The simple choice is just using 35% off normal Service Cost.
Here's the math:
100% x (.75 x .867) = 100% x (.65025) = 65% (aka a 35% reduction from from 100%)
The simple choice is just using 35% off normal Service Cost.
Here's the math:
100% x (.75 x .867) = 100% x (.65025) = 65% (aka a 35% reduction from from 100%)
I ran the numbers for post-change.
Non-Premium:
Base Credits: 29,371
Service Cost: -41,437
Ammunition: -4,800
Credit Bonus: 1,468
Total Credits: -15,397 (5,483 more Credits)
Premium Time:
Base Credits: 44,057
Service Cost: -41,437
Ammunition: -4,800
Credit Bonus: 2,202
Total Credits: 22 (7848 more Credits)
One thing that's not mentioned much is that we are adjusting the "baseline expected credits". Let me see if I can cut/paste the section from the DevBlog and give a basic explainer (it's new to me so staying simple).
This part in the DevBlog states that we're increasing the lower end of earnings to help it more easily achieve an expected amount of credits. The addition on the bottom end (meaning more consistent credits on whole) means we've slightly shifted down the threshold on diminished earnings to compensate.
@Slimeball91 Had to edit the Premium Time section. I copied the +5% Credit Bonus from the non-Premium and it threw the numbers off on my original estimation.
The general conversion from Current to Post-Conversion is:
[Current Credits] x 1.125 = [New Credits]
[Base Service Cost for Random Battles] x .65 = [Base Service Cost for Co-Op Battle]
[Base S.C. for Co-Op] x [Clan S.C. Reduction Bonus] = [Final S.C. for Co-Op]
Ammo is the same
Remember to factor the new +Credits from the Permacamo post Conversion
Total up for [Total]
That works for the Permacamo only Now/Then comparisons.