;br /&gt;
Step 2: chance of a common module on any given wave&lt;br /&gt;
&lt;br /&gt;
Every package has a 1.2% chance of a common module:&lt;br /&gt;
&lt;br /&gt;
P(module per wave)=0.6318×0.012=0.0075816≈0.758%P(\text{module per wave}) = 0.6318 \times 0.012 = 0.0075816 \approx 0.758\%P(module per wave)=0.6318×0.012=0.0075816≈0.758%&lt;br /&gt;
Step 3: expected commons per 4500-wave run&lt;br /&gt;
&lt;br /&gt;
E[modules per run]=4500×0.0075816≈34.1E[\text{modules per run}] = 4500 \times 0.0075816 \approx 34.1E[modules per run]=4500×0.0075816≈34.1&lt;br /&gt;
So under the official 19% / 78% numbers:&lt;br /&gt;
&lt;br /&gt;
Expected common modules per 4500-wave run ≈ 34.&lt;br /&gt;
&lt;br /&gt;
Step 4: what is a “minimum” in a normal run&lt;br /&gt;
&lt;br /&gt;
True minimum is 0. You could get insanely unlucky and see no modules.&lt;br /&gt;
&lt;br /&gt;
If you want “how low before it is very unlikely,” use a binomial approximation:&lt;br /&gt;
* Mean ≈ 34.1&lt;br /&gt;
* Standard deviation ≈ 5.8&lt;br /&gt;
&lt;br /&gt;
Then, roughly:&lt;br /&gt;
* About 95% of runs will be above: 34.1 − 1.645 × 5.8 ≈ 25 modules&lt;br /&gt;
* About 99% of runs will be above: 34.1 − 2.33 × 5.8 ≈ 21 modules&lt;br /&gt;
&lt;br /&gt;
So, with the stated mechanics, a realistic “minimum”:&lt;br /&gt;
* Normal bad run (about 1 in 20): around 25 modules&lt;br /&gt;
* Very bad run (about 1 in 100): around 21 modules&lt;br /&gt;
&lt;br /&gt;
==== From your sample: ====&lt;br /&gt;
* Packages per wave (including skips): 1934 / 3732 ≈ 0.518 or 51.8%&lt;br /&gt;
&lt;br /&gt;
Use that instead of the theoretical 63.18%.&lt;br /&gt;
&lt;br /&gt;
Step 1: chance of module per wave&lt;br /&gt;
&lt;br /&gt;
P(module per wave)≈0.518×0.012≈0.006216P(\text{module per wave}) \approx 0.518 \times 0.012 \approx 0.006216P(module per wave)≈0.518×0.012≈0.006216&lt;br /&gt;
Step 2: expected commons per 4500-wave run&lt;br /&gt;
&lt;br /&gt;
E[modules per run]=4500×0.006216≈28.0E[\text{modules per run}] = 4500 \times 0.006216 \approx 28.0E[modules per run]=4500×0.006216≈28.0&lt;br /&gt;
So based on your actual results:&lt;br /&gt;
&lt;br /&gt;
Expected common modules per 4500-wave run ≈ 28.&lt;br /&gt;
&lt;br /&gt;
Step 3: “minimum” here&lt;br /&gt;
&lt;br /&gt;
For this case:&lt;br /&gt;
* Mean ≈ 28.0&lt;br /&gt;
* Standard deviation ≈ 5.3&lt;br /&gt;
&lt;br /&gt;
Then:&lt;br /&gt;
* About 95% of runs will be above: 28.0 − 1.645 × 5.3 ≈ 19 modules&lt;br /&gt;
* About 99% of runs will be above: 28.0 − 2.33 × 5.3 ≈ 16 modules&lt;br /&gt;
&lt;br /&gt;
==== If you define “minimum” as: ====&lt;br /&gt;
* Hard mathematical minimum: 0 modules, always.&lt;br /&gt;
* Expected average with the official 19% skip and 78% package numbers: about 34 common modules per 4500-wave run.&lt;br /&gt;
* Expected average using your observed package rate: about 28 modules per run.&lt;br /&gt;
* Normal “worst case” with official numbers (95% of runs or better): about 25 modules.&lt;br /&gt;
* Normal “worst case” with your observed rates: about 19 modules.&lt;br /&gt;
&lt;br /&gt;
If you want one planning number that reflects your current reality, use:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== User: Does probability change in any way if I do longer runs? ===&lt;br /&gt;
Does probability change in any way if I do longer runs? For example, if I go to an easier level, I can hit up to 5500 waves. If I go to an even easier level, 9000&lt;br /&gt;
&lt;br /&gt;
=== Assistant: You are mixing two things that need to stay separate. ===&lt;br /&gt;
You are mixing two things that need to stay separate.&lt;br /&gt;
The probability per wave does not change with longer runs. Only the spread of results and the total drops change.&lt;br /&gt;
&lt;br /&gt;
Let me clarify.&lt;br /&gt;
&lt;br /&gt;
==== No. ====&lt;br /&gt;
If the game rules stay the same and each wave is independent:&lt;br /&gt;
* Skip chance stays 19 percent.&lt;br /&gt;
* Recovery package chance on a non skipped wave stays 78 percent.&lt;br /&gt;
* Common module chance per package stays 1.2 percent.&lt;br /&gt;
&lt;br /&gt;
So the chance on any single wave is the same whether you do 500, 4500, 5500, or 9000 waves.&lt;br /&gt;
&lt;br /&gt;
What does change:&lt;br /&gt;
* The expected total number of packages and modules goes up in direct proportion to waves.&lt;br /&gt;
* The percent you see in practice (like 51 to 53 percent packages) wobbles less when you have more waves.&lt;br /&gt;
&lt;br /&gt;
Short run: luck can push you high or low.&lt;br /&gt;
Long run: your observed percent gets pulled toward the true rate.&lt;br /&gt;
&lt;br /&gt;
==== I will use your observed rate, since that reflects reality better than the stated 19 percent and 78 percent. ====&lt;br /&gt;
&lt;br /&gt;
From your data:&lt;br /&gt;
* Packages per wave ≈ 1934 / 3732 ≈ 0.518 or 51.8 percent.&lt;br /&gt;
* Common module chance per package = 1.2 percent.&lt;br /&gt;
* So common modules per wave ≈ 0.518 × 0.012 ≈ 0.006216.&lt;br /&gt;
&lt;br /&gt;
Now scale by total waves.&lt;br /&gt;
&lt;br /&gt;
===== - 4500 waves: 4500 × 0.006216 ≈ 28 modules per run. =====&lt;br /&gt;
* 5500 waves: 5500 × 0.006216 ≈ 34 modules per run.&lt;br /&gt;
* 9000 waves: 9000 × 0.006216 ≈ 56 modules per run.&lt;br /&gt;
&lt;br /&gt;
So if the game keeps behaving like your current run, longer runs just mean more modules in a straight line way. About 28 → 34 → 56 as you add more waves.&lt;br /&gt;
&lt;br /&gt;
==== True minimum never changes. It is always 0 modules. You can always get absurdly unlucky. ====&lt;br /&gt;
&lt;br /&gt;
What changes is how unusual that kind of bad run is:&lt;br /&gt;
* With more waves, the distribution tightens around the average.&lt;br /&gt;
* So your “normal worst case” gets closer to the mean in percent, even though the raw gap in module count is a bit bigger.&lt;br /&gt;
&lt;br /&gt;
Rough idea using your observed behavior:&lt;br /&gt;
* At 4500 waves: Mean ≈ 28 modules. A really bad but not insane run might land in the high teens.&lt;br /&gt;
* At 9000 waves: Mean ≈ 56 modules. A really bad run might be in the low 40s.&lt;br /&gt;
&lt;br /&gt;
So:&lt;br /&gt;
* Per wave probability does not improve with longer runs.&lt;br /&gt;
* Longer runs give you more modules on average and make extreme bad luck less common.&lt;br /&gt;
&lt;br /&gt;
If you tell me which level you usually farm and roughly how long a 4500, 5500, or 9000 wave run takes, I can help you choose the sweet spot in modules per hour, not just per run.&lt;br /&gt;
&lt;br /&gt;
=== User: Alright - let&amp;#039;s get deeper. ===&lt;br /&gt;
Alright - let&amp;#039;s get deeper.&lt;br /&gt;
&lt;br /&gt;
Each module can be one of 4 types: cannon, armor, generator, and core. &lt;br /&gt;
Each model that drops can provide me with 18 &amp;quot;shards&amp;quot;&lt;br /&gt;
&lt;br /&gt;
These shards are what I use to level up my higher end modules. &lt;br /&gt;
&lt;br /&gt;
Each module at this point requires up to 3800 shards to level up by 1. &lt;br /&gt;
&lt;br /&gt;
How many waves/runs will  I need to do just to level up my higher end modules&lt;br /&gt;
&lt;br /&gt;
=== Assistant: This is missing one key piece: how many high end modules and how many levels you actually want. ===&lt;br /&gt;
This is missing one key piece: how many high end modules and how many levels you actually want.&lt;br /&gt;
So I will give you the math per +1 level on a single high end module, based on your real observed drops. You can scale it for any number of levels or modules.&lt;br /&gt;
&lt;br /&gt;
I will also treat “module” here as your common modules only, since those are the ones that drop at 1.2% from recovery packages and give 18 shards each.&lt;br /&gt;
&lt;br /&gt;
==== From your run: ====&lt;br /&gt;
* Waves: 3732&lt;br /&gt;
* Packages: 1934&lt;br /&gt;
&lt;br /&gt;
Packages per wave (including skips):&lt;br /&gt;
&lt;br /&gt;
ppkg per wave=1934/3732≈0.518p_{\text{pkg per wave}} = 1934 / 3732 \approx 0.518ppkg per wave​=1934/3732≈0.518&lt;br /&gt;
Package → common module: 1.2%:&lt;br /&gt;
&lt;br /&gt;
pmodule per wave≈0.518×0.012≈0.00622p_{\text{module per wave}} \approx 0.518 \times 0.012 \approx 0.00622pmodule per wave​≈0.518×0.012≈0.00622&lt;br /&gt;
So on average:&lt;br /&gt;
&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
==== Each module gives 18 shards. ====&lt;br /&gt;
&lt;br /&gt;
shards per wave=0.00622×18≈0.112 shards per wave\text{shards per wave} = 0.00622 \times 18 \approx 0.112 \text{ shards per wave}shards per wave=0.00622×18≈0.112 shards per wave&lt;br /&gt;
So:&lt;br /&gt;
&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
==== You said each level costs up to 3800 shards. ====&lt;br /&gt;
&lt;br /&gt;
waves per level=3800/0.112≈33,950 waves\text{waves per level} = 3800 / 0.112 \approx 33{,}950 \text{ waves}waves per level=3800/0.112≈33,950 waves&lt;br /&gt;
Call it:&lt;br /&gt;
&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
==== Use your three run sizes. ====&lt;br /&gt;
&lt;br /&gt;
===== - Shards per run: 4500×0.112≈504 shards4500 \times 0.112 \approx 504 \text{ shards}4500×0.112≈504 shards =====&lt;br /&gt;
* Runs per level: 3800/504≈7.53800 / 504 \approx 7.53800/504≈7.5&lt;br /&gt;
&lt;br /&gt;
So:&lt;br /&gt;
&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
===== - Shards per run: 5500×0.112≈616 shards5500 \times 0.112 \approx 616 \text{ shards}5500×0.112≈616 shards =====&lt;br /&gt;
* Runs per level: 3800/616≈6.23800 / 616 \approx 6.23800/616≈6.2&lt;br /&gt;
&lt;br /&gt;
So:&lt;br /&gt;
&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
===== - Shards per run: 9000×0.112≈1007 shards9000 \times 0.112 \approx 1007 \text{ shards}9000×0.112≈1007 shards =====&lt;br /&gt;
* Runs per level: 3800/1007≈3.83800 / 1007 \approx 3.83800/1007≈3.8&lt;br /&gt;
&lt;br /&gt;
So:&lt;br /&gt;
&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
==== Let: ====&lt;br /&gt;
* LLL = number of levels you want on one high end module&lt;br /&gt;
* MMM = number of high end modules you want to push&lt;br /&gt;
&lt;br /&gt;
Total shard cost:&lt;br /&gt;
&lt;br /&gt;
Total shards≈3800×L×M\text{Total shards} \approx 3800 \times L \times MTotal shards≈3800×L×M&lt;br /&gt;
Given the per run shard rates above, you can do:&lt;br /&gt;
&lt;br /&gt;
runs needed≈3800×L×Mshards per run\text{runs needed} \approx &lt;br /&gt;
\frac{3800 \times L \times M}{\text{shards per run}}runs needed≈shards per run3800×L×M​&lt;br /&gt;
For example, if you wanted +3 levels on 4 modules, at 4500 wave runs:&lt;br /&gt;
* Shard cost = 3800 × 3 × 4 = 45,600&lt;br /&gt;
* Runs ≈ 45,600 / 504 ≈ 90 runs of 4500 waves.&lt;br /&gt;
&lt;br /&gt;
If you tell me how many high end modules you care about and how many levels you want on each, I can plug in the numbers and give you a concrete “you are looking at about X runs at 4500 vs Y at 9000.”&lt;br /&gt;
&lt;br /&gt;
=== User: If I upgraded my recovery package so it increases the chance of dropping a common module from 1.2% to 1.6%. ===&lt;br /&gt;
If I upgraded my recovery package so it increases the chance of dropping a common module from 1.2% to 1.6%. What changes would I see?&lt;br /&gt;
&lt;br /&gt;
Can you calculate the numbers from all the previous requests with this new variable&lt;br /&gt;
&lt;br /&gt;
=== Assistant: This change only affects one thing. ===&lt;br /&gt;
This change only affects one thing.&lt;br /&gt;
You increased the “package → common module” chance. So every number that depends on common modules or shards improves by the same factor.&lt;br /&gt;
&lt;br /&gt;
Old per package: 1.2%&lt;br /&gt;
New per package: 1.6%&lt;br /&gt;
&lt;br /&gt;
Factor increase: 1.6 / 1.2 = 4 / 3 ≈ 1.33&lt;br /&gt;
&lt;br /&gt;
So:&lt;br /&gt;
• Common modules per wave go up by about 33%.&lt;br /&gt;
• Shards per wave go up by about 33%.&lt;br /&gt;
• Waves and runs needed per level go down to about 75% of what they were.&lt;br /&gt;
&lt;br /&gt;
Below are the updated numbers for both cases:&lt;br /&gt;
# Using your observed drop behavior (more realistic)&lt;br /&gt;
# Using the “official” 19% skip and 78% package numbers&lt;br /&gt;
&lt;br /&gt;
==== 1. Using your observed data (the realistic branch) ====&lt;br /&gt;
&lt;br /&gt;
From your run:&lt;br /&gt;
* Waves: 3732&lt;br /&gt;
* Packages: 1934&lt;br /&gt;
* So packages per wave ≈ 1934 / 3732 ≈ 0.5182&lt;br /&gt;
&lt;br /&gt;
===== 1.1. Per wave probabilities =====&lt;br /&gt;
&lt;br /&gt;
Old module chance per wave (1.2% per package):&lt;br /&gt;
* p(module per wave) = 0.5182 × 0.012 ≈ 0.00622&lt;br /&gt;
&lt;br /&gt;
New module chance per wave (1.6% per package):&lt;br /&gt;
* p(module per wave) = 0.5182 × 0.016 ≈ 0.00829&lt;br /&gt;
&lt;br /&gt;
So:&lt;br /&gt;
* Old: about 0.622% of waves give a common module.&lt;br /&gt;
* New: about 0.829% of waves give a common module.&lt;br /&gt;
&lt;br /&gt;
===== 1.2. Expected common modules per run =====&lt;br /&gt;
&lt;br /&gt;
4500-wave run&lt;br /&gt;
* Old: ≈ 27.98 modules&lt;br /&gt;
* New: ≈ 37.31 modules&lt;br /&gt;
&lt;br /&gt;
Call it:&lt;br /&gt;
• Old: about 28 modules&lt;br /&gt;
• New: about 37 modules&lt;br /&gt;
&lt;br /&gt;
5500-wave run&lt;br /&gt;
* Old: ≈ 34.20 modules&lt;br /&gt;
* New: ≈ 45.60 modules&lt;br /&gt;
&lt;br /&gt;
So:&lt;br /&gt;
• Old: about 34 modules&lt;br /&gt;
• New: about 46 modules&lt;br /&gt;
&lt;br /&gt;
9000-wave run&lt;br /&gt;
* Old: ≈ 55.97 modules&lt;br /&gt;
* New: ≈ 74.62 modules&lt;br /&gt;
&lt;br /&gt;
So:&lt;br /&gt;
• Old: about 56 modules&lt;br /&gt;
• New: about 75 modules&lt;br /&gt;
&lt;br /&gt;
===== 1.3. Shards per wave and per run =====&lt;br /&gt;
&lt;br /&gt;
Each module gives 18 shards.&lt;br /&gt;
&lt;br /&gt;
Old shards per wave:&lt;br /&gt;
* 0.00622 × 18 ≈ 0.112 shards per wave&lt;br /&gt;
&lt;br /&gt;
New shards per wave:&lt;br /&gt;
* 0.00829 × 18 ≈ 0.149 shards per wave&lt;br /&gt;
&lt;br /&gt;
So:&lt;br /&gt;
&lt;br /&gt;
4500-wave run&lt;br /&gt;
* Old: 0.112 × 4500 ≈ 504 shards&lt;br /&gt;
* New: 0.149 × 4500 ≈ 672 shards&lt;br /&gt;
&lt;br /&gt;
5500-wave run&lt;br /&gt;
* Old: ≈ 616 shards&lt;br /&gt;
* New: ≈ 821 shards&lt;br /&gt;
&lt;br /&gt;
9000-wave run&lt;br /&gt;
* Old: ≈ 1007 shards&lt;br /&gt;
* New: ≈ 1343 shards&lt;br /&gt;
&lt;br /&gt;
===== 1.4. Waves and runs needed for +1 level (3800 shards) =====&lt;br /&gt;
&lt;br /&gt;
Cost per level: 3800 shards.&lt;br /&gt;
&lt;br /&gt;
Old waves per level:&lt;br /&gt;
* 3800 / 0.112 ≈ 33,948 waves&lt;br /&gt;
&lt;br /&gt;
New waves per level:&lt;br /&gt;
* 3800 / 0.149 ≈ 25,461 waves&lt;br /&gt;
&lt;br /&gt;
So the upgrade cuts the wave requirement to about 75% of the old value.&lt;br /&gt;
&lt;br /&gt;
Convert to runs:&lt;br /&gt;
&lt;br /&gt;
At 4500 waves per run&lt;br /&gt;
* Old shards per run: ≈ 504 • Runs per level: 3800 / 504 ≈ 7.54 runs&lt;br /&gt;
* New shards per run: ≈ 672 • Runs per level: 3800 / 672 ≈ 5.66 runs&lt;br /&gt;
&lt;br /&gt;
So 7–8 runs drop to about 5–6 runs per level.&lt;br /&gt;
&lt;br /&gt;
At 5500 waves per run&lt;br /&gt;
* Old: 3800 / 616 ≈ 6.17 runs&lt;br /&gt;
* New: 3800 / 821 ≈ 4.63 runs&lt;br /&gt;
&lt;br /&gt;
So about 6 runs drop to about 5 runs.&lt;br /&gt;
&lt;br /&gt;
At 9000 waves per run&lt;br /&gt;
* Old: 3800 / 1007 ≈ 3.77 runs&lt;br /&gt;
* New: 3800 / 1343 ≈ 2.83 runs&lt;br /&gt;
&lt;br /&gt;
So just under 4 runs drop to just under 3 runs.&lt;br /&gt;
&lt;br /&gt;
Summary for the realistic branch:&lt;br /&gt;
* Modules per run increase by one third.&lt;br /&gt;
* Shards per wave and per run increase by one third.&lt;br /&gt;
* Runs needed per level drop by about one quarter.&lt;br /&gt;
&lt;br /&gt;
==== 2. Using the “official” mechanics (19% skip, 78% package) ====&lt;br /&gt;
&lt;br /&gt;
Here the game behaves exactly as described:&lt;br /&gt;
* Skip chance: 19%&lt;br /&gt;
* Not skipped: 81%&lt;br /&gt;
* Package on a non skipped wave: 78%&lt;br /&gt;
* So packages per wave: 0.81 × 0.78 = 0.6318&lt;br /&gt;
&lt;br /&gt;
===== 2.1. Per wave module chance =====&lt;br /&gt;
&lt;br /&gt;
Old:&lt;br /&gt;
* p(module per wave) = 0.6318 × 0.012 ≈ 0.00758&lt;br /&gt;
&lt;br /&gt;
New:&lt;br /&gt;
* p(module per wave) = 0.6318 × 0.016 ≈ 0.01011&lt;br /&gt;
&lt;br /&gt;
===== 2.2. Modules per run =====&lt;br /&gt;
&lt;br /&gt;
4500-wave run&lt;br /&gt;
* Old: 4500 × 0.00758 ≈ 34.12 modules&lt;br /&gt;
* New: 4500 × 0.01011 ≈ 45.49 modules&lt;br /&gt;
&lt;br /&gt;
5500-wave run&lt;br /&gt;
* Old: ≈ 41.70 modules&lt;br /&gt;
* New: ≈ 55.60 modules&lt;br /&gt;
&lt;br /&gt;
9000-wave run&lt;br /&gt;
* Old: ≈ 68.23 modules&lt;br /&gt;
* New: ≈ 90.98 modules&lt;br /&gt;
&lt;br /&gt;
===== 2.3. Shards and waves per level =====&lt;br /&gt;
&lt;br /&gt;
Shards per wave:&lt;br /&gt;
* Old: 0.00758 × 18 ≈ 0.1365 shards&lt;br /&gt;
* New: 0.01011 × 18 ≈ 0.1820 shards&lt;br /&gt;
&lt;br /&gt;
Waves per level:&lt;br /&gt;
* Old: 3800 / 0.1365 ≈ 27,845 waves&lt;br /&gt;
* New: 3800 / 0.1820 ≈ 20,884 waves&lt;br /&gt;
&lt;br /&gt;
Again the same pattern: about one third more shards per wave, about one quarter fewer waves per level.&lt;br /&gt;
&lt;br /&gt;
==== What this means in plain terms ====&lt;br /&gt;
&lt;br /&gt;
Using your real observed rates:&lt;br /&gt;
* Old: about 7–8 runs of 4500 waves per level.&lt;br /&gt;
* New: about 5–6 runs of 4500 waves per level.&lt;br /&gt;
&lt;br /&gt;
Or:&lt;br /&gt;
* Old: about 3.8 runs of 9000 waves per level.&lt;br /&gt;
* New: about 2.8 runs of 9000 waves per level.&lt;br /&gt;
&lt;br /&gt;
If you tell me how many high end modules and how many levels you want on each, I can translate this into a total “grind budget” with the upgrade vs without it.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:ChatGPT Shares]]&lt;br /&gt;
[[Category:openai]]&lt;/div&gt;</summary>
		<author><name>Lukegao</name></author>
	</entry>
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