Following up on what Guppy said (warning, Theo-length post incoming) ...
I built a genetic algorithm, and had it start simulating thousands upon thousands of build batches, using different 'DNA' for the trains. A couple things stood out to me. 1) The genes that kept getting 'selected', were training past the optimal crossover points. 2) They almost always chose either 1 early boost, or 5. Almost none of the 'selected' ones, skipped the early boosts entirely ...
Kind of flew in the face of what I had been thinking, all this time. Both points 1 + 2, made me step back and ask WTF is going on. But there's a few reasons that made it make more sense. The ~53-61 range is a BIG part of it though.
Training crossover points obviously change slightly depending how many enhances you go for early. RE: MandyRoss, it's a helpful guide, but also a bit of a trap. You do NOT want to aim for the exact cross over point (Like 56% train on intense = 28% in the second cap, the 2:1 ratio). Why? Because MandyRoss is giving you a snapshot, of that training value in a VACUUM. A snapshot of that one moment in time, what the training is worth in SP value.
It's not considering how FAR you're going to take it, eventually.You want to go PAST the crossover point. Even ignoring the value it gains from what you're going to add to it later (SP, ALGs, further trains) but also because you're probably not just training ONCE in that next cap ... So that value you're comparing it to, is also going to drop. If you're jumping the second it goes higher value in the next cap - you're actually short changing yourself, some solid value trains.
Let's assume x3 training enhancement primary, and intense at the start:
31: .6 value per train 49: .6 value per train. Exact crossover point is 31 (could have a fraction, but dealing with integers cuz I'm lazy)
But look at the next cap. 49 = .60, 50 = .60, 51 = .58, 52 =
.52 Big drop off at 52+.
Then the third cap: 61 + 62 = .54, 63-65 = .51 The entire third cap, is negative from the start, compared with 4th cap ...
Then fourth cap: 68-70 = .56, 71-73 = .52
The whole fifth cap, is exactly .5 with x3. 6cap, starts at .54. 7cap .63, and it just climbs from there. The "U" shape of the chart.
TL;DR: Train a little past the exact crossover point, because a lot of the following caps go 'bad' fast. 3rd and 5th caps, are instantly negative when reaching them. Vast majority of 52-61 is some of the worst training values in the whole build, even if I'd personally go 53-54 at .52 and .50, if 'slow' boosting, but 55+ plummets again to .46, and should be avoided like the plague. That part explains why 5x early boost works. Especially for extreme primary builds. You're jumping to 68, and getting past the 'bullshit' trains part that much sooner.
Final thoughts: Some of the builds on the original Marauders squad, we've failed in the cycles since then to hit those build values. The mix of no initial boosts, x1, x3, and x5 we took on those ... it's mostly the x3 / x5 ones, we haven't been able to hit those numbers again. So x5 ... isn't strictly a 'win now' move. It actually IS an advantage for a decent amount of builds, especially things like spdWR, blzCB, QB, K, P, immovable object NT, etc. Anything where the primary is going sky high.
Just thought I'd share the insights. That genetic algorithm was more my own 'math/code nerd' wanting to throw together a project using them, more than trying to really gain a competitive advantage. Squeezing out a few more SP value, doesn't win more games. Coordinating does. So... CHEERS! And good luck in S119.
