About: Stockpiling Las Vegas Consumables   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Each district in Las Vegas has a progress path which requires possessing a consumable loot item before the "consumer" job may be performed. This loot items may be obtained by performing a "producer" job earlier in the progress path. During normal job path progression, the number of consumable loot items produced is insufficient to cover the needs of the of the consumer job. This results in needing to do the producer job beyond the point of 100% mastery to cover the shortage of consumable loot. If one waits to repeat the producer job only when the short fall arises, then the consumable loot will be gained at the energy costs of the current level of tier mastery. This becomes expensive in terms of the energy needed as the energy costs per job increase with each mastered tier. A better strate

AttributesValues
rdfs:label
  • Stockpiling Las Vegas Consumables
rdfs:comment
  • Each district in Las Vegas has a progress path which requires possessing a consumable loot item before the "consumer" job may be performed. This loot items may be obtained by performing a "producer" job earlier in the progress path. During normal job path progression, the number of consumable loot items produced is insufficient to cover the needs of the of the consumer job. This results in needing to do the producer job beyond the point of 100% mastery to cover the shortage of consumable loot. If one waits to repeat the producer job only when the short fall arises, then the consumable loot will be gained at the energy costs of the current level of tier mastery. This becomes expensive in terms of the energy needed as the energy costs per job increase with each mastered tier. A better strate
dcterms:subject
abstract
  • Each district in Las Vegas has a progress path which requires possessing a consumable loot item before the "consumer" job may be performed. This loot items may be obtained by performing a "producer" job earlier in the progress path. During normal job path progression, the number of consumable loot items produced is insufficient to cover the needs of the of the consumer job. This results in needing to do the producer job beyond the point of 100% mastery to cover the shortage of consumable loot. If one waits to repeat the producer job only when the short fall arises, then the consumable loot will be gained at the energy costs of the current level of tier mastery. This becomes expensive in terms of the energy needed as the energy costs per job increase with each mastered tier. A better strategy is to create a stockpile of consumable items while in the bronze tier when the energy costs are the lowest.
Alternative Linked Data Views: ODE     Raw Data in: CXML | CSV | RDF ( N-Triples N3/Turtle JSON XML ) | OData ( Atom JSON ) | Microdata ( JSON HTML) | JSON-LD    About   
This material is Open Knowledge   W3C Semantic Web Technology [RDF Data] Valid XHTML + RDFa
OpenLink Virtuoso version 07.20.3217, on Linux (x86_64-pc-linux-gnu), Standard Edition
Data on this page belongs to its respective rights holders.
Virtuoso Faceted Browser Copyright © 2009-2012 OpenLink Software