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+ | [[File:Operations.png|right|120px]] |
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− | {{Under Construction}} |
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− | '''Operations''' is a simple [[game mode]] in which a |
+ | '''Operations''' is a simple [[game mode]] in which a hero can be assigned to "operations" for a set period of time. Beyond the initial assignment, Operations do not require further player input, and they do not consume [[Stamina]]. Heroes are unable to be put on teams or used for other game modes while they are assigned to an Operation. |
− | There are 3 Operation slots; only 3 Operations can be undertaken at once, even if you have more |
+ | There are 3 Operation slots; only 3 Operations can be undertaken at once, even if you have more heroes. There are minimum [[Threat]] ratings required for all Operations except the first. Once your hero has returned from an operation, tap the operation slot to gain the rewards - and you can choose to "continue" to close the window, or "repeat" to immediately send the same hero to the same operation again. |
− | Operations have a |
+ | Operations have a chance of yielding level 1 gear, gems, and [[Firestorm]] shards |
− | [[Catwoman]] and [[Master Thief Catwoman]] |
+ | [[Catwoman]] and [[Master Thief Catwoman]]'s passives give them 6%/7%/8%/9%/10% and 6%/7.5%/9%/10.5%/12% bonus credits on Operations, stacking multiplicatively with Operation upgrades. |
+ | Shorter operations offer more credits and experience per hour, although they are more of a hassle. Additionally, doing multiple short operations instead of a long one allows you to complete the Operations level [[Achievements]] faster. |
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{| class="wikitable" style="text-align:center" |
{| class="wikitable" style="text-align:center" |
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!Operation |
!Operation |
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! Threat required |
! Threat required |
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− | ! Credits earned |
+ | ! Credits earned (lvl 0) |
+ | !Credits Earned (lvl 20) |
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− | ! Duration |
+ | ! Duration (lvl 0) |
+ | !Duration (lvl 20) |
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+ | !XP yielded (lvl 0) |
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+ | !XP yielded (lvl 20) |
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|- |
|- |
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|Patrol: Metropolis |
|Patrol: Metropolis |
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|1 |
|1 |
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− | |260 |
+ | |260 (8.67/min) |
+ | |325 (13/min) |
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− | |30 minutes |
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+ | |30 mins |
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+ | |24 mins 59 secs |
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+ | |160 (5.33/min) |
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+ | |200 (8/min) |
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|- |
|- |
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|Direct Action: Arkham Asylum |
|Direct Action: Arkham Asylum |
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|1,000 |
|1,000 |
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− | |500 |
+ | |500 (8.33/min) |
+ | |625 (12.5/min) |
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− | |1 |
+ | |1 hr |
+ | |49 mins 59 secs |
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+ | |300 (5/min) |
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+ | |375 (7.5/min) |
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|- |
|- |
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|Strategic Recon: Gorilla City |
|Strategic Recon: Gorilla City |
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|2,000 |
|2,000 |
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− | |715 |
+ | |715 (7.94/min) |
+ | |894 (11.92/min) |
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− | |1 hour 30 minutes |
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+ | |1 h 30 mins |
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+ | |1 hr 14 mins |
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+ | |425 (4.72/min) |
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+ | |531 (7.08/min) |
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|- |
|- |
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|Internal Defense: Atlantis |
|Internal Defense: Atlantis |
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|2,300 |
|2,300 |
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− | |950 |
+ | |950 (7.92/min) |
+ | |1188 (11.88/min) |
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− | |2 hours |
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+ | |2 hrs |
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+ | |1 hr 39 mins |
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+ | |550 (4.58/min) |
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+ | |688 (6.88/min) |
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|- |
|- |
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|Search and Rescue: Kahndaq |
|Search and Rescue: Kahndaq |
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|2,500 |
|2,500 |
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− | |1,355 |
+ | |1,355 (7.53/min) |
+ | |1694 (11.29/min) |
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− | |3 hours |
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+ | |3 hrs |
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+ | |2 hrs 29 mins |
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+ | |785 (4.36/min) |
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+ | |981 (6.54/min) |
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|- |
|- |
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|Investigation: Fortress of Solitude |
|Investigation: Fortress of Solitude |
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|3,000 |
|3,000 |
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− | |1,715 |
+ | |1,715 (7.15/min) |
+ | |2144 (10.72/min) |
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− | |4 hours |
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+ | |4 hrs |
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+ | |3 hrs 19 mins |
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+ | |995 (4.15/min) |
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+ | |1244 (6.22/min) |
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|- |
|- |
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|Retrieval: Red Sun Prison |
|Retrieval: Red Sun Prison |
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|3,600 |
|3,600 |
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− | |2,445 |
+ | |2,445 (6.79/min) |
+ | |3056 (10.18/min) |
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− | |6 hours |
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+ | |6 hrs |
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+ | |4 hrs 59 mins |
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+ | |1415 (3.93/min) |
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+ | |1769 (5.89/min) |
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|- |
|- |
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|Search and Destroy: Argo Labs |
|Search and Destroy: Argo Labs |
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|4,000 |
|4,000 |
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− | |4,645 |
+ | |4,645 (6.45/min) |
+ | |5806 (9.67/min) |
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− | |12 |
+ | |12 hrs |
+ | |9 hrs 59 mins |
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+ | |2690 (3.82/min) |
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+ | |3363 (5.6/min) |
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|} |
|} |
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=== Upgrades === |
=== Upgrades === |
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− | Operations can be upgraded a total of 20 times, each upgrade increasing by 5% one factor in all operations (credits yielded, XP yielded, chance of dropped gear |
+ | Operations can be upgraded a total of 20 times, each upgrade increasing by 5% one factor in all operations (credits yielded, XP yielded, chance of dropped gear, chance of dropped gems, completion speed). |
{| class="article-table" |
{| class="article-table" |
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|- |
|- |
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|13 |
|13 |
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− | | |
+ | |200 |
+ | |<nowiki>+20% XP</nowiki> |
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− | | |
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|- |
|- |
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|14 |
|14 |
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− | | |
+ | |250 |
+ | |<nowiki>+20% Completion Speed</nowiki> |
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− | | |
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|- |
|- |
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|15 |
|15 |
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− | | |
+ | |250 |
|<nowiki>+10% Gear Chance </nowiki> |
|<nowiki>+10% Gear Chance </nowiki> |
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|- |
|- |
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It is recommended that you upgrade your operations as early as possible, as it seems getting gems without any gem upgrade is rare, and it will happen noticeably more frequently with even just the first upgrade. (Likely this means that the default chance* is low and that each stated increase in drop chance is an additive increase, i.e. 1% becoming 6%.) Each upgrade to completion speed is also functionally an upgrade to gem yield for time-savvy players. |
It is recommended that you upgrade your operations as early as possible, as it seems getting gems without any gem upgrade is rare, and it will happen noticeably more frequently with even just the first upgrade. (Likely this means that the default chance* is low and that each stated increase in drop chance is an additive increase, i.e. 1% becoming 6%.) Each upgrade to completion speed is also functionally an upgrade to gem yield for time-savvy players. |
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− | (*It's possible that different duration operations have different base rates. In any case, a longer duration operation that yields gems will not on average yield more gems than a shorter operation that yields gems. Confirmed possible yield amounts are 10 & |
+ | (*It's possible that different duration operations have different base rates. In any case, a longer duration operation that yields gems will not on average yield more gems than a shorter operation that yields gems. Confirmed possible yield amounts are 10, 20, & 30, 30 being rare.) |
+ | |||
+ | Operation rewards are calculated when opened, not when the operation was started. For instance, it is possible to obtain [[Heartbreaker Harley Quinn]] shards even if the operations are started before her release, if opened after. |
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+ | |||
+ | Prior to Heartbreaker Harley Quinn, operations have a chance to yield [[Master Thief Catwoman]] shards instead. The latter has since been moved to the [[Basic Chest]], and is the only gold hero whose shards can be found in it. |
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+ | |||
+ | Firestorm now has shards appearing in Operations, completely replacing Master Thief Catwoman and Heartbreaker Harley Quinn. |
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+ | {{Game modes}} |
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[[Category:Game Modes]] |
[[Category:Game Modes]] |
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+ | [[Category:Injustice 2 Mobile]] |
Revision as of 19:09, 8 October 2019
Operations is a simple game mode in which a hero can be assigned to "operations" for a set period of time. Beyond the initial assignment, Operations do not require further player input, and they do not consume Stamina. Heroes are unable to be put on teams or used for other game modes while they are assigned to an Operation.
There are 3 Operation slots; only 3 Operations can be undertaken at once, even if you have more heroes. There are minimum Threat ratings required for all Operations except the first. Once your hero has returned from an operation, tap the operation slot to gain the rewards - and you can choose to "continue" to close the window, or "repeat" to immediately send the same hero to the same operation again.
Operations have a chance of yielding level 1 gear, gems, and Firestorm shards
Catwoman and Master Thief Catwoman's passives give them 6%/7%/8%/9%/10% and 6%/7.5%/9%/10.5%/12% bonus credits on Operations, stacking multiplicatively with Operation upgrades.
Shorter operations offer more credits and experience per hour, although they are more of a hassle. Additionally, doing multiple short operations instead of a long one allows you to complete the Operations level Achievements faster.
Operation | Threat required | Credits earned (lvl 0) | Credits Earned (lvl 20) | Duration (lvl 0) | Duration (lvl 20) | XP yielded (lvl 0) | XP yielded (lvl 20) |
---|---|---|---|---|---|---|---|
Patrol: Metropolis | 1 | 260 (8.67/min) | 325 (13/min) | 30 mins | 24 mins 59 secs | 160 (5.33/min) | 200 (8/min) |
Direct Action: Arkham Asylum | 1,000 | 500 (8.33/min) | 625 (12.5/min) | 1 hr | 49 mins 59 secs | 300 (5/min) | 375 (7.5/min) |
Strategic Recon: Gorilla City | 2,000 | 715 (7.94/min) | 894 (11.92/min) | 1 h 30 mins | 1 hr 14 mins | 425 (4.72/min) | 531 (7.08/min) |
Internal Defense: Atlantis | 2,300 | 950 (7.92/min) | 1188 (11.88/min) | 2 hrs | 1 hr 39 mins | 550 (4.58/min) | 688 (6.88/min) |
Search and Rescue: Kahndaq | 2,500 | 1,355 (7.53/min) | 1694 (11.29/min) | 3 hrs | 2 hrs 29 mins | 785 (4.36/min) | 981 (6.54/min) |
Investigation: Fortress of Solitude | 3,000 | 1,715 (7.15/min) | 2144 (10.72/min) | 4 hrs | 3 hrs 19 mins | 995 (4.15/min) | 1244 (6.22/min) |
Retrieval: Red Sun Prison | 3,600 | 2,445 (6.79/min) | 3056 (10.18/min) | 6 hrs | 4 hrs 59 mins | 1415 (3.93/min) | 1769 (5.89/min) |
Search and Destroy: Argo Labs | 4,000 | 4,645 (6.45/min) | 5806 (9.67/min) | 12 hrs | 9 hrs 59 mins | 2690 (3.82/min) | 3363 (5.6/min) |
Upgrades
Operations can be upgraded a total of 20 times, each upgrade increasing by 5% one factor in all operations (credits yielded, XP yielded, chance of dropped gear, chance of dropped gems, completion speed).
Level | Gem Cost | Total % Factor Modified |
---|---|---|
1 | 25 | +5% Credits |
2 | 25 | +5% XP |
3 | 50 | +5% Completion Speed |
4 | 50 | +10% Credits |
5 | 75 | +10% XP |
6 | 100 | +15% Credits |
7 | 100 | +10% Completion Speed |
8 | 100 | +15% XP |
9 | 125 | +15% Completion Speed |
10 | 125 | +5% Gear Chance |
11 | 150 | +5% Chance of Gems |
12 | 150 | +20% Credits |
13 | 200 | +20% XP |
14 | 250 | +20% Completion Speed |
15 | 250 | +10% Gear Chance |
16 | 250 | +10% Chance of Gems |
17 | 250 | +25% Credits |
18 | 250 | +25% XP |
19 | 250 | +15% Gear Chance |
20 | 250 | +15% Gem Chance |
It is recommended that you upgrade your operations as early as possible, as it seems getting gems without any gem upgrade is rare, and it will happen noticeably more frequently with even just the first upgrade. (Likely this means that the default chance* is low and that each stated increase in drop chance is an additive increase, i.e. 1% becoming 6%.) Each upgrade to completion speed is also functionally an upgrade to gem yield for time-savvy players.
(*It's possible that different duration operations have different base rates. In any case, a longer duration operation that yields gems will not on average yield more gems than a shorter operation that yields gems. Confirmed possible yield amounts are 10, 20, & 30, 30 being rare.)
Operation rewards are calculated when opened, not when the operation was started. For instance, it is possible to obtain Heartbreaker Harley Quinn shards even if the operations are started before her release, if opened after.
Prior to Heartbreaker Harley Quinn, operations have a chance to yield Master Thief Catwoman shards instead. The latter has since been moved to the Basic Chest, and is the only gold hero whose shards can be found in it.
Firestorm now has shards appearing in Operations, completely replacing Master Thief Catwoman and Heartbreaker Harley Quinn.
Game modes | |
---|---|
Campaign • Operations • Arena • Challenge • Story • Raids • Resource missions • Champions Arena |