A Practical EnMusic Event Guide

Other useful references:
EnMusic Score Mechanics -- A look at how high scores work.
EnMusic Card Reference -- 5☆ cards sorted by various relevant metrics for teambuilding.

For any concerns or corrections, you can contact the guide author on Twitter at @joltcounting.

Version: 1.7
Revised some of my comments on going higher than 3.5m and on event bonus efficiency.
(From experience.)

Credits
Adissa (@Adissa_39), whose Twitter thread directly inspired this guide.
Looks after rainbows (@doublerainbow82), Lisaw (@Soulirus), and @iridesenescence for always translating tour event missions.
kikan_zyuu (@kikan_zyuuu) and Asakoto (@Asakoto1849) for their event point calculators.
@gradualcolors for high-quality icon assets.
izunyan (@izmgw) for the mathematics of whether event scouting is worth it or not.
The game website for extra information.
The people who quality-checked my work.
Rentry for hosting this guide, and imgur for hosting images.

Disclaimers
This guide can be reproduced in part or full as long as attribution is given to the original author(s).
Please retain the version number / changelog and this section verbatim (i.e., as-is).
If any guides plagiarize this resource without proper credit and claim to be the original, please refer to the original publishing timestamp at the bottom of the original guide as proof of its being the earliest version possible.
Generally speaking, information in this guide is to be considered "common knowledge", so "plagiarism" would mean copying the information verbatim or extremely close to it. Don't just re-state the information presented here -- build on it and make a better guide instead!

While this guide is focused on being efficient, people aren't robots.
You're going to have to sleep eventually, so remember to take breaks, and make up any wasted BP with extra diamonds if you have to. In the end, it's still only a somewhat-casual game.
You don't have to follow absolutely everything -- it just saves more currency the more things you can do.

This was expanded from a short Twitter thread.
It's mostly incoherent number crunching, so I probably wouldn't bother with reading it, even if you want a condensed version.

Ensemble Stars! and its related copyrights are properties of their respective owners.
I do not claim to own any of these rights.

While the information described in this guide should be generally applicable regardless of your progression or team strength, in general it's assumed that you have complete or half-completed teams for all four card / song colors (Sparkle / Brilliant / Flash / Glitter).
Minor differences in event point gain may cost / save you a few extra diamonds depending on how strong / weak your teams are and how often you rank up.

--FAQ--

Q: What's this?
A guide compiling various pieces of knowledge and advice about events in Music, with a focus on getting the 5☆ cards featured in each.
Contains everything from mathematical rambling to practical tips on efficient play.

Q: Why?
Because there's no getting around the fact that you're crushing diamonds to get 3.5 million points (and beyond), one way or another.
Because less diamonds used on events means more diamonds used on the lie that is rate-up, and you need every last one.
Because your dedication can be quantified with a Top 100 event point ranking.
And because as much as we hate this system, ranking 5☆ cards deserve to stay in hell where they belong.

Q: I didn't see <this tip> mentioned in this guide.
I'll add anything that seems logically sound, but I definitely don't claim to know everything about the game.
Shoot me a DM if you think something really helpful is missing.

Q: What about a guide for Basic events?
I have no idea whatsoever what I'm doing in Basic. Sorry.

Q: TL;DR of this guide?
Only spend diamonds on event scout 5☆s if you really like them. The bonus isn't efficient if you're only going for 3.5m.
Save a megaphone from the last event and pop it just right before maintenance starts for the next one.
For extra efficiency, stay close to a rank-up right before the event starts as well.
Get and use the event work outfits as soon as possible.
Don't just spam IMMORAL WORLD if you want to really get the most points per BP -- make use of color and unit bonuses based on your card collection.
Don't play on 10 BP unless you're really diving into hell (i.e., 7.5m or higher).


--TABLE OF CONTENTS--


General Information

Introduction

If you're reading this guide, you're probably already aware of everything I have to say below as preamble, but some justification is useful.

Events in Ensemble Stars!! are one of the two main ways to collect characters' cards (the other being scouting). Apart from card collection, events often introduce new stories relevant to character / unit lore, and -- depending on the event's type -- even introduce new songs into the game.

As with most other games of this type, playing events is incentivized by other rewards as well: there are a lot of status pieces up for grabs to upgrade your team with, diamonds to hoard for the next time you're scouting, and special participation titles you can display on your profile for getting a high rank in the event. But where EnStars differs from quite a few competitors (e.g., Bandori, Project Sekai) is that its event rewards also happen to include 5☆ character cards -- and also unlike other games that include highest-rarity items in their events, they aren't "welfare 5☆s/SSRs" by any means; in fact, they're just as good as 5☆ cards you can roll from scouting.

As you can probably guess -- yes, they aren't that easy to get, and you definitely won't get them by playing casually. Well, maybe you can in Basic -- it's much easier to accumulate event points there, the rate of conversion on diamonds -> LP is much cheaper, there's also the Sunday EXP course which you'll get to spam at least once per event, and the first copy of a 5☆ card only takes a measly 1,100,000 event points to get.

In Music, the first copy of a 5☆ appears at more than triple that: at 3,500,000. (note: the first 5☆ in a tour event appears at 3,000,000). Without refreshing BP using diamonds or point bonuses from event scouts, you can expect to end an event at around ~1,500,000, which isn't even half of that number. And that's assuming you don't let your BP overflow.

There is no getting around the simple facts: you have to spend diamonds to get to 3,500,000 and higher. That's diamonds you could be using to scout. Yes, it sucks. But on the other hand:

  • As I've mentioned, these 5☆s are just as good as scouted 5☆s in terms of stats, and unlike scouting 5☆s, you can guarantee an event 5☆ given enough diamonds. (Note: yes, there's a pity counter now for sparking, but for the diamonds it takes to roll 300 times, you could max out an event 5☆ and then some.)
  • That card art is pretty and you NEED it. And it's your favorite unit's event. How can you not?

That being said, yes, having to burn your precious diamonds will suck. The point of this guide will be (mostly) about making the whole process suck as little as possible by doing everything we can to waste as few diamonds as possible. (Even for tour events, which don't actually require you to use diamonds at all if you play them well.)

And honestly, while this is still pretty grindy and annoying, at least ranking 5☆ cards are still rotting in hell where they belong.

Preparation

eventpreview

Events are typically announced on the 12th and 27th (25th during Februarys) of every month, at 15:00 JST, and begin exactly three or four days from that time. The type and number of 5☆ cards shown in the preview will clue you in as to what type of event it is. But we'll get into preparing for specific event types later on their respective segments.

There's a few other things you can do to prepare for events -- and I'll cover them in this section since they'll apply to both types.

Lifehacks

megaphone

Firstly, say hello to the Megaphone! Please get acquainted with this item. Similar to smoothies in Basic, which recover 10 LP, and their predecessor from the ! version, sports drinks, which recovered 5 LP, Megaphones instantly recover 10 BP, and on your way to 3.5m event points, three of these will be given out as rewards -- one at 1,050,000 (usually), another at 2,550,000, and a third at around 3,000,000. Why am I mentioning these?

megaphone_event_pt

The plan here is to save one Megaphone from the previous event if you can -- even if you don't know what the next event is. If you're suspecting that your favorite unit / character is going to be in an event very soon AND you don't care enough about the current event to go all in (or it's a tour event and you're just getting the free 5☆ and bailing), you should probably save one of these.

If you're not refreshing or don't have any event point bonuses, this means you'll have to save the Megaphone that appears at 1m event points. Veterans of Basic / the original app will know a similar trick: Sports Drinks, which expired in your inventory immediately as the next event started, could actually be stockpiled if they were left in your inbox, instantly giving you extra LP to start with.

This trick doesn't work anymore in Basic / Music, since these items are now set to expire in your inbox before the next event starts. That being said, it's not impossible to improvise! On the day before an event starts, do these things:

  • If you're at 10 BP, start and finish any action that takes up 1 BP (e.g., playing a live, doing idol work with 1 BP).
  • Use your Megaphone!

This lets you start off the event with an effective 19 BP. That's already 18 diamonds saved from a refresh. A few catches, though:

  • You cannot use whistles to do the same thing. Whistles will only allow you to refill back up to 10 BP -- the idea is to overflow.
  • Game maintenance for each event always starts four hours before the event begins. You won't be able to access the game during this time, so you'll have to do this before each maintenance period starts.

While 19 BP is nice, we can do a bit better. Remember how you refill BP and Work Tickets every time you rank up?

rankup_abuse

By intentionally avoiding playing when you're close to ranking up, you can play your first song at 10 BP, rank up, and immediately get ten more -- that's an effective 29 BP to start the event with. 19 extra BP -- that's already saved 38 diamonds.

Generally speaking, this doesn't mean you have to skip out on playing during the post-event period! Before ~Rank 100, it's still possible to rank up about three times in the week between events (if you play often), but this rank growth will gradually slow as your rank increases. The important thing is to slow down as the event's start gets closer.

Event Scout Bonuses, and Calculators

Disclaimer:

The numbers presented in this section vary depending on your rank, your high score in Lives, and any ongoing promotions (such as birthdays) which will award additional diamonds. They are intended to give general estimates and are NOT 100% accurate. To get a better picture of how many diamonds you specifically will need, consider using an event calculator.

event_scout

As with competing rhythm games, EnStars has cards which boost event point gain. Unlike competing rhythm games, those cards are not the cards of characters appearing in the event, and they are not the cards that match the color of the event song either. Instead, to incentivize you to waste your diamonds (and fund yet another private yacht for Akira), these cards are new cards that release alongside every event, and which you'll have to roll if you want any bonuses whatsoever.

Unsurprisingly, the higher the rarity of the card, the stronger the bonus. Duplicates of each card increase the bonus even more, as shown below.

Rarity of card 1st copy 2nd copy 3rd copy 4th copy 5th copy
3☆ 1% 2% 3% 4% 5%
4☆ 5% 15% 25% 35% 50%
5☆ 20% 45% 75% 100% 150%

Not that these numbers mean anything on their own. The important question is this: if you want to get one copy of the event 5☆, should you roll? Probably not. At least, not if you care about using the fewest diamonds possible.

To explain why not, it's probably just better to pull up a calculator and show you. For this example, I'll be using a basic spreadsheet calculator by @kikan_zyuuu. While there's a few other really good event calculators out there, like Asakoto's webapp calculator, I'll be using the more basic one in this section to cut out any unnecessary noise from my explanation.

If you learn nothing else from this guide, learn to use event calculators! They'll tell you exactly how many diamonds you still need to use, how much BP you still need to burn, and how many times you'll rank up based on the BP you use every time you play a song.

Now onto the math.

Event Scouts: Should You Roll?

A reminder: each 10-roll costs 350 diamonds. Assuming you're not an ungodly lucksack who gets the event 4☆ and 5☆ in two consecutive rolls, it's probably just better to assume that you're 10-rolling. That means that in order to break even, your scouting bonus must save you from spending more than 350 diamonds.

Additionally, cards from the event scout will almost always have a color that does not match the event song. This means that trying to stick them into your Live team is probably going to tank your live score, and lower your point gain as a result. What this means is that if you want to maximize your high score, your bonus cards will almost always be in your two support slots. For this reason, the calculations below will only show the bonus for up to two cards at a time.

For this example, here's a calculation I did for personal reasons a few months ago. The base value for diamonds required in this set of calculations was 643, and the numbers displayed below are the differences made by having event scout cards of each rarity. Let's see what happens if you happen to roll the event 5☆ and nothing else:

Fig. 1: Diamonds saved from event 5☆ card bonus.

5_star_bonus

With 342 diamonds required in total down from 643, that's 301 diamonds saved. Not enough. Suppose you also have a copy of the event 3☆. They're not too difficult to get, right?

Fig. 2: Diamonds saved from combined event 5☆ and 3☆ card bonus.

5_3_star_bonus

That's 313 diamonds saved. Still not enough. Let's move into lucksacker territory. What if you rolled both the 4☆ and the 5☆ in one shot?

Fig. 3: Diamonds saved from combined event 5☆ and 4☆ card bonus.

5_4_star_bonus

365 diamonds saved. That's more efficient by 15 diamonds. But like I've said: that requires you to get really lucky. And if you're not lucky... you're suddenly down 350 diamonds (or worse) that you could have used to get the 5☆ without the bonus.

Long story short? If you're going for 3.5m, only roll the event scout if it's for a character you like. The bonus is just that -- a bonus.

Beyond 3,500,000, things get a lot trickier. Each successive milestone for an extra 5☆ will cost you roughly 2000 extra diamonds without the bonus. One event scout 5☆ can save about 700 diamonds at this point, increasing by ~350 diamonds for successive milestones. At that point, yes, you probably might want to roll the scout and spare yourself the Sisyphean trouble of ranking that high without help.

If you're interested in some risk vs. reward calculations and wouldn't mind just having the 4☆, additional calculations can be found in the appendix.

Unit Events

unit_pv

Song / MV events can be distinguished in the event preview page by having only one 5☆ card. It doesn't matter whether the unit involved is an actual, established unit or one of the "shuffle" units -- they'll both operate in basically the same way.

Apart from basic event information, the most practical thing you can learn from the preview page is the color of the event song, which is the same as the color of the 5☆ card. Seeing as event previews will always go live while a LiveFes is ongoing, this helps with prioritizing which of your cards you should upgrade first, and by extension which songs you're going to be spamming for status pieces.

The first 5☆ card in a song event is obtained at 3,500,000 event points, and reaching this magic number will be the main focus of this guide.

Firstly, let's get a baseline number for how many diamonds you'll need. Using Asakoto's calculator, let's plug in a few stats which an intermediate / advanced player should be able to achieve.

base_value_int

These parameters assume a few things: a decently-upgraded Office, the ability to achieve S+ score on any one Expert song and on the event song, and that you're playing normally and not doing the event-exclusive work. This gives us the following numbers:

base_calc_int

That's 31 rolls' worth of diamonds. While that looks like a lot, this calculation doesn't factor in the 30 whistles and 3 megaphones you can get from event point rewards. Let's add in the extra 19 BP we got from the Lifehacks section too...

second_calc_int

Much better. This particular calculation also factors in doing the event-exclusive Work, which you will always want to do for reasons I'll explain below. In any case, the number of diamonds needed only goes down the higher your Live scores can go -- a practical example will also be provided later. But for now, just accept this statement to be true.

On occasion, there are special login bonuses which award 100 whistles on the first day of an event.

special_calc_int

These, however, won't happen very often, and are usually reserved for special occasions. To get an idea of what might qualify as special enough, here's a partial list of events for which they have been given out:

Event Reason
Intersecting/Motor Show 5th anniversary of Ensemble Stars!
Fresh Faces! The Eye-Opening Dark Night's Passing Introduction of new unit: Double Face
Heat Haze ◆ Remnants of Summer and Hot Limit Half-year celebration of Music's launch
SHUFFLE × White Snow's Merry Xmas Christmas event
SS Arc/1st Stage Satellite Beginning of second part of Main Story

With that said, you're looking at around 920 diamonds during normal events, and 700 diamonds during special ones as our baseline, before scouting bonuses. The point of this section is to show how getting high scores and unlocking the event-exclusive work ASAP can significantly cut down that number. For example, here's what the calculator spits out for normal events with a base live score of 3,380,000 and an event live score of 2,920,000:

highscore_calc_adv

What this suggests is the following: the stronger your team, and the higher your score, the more you save.

The general gameplay loop for song events is simple:

  • Play normal songs and get event passes when you consume BP; 1 BP = 10 passes.
  • Once you've accumulated enough passes, you can consume 100 or 500 of them to play the event song. There's no efficiency here, point-wise: playing at 500 passes is the same as playing at 100 passes five times. After 15:00 JST on Day 4, the second half of the event will start, allowing you to play at 1000 passes.

Playing at 100 passes is efficient for unlocking event minitalks. No matter how many passes you use, you'll only unlock one new minitalk at a time; new minitalks are unlocked once the second half of the event starts as well. Other than that, the only reason to play on 100 passes/song is to reach the times cleared bonuses: most notably, 5 diamonds at 10 and 100 clears,, and a large status piece at 20 clears.

If you're not refreshing BP with diamonds, you can expect ~45 - 47 song clears at the end of the event if you play exclusively on 100 passes.
Without event bonuses, reaching exactly 3.5m at the end of the event will be just short of 100 plays. It's not really worth it to chase the 100-clear bonus unless you're going beyond 3.5m, so once you've reached the 50-clear bonus (if you care about it), it's much faster to just play on 500 or 1000 passes once you've unlocked all the event minitalks.

Now, a few ground rules.


Rule #1: Always play the song that gets you the highest score, on the highest difficulty you can manage.

What song should you be playing to grind event passes? The answer is simple: the song on which you have the highest score.

In EnStars, event points are calculated based entirely on your score at the end of a live. There are no multipliers based on how short or long the song you're playing is, and -- no, playing a song in multi-live won't result in much higher scores than you would get solo, unlike in other games. But like most other games, the harder the difficulty, the higher the score.

Scoring in EnStars is a bit complicated to understand at first, but what it boils down to is:

  • For what color do you have the most 5☆ cards invested in?
  • For what unit have you collected the most characters' 5☆s that have the same color?
  • What's the hardest difficulty you can handle of any song that fits these criteria?

A simple example: if the answer to the first question is green (i.e., Glitter-type cards), and you happen to have, say, Madara's initial 5☆, which is the entirety of MaM, the song to grind would be Blooming World.

really_high_scoring_team

With a Full Combo, this gets you about 3.38m in total score; or ~2,676 event points per BP. Why does this matter? To illustrate the difference, consider the score for barely reaching an S score on Expert: 2,144 event points per BP. This doesn't seem like much at 1 BP, but consider what happens on larger BP consumptions.

If you're playing on 10 BP, multiply those numbers by ten: that's 26,760 event points compared to 21,440: a difference of 5,320 points. Even if you're playing at 10 BP, you're still going to have to play quite a lot: let's say about 90 to 100 normal Lives. Multiply 100 plays of a song by that point difference, and you'll get a whopping 532,000 event points lost.

Even a slightly lower S+ score can have dramatic differences: for example, at a Live score of about 2.78m, that's 2,556 event points per BP, a difference of 1,200 points that becomes 120,000 event points wasted using the same calculation above. For this reason, it's best to use Combo Support cards if you have them just in case you get distracted and occasionally break combo.

All this suggests that the rainbow / all-attribute songs that don't have any attached units or characters (e.g., BRAND NEW STARS!!, Walk with your smile) will score much lower owing to the lack of bonuses, and in almost every scenario, you'll want to avoid them. The only case where they might score higher than songs with specific colors is if your 5☆ card collection is all over the place, color-wise.


Rule #2: Don't play on 10 BP.

The timer which controls BP regeneration will instantly reset to 30 minutes if the BP gauge fills to 10 or more. If you constantly refresh to 10 BP, you won't be able to take advantage of natural BP regeneration, which is pretty wasteful considering you do get 48 BP a day.

There is one exception where it wouldn't be wasteful to play on 10 BP: it's when you're about to rank up. Overflow BP in Music caps at 20, so if your BP is overflowing at, for example, 17 BP, and you would rank up from playing a song at 3 or 6 BP, then that's 4 or 1 BP wasted once you rank up.


Rule #3: Play on lower BP the lower your rank and the more free time you have.

Rank point gain does not increase linearly with BP consumed.

BP consumed Rank point gain
1 100
2 160
3 200
6 300
10 400

It's still relatively easy to gain ranks when your rank is low -- and therefore relatively easy as well to take advantage of full BP / ticket regeneration from ranking up. At around Rank 100+, your rank growth will be slow enough that whether you start playing at 1, 2, 3, or 6 BP won't really change the number of diamonds you'll have to crush to get to 3.5m, but that's if your rank is that high.

Another advantage of playing at lower BP is that you'll rack up the times-played counter for each song, which means you'll start to get closer to the 5 diamonds for clearing a song 100 times.


Rule #4: Don't let your BP or Work tickets overflow.

While this may sound self-evident, it still needs to be said. If you know you're going to be busy doing something else for a while, burn all your BP and tickets so you waste as little as possible.

BP regenerates from 0 to 10, the maximum, in five hours. Work ticket regeneration is based on your office level and the number of tickets you can hold at once, so unfortunately you'll have to do your own math on how long that takes.
But in any case, BP is your most important resource. If you absolutely don't want to waste it, set yourself an alarm on your phone for five hours later (or just a small amount of time before that) every time you go down to 0 and aren't refreshing with diamonds.

Once you've got all these in mind, start crushing diamonds, and good luck!


The Ribbon Exchange

shop_view

Song events have an exchange shop for Ribbons, which drop alongside event passes when you consume BP to play a song. You can trade these ribbons for a variety of rewards, including up to 90 diamonds, outfit sets for the event work, status pieces, event memorial coins, ES Coins, and L$.

You might have noticed that the exchange shop will have more status pieces of a certain color than the other two: this is the color of the 5☆ card's primary stat, and is meant to help you max out that card as soon as possible when you get it. But assuming you're not trying to waste too much diamonds, this isn't going to be a concern, since you'll probably be getting the card near the very end of the event.

Generally speaking, your order of priority for going through the exchange should be as follows, from most to least important:

  • Event outfits
  • Diamonds
  • Memorial Coins
  • ES Coins and status pieces
  • L$

You probably won't ever be buying L$ unless you've really emptied the exchange.
While the diamonds might be tempting to pick first, the outfits are more efficient. See the below section for details.
For more details on Memorial Coins, see the section afterward.

About Event Work

event_work

The event Work is the one that appears in the third tab of the Work list, marked out with the icon indicating boosted event points. This work can only be undertaken by characters who are part of the event, and wearing the associated event outfits. You will have to use your own materials to create the outfits once you've obtained the designs. Compared to normal Work, these event works:

  • have a base of 375 event points for completion (at 0 BP) compared to 250 for normal Work
  • have a chance of dropping Event Ribbons

During song events, these event outfits can be traded for in the Ribbon Exchange for 300 ribbons. During tour events (more later), they're obtained as a reward for completing the Day 10 setlist.

If you want to skip the mathematical analysis below, the short version is this: if you can make the outfits, get them as soon as possible. The obvious question at stake here is: do these outfits pay for themselves? That is, are they a waste of ribbons and cloth materials, or not? Will you get back the ribbons you spent on them and break even, or not? Again, short answer: yes.

Long answer:

To get the outfits as soon as possible during a song event, the most efficient thing to do would be to play 15 songs on 10 BP, which gets you about 20 ribbons per successful live. But that's if you're rushing.

Assuming you're not aiming for the 5☆ and not using diamonds to refresh your BP, and keeping in mind the diamond-saving tricks mentioned earlier, you'd have about 29 BP to start. As you deplete that BP and play event lives, you'll also start getting whistles. For now, it's probably safe to assume that you'll get the first 15 whistles, which gives you 15 more BP for a total of 44. From the start of the event to the end of the first day, you have 33 hours, which will get you roughly 66 BP from natural regeneration, which gives you 110 BP out of the 150 BP we need. At this point, you should have roughly 220 ribbons.

But if you've used up 110 BP, that means you also have enough event passes to play the event song 12 times, if you add in the 100 event passes from the first-day event login bonus. (4 times if you play twice on 500 passes and twice on 100, but you'll get the same result.) Each play of the event song gets you about 6 - 10 ribbons, which averages out to 96 ribbons. That's a total of 316 ribbons, which is enough to buy the outfits.

There are 199 hours in an event. Subtracting the first day (including the first nine hours), you should have roughly 166 hours, or 9960 minutes' worth of work tickets to make use of these event outfits.

office_level

Depending on your Office's Sales department level (the leftmost one), your work tickets can regenerate at different rates. I'll ignore maximum ticket caps for now and assume you're not letting them overflow. Almost always, the event outfits will allow you to complete the event work at 100%, with a high chance to trigger GREATs and therefore drop more ribbons. On average, you can expect about 4 ribbons per ticket.

The following table illustrates how many ribbons you can expect the event work to produce for the remaining seven days of the event, as well as the additional event points accumulated from the higher point gain over regular work. All divisions are rounded down.

Refresh rate (by office level) Number of tickets regenerated (over 166 hours) Expected number of ribbons Extra event points
60 minutes (Lv. 1) 166 664 20,750
56 minutes (Lv. 2) 177 708 22,125
53 minutes (Lv. 4) 187 748 23,375
50 minutes (Lv. 7) 199 796 24,875
45 minutes (Lv. 9) 221 884 27,625
40 minutes (Lv. 13) 249 996 31,125

(See the appendix for further details.)

All these calculations don't account for:

  • Extra tickets from ranking up
  • Being able to start the event work earlier if you're rushing to 3.5m or beyond

These calculations are assuming you're not even using any diamonds yet. Subtract the 300 ribbons you bought the outfits with, and you'll notice that you'll have several hundred extra ribbons left over every time. That's not even counting the extra event points you're getting, which are roughly worth 10 - 15 BP saved in lives played.

In summary, if you have the cloth materials, get the outfits as soon as possible.
Getting as many ribbons as possible is hugely important for one reason: Memorial Coins.

About Event Memorial Coins

event_memorial

Event Memorial Coins allow you to exchange for content from past events, including previous work outfits, event backgrounds, the related event stories, MV costume stones, and most importantly, the event cards, including the featured 5☆. In theory, this allows you to save up towards getting past cards you missed without having to spend extra resources on revival events (an old !-era system that let you replay the entire event during post-event downtime).

There's just two catches. One: events appear on a one-year time lag, meaning that you'll only be able to trade for them in the exchange a year after their event originally ran. Two, they're expensive. In the Ribbon Exchange, you can trade for up to ten coins per event, for 500 ribbons.
To trade for the first copy of an event 5☆, you need thirty.

This begs the question: how many coins will the normal player get during an event? Generally speaking, you'll get about 1 ribbon per 1,000 event points.
Factoring in event work, you'll have some extra left over. Without refreshing your BP using diamonds, you can generally end at around 1.5 - 1.7m event points, giving you 1,500 ~ 1,700 ribbons. With the event work factored in, this number can go up to about 2,650.

Assuming that you only purchase diamonds, the work outfits, and memorial coins, you'll have enough for two revival coins per event. If you sacrifice the diamonds, that's 1,000 ribbons saved, for two more revival coins.

If you're going to 3.5m (the 5☆ card threshold), you can expect about 4,200 ~ 4,400 ribbons. Under the same assumptions, this gives you six revival coins per event, and eight ignoring diamonds. What this suggests is that if you collect the 5☆ card for as many events in a row as you can, you can collect a past event 5☆ roughly every three to four months.

However, keeping in mind that it costs anywhere from 600 - 1000 diamonds to get an event 5☆, you might not be able to sustain this grinding pattern unless you've got some diamonds really saved up, or just bust out that credit card. Realistically, if you're smart with diamond consumption, it might take up to six months. If you're looking to get a past event 5☆ as soon as possible, and especially if you're not pay-to-play, this may mean that you'll have to skip out on scouting for a while.

Beyond 3.5M

That's hell you're walking into.

At this point, you're probably playing more EnStars than is healthy, and things you can afford to ignore if you're only going for 3.5m will become more and more essential. For one, point bonuses from the event scout cards will have a larger payoff, and the higher you're aiming, the more efficient it becomes to spend diamonds on the scouting -- the 350 diamonds you use will likely save you more than its equivalent in BP refreshes. Secondly, more than ever, time is your enemy. You definitely don't have the luxury of playing on lower BP for more rank-up efficiency. The same goes for event passes (and those 5 diamonds from playing the song 100 times). I would highly recommend consulting the appendix to see how much you could potentially save if you're willing to take a bit of a gamble.

With all that being said, a few tips you'll need to bear in mind:

As a reminder, in Music, event point calculation is based purely on score -- there is no multiplier based on the song's length. Normally, this suggests that the best song to grind is the shortest one. The shortest song happens to be IMMORAL WORLD (1:49). Unlike Walk with your smile, which was the shortest song for months, IMMORAL WORLD does have an attribute (Brilliant), but if you don't have any Brilliant-type UNDEAD cards to take advantage of the bonus, it might not necessarily be the most efficient -- even if the free Subaru makes your Brilliant team decently strong.

If you don't mind losing ten to twenty extra seconds and diamond consumption (or thrift) is more important, you should still prioritize high scores over song length. But maybe you happen to have the best cards to take advantage of short songs, like IMMORAL WORLD or Omoi no Kakera. In these cases, I strongly recommend these songs, because even though I've said score is worth more than short length, score also tends to be higher the shorter the song.

If you're not aiming extremely high (11m, probably), you can probably spare the extra seconds. The more BP you're using at once AND the more point bonuses you have from scouting cards, the more pronounced the difference in points gained over time becomes. This is, of course, assuming you still want to save diamonds. If you still want to take advantage of the natural BP regen, you should be playing on 3 or 6 BP, but no lower. You also have the option of camping at the exact moment when you regenerate 1 BP and then playing at 10 BP right when it happens in order to take advantage of natural regen while still using as much BP in one go as you can.

If you're aiming for 22,000,000 (the threshold for the fifth 5☆ card) or basically just as high as you can go to show your dedication... I'll assume you simply don't care about diamond consumption at this point. But in any case, spam your best song on 10 BP, the event song at 500 passes (1000 in the second half), and try not to break your fingers. Or your credit card limits.

Tour Events

tour_map

Tour events differ from song events in several ways:

  • They have two event 5☆s. One of these 5☆s is obtainable at 3,000,000 points, and the other at the usual 3,500,000 points.
  • There is no Ribbon Exchange or event song.
  • By completing Tour Missions, you can obtain one of the event 5☆s for free, completely independent of your progression in the event point rewards.

If you can't decide between the two 5☆s featured in an event and decide you want both, the strategy that saves the most diamonds is to get the 5☆ awarded at 3.5m event points by progressing through the tour missions, and obtaining the other one by finishing the event at 3m event points. Alternatively, if you want Event Memorial Coins, pick both the 2 and 10 coins for finishing the tour missions, and then obtain both 5☆s through event points.

While there is no Ribbon Exchange, tour events still have event outfits and work. The event outfits are given out as a reward for completing the set list for Day 10 of the tour (not necessarily the missions). With all the tricks factored in, you can expect to finish Day 10 midway through Day 2 if you're not refreshing. The table below shows event work efficiency for event points, made with this assumption in mind.

Refresh rate (by office level) Number of tickets regenerated Extra event points
60 minutes (Lv. 1) 154 19,250
56 minutes (Lv. 2) 165 20,625
53 minutes (Lv. 4) 174 21,750
50 minutes (Lv. 7) 184 23,000
45 minutes (Lv. 9) 205 25,625
40 minutes (Lv. 13) 231 28,875

(More info can be found in the appendix.)

That being said, if you are aiming for 3,000,000 or 3,500,000, it's in your best interest to blitz through at least Day 10 as soon as possible for the same reasons outlined in the previous section on unit events.

A quick note about the lifehack: you'll want to be three to five songs away from ranking up when the event starts. This is because you'll be starting the event at 19 BP, and using 3 BP per song can waste up to 6 BP if you rank up immediately after the first song you clear.

Since Tour Events don't have a unique event song, you'll instead get boosted points from the fourth song of each tour day's setlist, equivalent to roughly twice the points you'd get for clearing a normal song. To take advantage of this system, this means you'll have to play songs according to the event's setlists, and you really shouldn't be playing songs outside of progressing through the tour. (If a character's birthday -- or multiple birthdays -- are scheduled during a tour event, save your whistles and megaphones for those days if possible so you can progress through the tour without getting distracted.)

If you're aiming for 3m or 3.5m event points, minimize the BP you spend on everything else but the fourth song of each tour day, which you should be playing at 10 BP. Use the webapp calculator to make sure you don't overspend if you're getting close. Even before completing Day 30 and playing on your best tour day, you should always be using 10 BP on the fourth song.

Without spending diamonds, you can generally expect to complete Day 30 of a tour event on the sixth day of the event, if you're being efficient. This should give you plenty of room to deal with extra things, like characters' birthdays, which will occasionally occur mid-event and which are worth grinding out for a few extra rewards, including 5 diamonds for reading their birthday greetings. (If you can spend 36 BP progressing through the tour on that day, just play through the event as normal, but if you're busy, play 12 songs on 1 BP.)

About Memorial Coins

tour_mem

Instead of the free 4☆ or 5☆ obtained as part of tour mission progression, you can instead choose to get 2 or 10 Memorial Coins.

There's no real reason to pick an extra copy of a 4☆ card: by the time you reach any tour missions that require them, you will generally have the event points to get them from the point rewards, even if you're playing on 3 BP. Always pick the 2 Memorial Coins.

As for the 5☆... value-wise, the Memorial Coin exchange values the first copy of a 5☆ at 30 coins, meaning that by choosing 10 coins, you're arguably getting 1/3rd of the value of picking a free new 5☆ instead. However, let's say you intend to get both 5☆s in a tour event by grinding. Subsequent copies of each 5☆ (that is, one from tour missions + a duplicate from event points) arguably represent a substantial decrease in return on investment (only some extra stats) compared to 1/3rd of the coins required to exchange for a new 5☆ from the exchange.

I would argue that unless you intend to get both 5☆s in a tour event, it's always better to choose a free 5☆ unless you really don't like either of your choices. If you are getting both 5☆ cards, get them both through event points and choose the 10 coins instead if you're eyeing a past event 5☆.

Note that if you are aiming to get both 5☆s in a tour event, tours will reward you with more Event Memorial Coins than if you had spent your dia on a unit / MV event instead: generally, in a unit event, you can expect to get around 7-9 coins (max 10) through trading ribbons, whereas tours will give you a flat 12 coins.

Tour Missions

This section covers the different types of Tour Missions and how to clear them with the least amount of trouble. While most of these missions aren't actually any trouble at all, the ones that are troublesome tend to be incredibly annoying. The in-game descriptions for each mission will also be listed to help you identify them without waiting for event-specific translators.

Generally, there's always people who will do a full translation of the Tour Missions (for both Basic and Music) specific to each event as they happen. Please appreciate their hard work! (And please don't be rude or demanding to them.) That being said, if you're too antsy to wait for specific translations, there are a few tricks to figuring out what's being asked for.

sample_missions_list

The first mission always relates to your Live team. It usually involves including a specific character, or a card of a certain color, or even a specific card obtained from the event. For missions that involve specific characters, you can usually tell which character is being asked for, because it will always be the one who appears beside the mission list (in this case, Jun).

The second mission typically relates to achieving something while playing the song. This varies wildly, and generally speaking, this will be the hardest mission to fulfill on any given day's setlist -- unless it isn't, in which case the day will probably be fairly easy to get through.

The third mission is always a cumulative scoring requirement. You'll need to achieve the listed score total across the four songs in that Day's setlist. Generally, this mission won't be a problem until about Day 25 and later when the scoring requirements increase dramatically, but even if you can't complete these missions in one go, the game will carry over any score you've previously obtained, allowing you to clear these missions by replaying that Day's missions.

The 【累計】 marker refers to a cumulative mission, where your progress towards completing that mission will be saved even after you complete that day's setlist. This allows you to return to that day and spend a few extra BP to complete that mission for diamonds without having to do all four songs.

A list of the missions by where they can appear follows. Note that the translations are NOT exact.

First Missions

XをパフォーマーにしてY回あんさんぶるタイムを成功させよう!(0/Y) (Set X character as the Performer and successfully trigger the Ensemble Time performance Y times.)
[-------]Xをライブメンバーに編成して1回楽曲をクリアしよう!(0/1)(Clear a song with the specific card X in your Live team, once.)
楽曲とセンターの属性を一致させてX回楽曲をクリアしよう!(0/X) (Clear a song with a Center whose color matches the song's, X times.)

Second Missions

4曲目をオリジナルメンバー編成(配置も含む)でクリアしよう!(0/1)(Clear the 4th song in a Day using the original members of the song, in their original positions!)
4曲目をオリジナルメンバー編成(配置も含む)でスコアX以上をとろう!(0/1)(Clear the 4th song in a Day using the original members of the song, in their original positions, and achieve X score!)
【累計】X曲フルコンボしよう!(0/X)(Achieve X number of full combos cumulatively.)
【累計】X曲パーフェクトコンボしよう!(0/X)(Achieve X number of perfect combos cumulatively.)
【累計】パーフェクト判定をX回とろう!(0 / X)(Get X number of PERFECT notes cumulatively.)
いずれかの曲でスコアの下一桁をXにしよう!(0 / 1)(Achieve a score whose last digit is X once.)
4曲目をFEVERゲージがX%以上の状態でクリアしよう!(0/1)(Clear the fourth song in a Day with the FEVER gauge at X% or higher.)

Third Missions

【累計】スコアをX以上にしよう(0 / X)(Achieve a cumulative score of X on songs from this day's setlist.)


Team Members: Specific Performer

In-game description: XをパフォーマーにしてY回あんさんぶるタイムを成功させよう!(0/Y)

performer

This mission type requires you to set a specific character as the Performer, and successfully trigger the performance at the end of Ensemble Time, up to two times in a Day.

To set the Performer, use the second tab of the Live Team page (パフォーマー). The Performer is the character marked with the blue パフォーマー tag above their head. They do not need to be the Center, and they don't need to have a special SPP (marked by the purplish note) that matches the song either. They do, however, need to be marked as on-stage. Move your cards around using the fourth tab (配置) if you need to.

While it's generally not difficult to trigger the performance at the end of Ensemble Time, here's a list of cards that boost the Ensemble Time Gauge anyway. Combo Saver cards are probably better, if you have them.


Team Members: Matching Color

In-game description: 楽曲とセンターの属性を一致させてX回楽曲をクリアしよう!(0/X)

This mission type requires you to use a card as your Center whose color matches the song, and then clear the required number of songs, from one to three times.

This should be fairly self-explanatory. The song's color / element appears beside its name. The card doesn't have to be set as the Performer, either -- it just has to be the Center of your Live Team.


Team Members: Specific Card

In-game description: [-------]Xをライブメンバーに編成して1回楽曲をクリアしよう!(0/1)

tour_cards

This mission type requires you to include a specific card from the event in your Live Team, and then clear any song in the Day's setlist once.

You can recognize this mission type when you see it by the square brackets [ ] indicating the card's title, which will always appear at the start of the mission description. The specific character being asked for is always the one who appears beside the mission list.

Generally speaking, there's no need to worry that you won't have the card that's being asked for. By the time you reach the mission that requires a specific card, you'll always have at least one copy from either event points or clearing the setlist from previous tour days' missions. The only exceptions to this rule are Days 29 and 30, which require you to include the 5☆ event cards from the event in your team. If you're not going for 3m or 3.5m, you'll have to let one of these missions go.

The card does not need to be set as the Performer, or the Center, or even be marked as on-stage: it just has to be in your Live Team, and it must NOT be in your Support team.


Cumulative: Full Combos

In-game description: 【累計】X曲フルコンボしよう!(0/X)

full_combo

This mission type requires you to get a Full Combo the required number of times.

Starting from Day 15, and reappearing on Days 18 and 21, you'll need to get a Full Combo three out of four times. On Day 27, you'll have to get a Full Combo on four songs in a row. While Full Combos generally aren't that hard to get unless the setlist includes a Lv. 30 or the difficult Lv. 29 songs (e.g. Fight for Judge), staying focused for four songs in a row is not something you can really guarantee, to say nothing of phones that occasionally like to ignore your touch inputs. If you have any doubts at all and just want to play things safe, play every song on Easy if you want. No one's judging you.

If you have any Combo Saver support cards, use them in your support team here.

This is a cumulative mission, and you can return to a Day's setlist if you fail to achieve this in one shot.


Cumulative: Perfect Combos

In-game description: 【累計】X曲パーフェクトコンボしよう!(0/X)

perfect_combo

As it says on the tin. This mission type requires you to get a Perfect Combo the required number of times.

This mission typically appears on Days 19 and 26. You'll need to achieve a Perfect Combo once over four songs on Day 19, and twice on Day 26.

Unless you're really confident in your skills, it should probably be obvious not to do this mission on Expert. Not even if you can consistently get an AP on ONLY YOUR STARS!, or whatever. There's no one around to shame you for doing this mission on Easy, and the game certainly isn't going to throw the first stone.

If you have Perfect Saver support cards, use them in your support team here.

While this is a cumulative mission, this only matters for any version that requires you to hit a Perfect Combo twice or more, allowing you to go back to the Day once you've cleared it and have any Perfect Combos from previous attempts count.


Cumulative: PERFECT Notes

In-game description: 【累計】パーフェクト判定をX回とろう!(0 / X)

perfect_notes

This mission type requires you to get PERFECT judgments on the number of notes specified, across all four songs.

If you're not playing all four songs on Easy / Normal, this mission type usually isn't an issue until Day 25, which requires you to get 2,500 PERFECT notes. Depending on the setlist for the specific event, this may or may not be achievable within four songs. Needless to say, if it is possible to complete this mission in four songs, you will need to play all four of them on Expert.

Keep in mind that this mission is only asking for PERFECT notes, and doesn't say anything about combos. Even if one of the songs is a Lv. 30 like Last Lament or Gate of the Abyss and you can't get a Full Combo consistently, attempt these songs on Expert anyway if you can at least clear them consistently. The number of PERFECT notes you'll get from playing on Expert will basically always beat the number you can get if playing on Hard.

If you have Perfect Saver support cards, use them in your support team here.

Remember that this is a cumulative mission, and if you're playing on Expert at all times, it shouldn't take more than five or six songs to hit 2,500 notes, which is 15 to 18 BP.


Live Results: Original Members

In-game description:

  • 4曲目をオリジナルメンバー編成(配置も含む)でクリアしよう!(0/1)
  • 4曲目をオリジナルメンバー編成(配置も含む)でスコアX以上をとろう!(0/1)

original_members

This mission type requires you to clear the fourth song using the original members of the song. You may also need to reach a certain score, if a number is also listed on the mission. Any version or card of the original members counts.

You'll have to match the original members as shown in the top right of the Live Team screen, where it says オリジナルメンバー (Original Members). You'll also need to match the EXACT POSITION of the members as shown, or this mission will not clear. You'll have to waste 12 BP at minimum to re-attempt this mission if you miss it, so make sure to get it right!

By tapping on the magnifying glass beside the original members list, the game will automatically arrange such a team for you, using the strongest versions you have of each character. (If all the cards you have for any character in the list are not in your inventory, the game will throw an error, so you might have to move cards out of the stash.)

The score requirements for this mission type aren't particularly high, but it's best to use the highest-rarity card you have for each character anyway. Color shouldn't matter too much, but you may want to level them up with a few tickets just in case.


Live Results: Fever Gauge

In-game description: 4曲目をFEVERゲージがX%以上の状態でクリアしよう!(0/1)

This mission type requires you to clear the fourth song with a certain FEVER gauge level. This means you'll have to reach a certain FEVER percentage by the time you play the fourth song in a Day's setlist.

The FEVER gauge fills based on your Score and Combo rank at the completion of a song. The maximum boost from any one song is 37%, for a song cleared at S+ score with a Perfect Combo. More realistically, you can expect to get 33% from one song if you can get an S score and a Full Combo, or 35% if you can get an S+ score instead.

You can consider this mission to be a hybrid of the Full Combo missions (mentioned above) and the Total Score missions (mentioned below) -- but the primary difference is that this mission is not cumulative. You'll need to achieve the required FEVER within three songs in one shot, as the fourth song doesn't contribute to the gauge.

For some help on getting high scores, read up on how scoring works in Music.
If you have any Combo Saver support cards, use them in your support team here.
If you're going to try for Perfect Combos, play on Easy or something like that.


Live Results: Exact Digits

In-game description: いずれかの曲でスコアの下一桁をXにしよう!(0 / 1)

This mission type requires you to end a song with the last digit of your score as a specific number.

Yes, this is as annoying as it sounds. Score growth throughout a song varies by team strength, the song's color, the number of characters with the unit bonus, your combo count, whether the note was a GOOD, GREAT, a PERFECT, and so on. There's no one-size-fits-all secret here when it comes to team strength.

That being said, there's plenty of things you can do to give yourself the best chance of nailing this within four songs. (Thankfully, you only have to do this once per day if it appears.)

Tip #1: Play on Easy, and maintain your combo until you're close to the end of the song.

The only way to prevent your score from changing is by registering a BAD or MISS, and it doesn't matter what your score is throughout the song -- what matters is what your score is at the end. Here's a fact: no matter what difficulty you play on, the Voltage deducted by a BAD or MISS is the same. What this suggests is that the fewer notes in a song, the fewer chances for error, and the lower the chance that you'll accidentally fail a song.

Playing on Easy also makes it easy to keep your combo while also keeping an eye on the current score.

Tip #2: Use cards which lower Voltage loss on a BAD / MISS in your Support team.

voltage_card

Since you'll be expecting BAD / MISS notes, you should also mitigate their effects. Here's a partial list of cards which protect your Voltage bar.

With two Voltage support cards in your Live team, and starting from a full Voltage gauge, the number of notes you can consecutively miss and still pass the song is 12. We can apply this knowledge by checking the rewards page for each difficulty of a song. For example:

song_notes
On Easy, Sweet Sweet White Song has 98 notes in total. Subtracting 12, that means you should keep up your combo until close to 86, and then start dropping notes once you have the exact last digit you need.

Tip #3: Pay attention to your combo and score!

This might sound self-evident, but there's more to it. Your score will increase by a consistent number per note, and the way the combo counter affects the score per note only changes at certain thresholds. (These thresholds aren't related to the Best Combo rank, as far as I can tell.) If your current combo count makes it impossible to finish the song with a specific digit (e.g., if your score is XXXXXX6, the needed digit is 8, and each GREAT / PERFECT note increases your score digit by 5 such that the only possible digits are 1 or 6), then you can manipulate your score by breaking your combo early or intentionally landing a GREAT/GOOD note.

An advanced strategy:

At the start of a song, keep track of the base score you get for hitting a note.

Let's say the required digit is 8, and your score for landing a PERFECT is 7,103. Ignore the rest of that number -- the ones digit, 3, is the only important one.
Play as normal, until near the end of the song, and then drop a note to reset the combo bonus. This ensures that the score you'll get per note is 7,103.
Now take a look at your score. (Pause the game if you need to.)
Let's say it's something like 1,404,201.
Since 1 + 7 = 8, how do you increase the ones digit by 7?
If your base score, 7103, adds 3 every time, that means it'll add 27 every nine notes.

Ignoring any hold notes or notes that trigger Live Skills, hit nine notes on PERFECT and then drop the rest.
You should aim to do this within twenty notes of the end of the song to give yourself a bit of leeway, since at maximum you'll only need to hit ten notes (mathematical note: an integer only needs to be multiplied at most ten times to express all possible ones digits of its multiples).

If you're interested in fine-tuning your strategy, read more about base score here.


Cumulative: Total Score

In-game description: 【累計】スコアをX以上にしよう(0 / X)

This mission type requires you to achieve a required total score across the Day's four songs.

There's not really much to say about this other than that you should try to maximize your score for each song so you don't have to come back and do it again. For more detailed information about scoring efficiency, read up on how scoring works in Music.

On Days 29 and 30, the requirements for this mission are 15,000,000 and 20,000,000 respectively, which all but the biggest whales probably won't be able to complete in four songs. For veteran players with full teams for each color, the limit is probably Day 28, which has a requirement of 12,000,000.

As with all missions marked【累計】(cumulative), your score will not reset once you have cleared all four songs. You also don't have to clear the entire day again to complete this mission. If you're only short of the required score by one song, just go back to that day, spend the 3 BP to clear one song, and get back to whatever you were doing.

Beyond 3.5M

The lack of an event song complicates matters in tour events. This time, you can't just spam Blooming World outside of the tour setlist and expect to be efficient. In lieu of the event song, the fourth song of every tour date's setlist will give out a large amount of points. This number is partly affected by how high your FEVER gauge is, but generally speaking, it'll give out twice the event points as a normal song played at the same BP.

Generally speaking, the same strategy applies as for unit / song events, but in a broader way. You'll have to find the combination of four songs that will give you, on average, your highest score.

best_setlists

Good candidates to look out for are setlists which:

  • include songs for units where you have character(s) that match the unit and color
  • especially if they include MaM songs or songs for units with two members (2wink, Valkyrie, Double Face)
  • don't have Jin and Akiomi's songs in them (e.g. Rainbow Stairway)

If you're looking to see which song / unit / color combinations can potentially yield the highest boosts, see this reference.

If you still care about efficiency, play the first three songs on 3 BP, and the fourth song on 10 BP, as usual. If you're just trying to go feral on points scored, find your best possible day, play every song on 10 BP and pray your bank doesn't block your card.

Appendix

I. Efficiency of event scout cards

A helpful formula for determining risk versus reward:

Event bonus = [(Event points per 1BP)/2] × Diamonds spent / [Target event points - ([Event points per 1BP)/2]× Diamonds spent) ]
(note: remember to multiply by 100 to get a percentage value)

Given a certain number of rolls, your highest score on a song, and the event points you're aiming for, this formula finds the total event bonus you would need to attain from rolling event scout cards in order to break even for the number of diamonds you've spent.
(To derive the event points per 1BP, add your event points from clearing a 1BP song + (your event points from clearing the event song)/10.)

Consider the following example: if you had used 350 diamonds (a 10-roll) on refreshing BP instead, a high score of about 3,000,000 on your favorite song would get you about 640,500. This means that if you spend them on a 10-roll instead, you'd need about a 22% bonus to break even, and at least a 25% bonus (equivalent to rolling a 5☆ and a 4☆ in 10 rolls) for the roll to have "saved" diamonds.* Assuming some bad luck on your part -- for example, if you only roll bonus 3☆s in one 10-roll, you'd be set back by at least 300 diamonds.

Let's extend this a bit further to show at which point rolling the event scout becomes efficient.

The following table and subsequent calculations by @izmgw describes the average event bonus you can expect from rolling on the event scout a specified number of times.

(These numbers were derived using the Monte Carlo method, simulating 1 million rolls.)

average_efficiency

Again, these numbers don't mean anything without explanation. This is a bit of a simplification that assumes, based on "average" luck, your available event bonus % will increase linearly (that is, consistently) with every roll. Because rolling involves luck, this is simply untrue: if you somehow went 70 rolls without getting a single rate-up 4☆ or 3☆, your event bonus wouldn't be 50% like the "average" luck in this post claims -- it'd be 0%. If you went 100 rolls while maxing out the 4☆ and not getting the 5☆, your event bonus wouldn't be any higher than 50%, either.

In other words, in order for rolling to save you diamonds, that means you need to beat the average event bonus per number of rolls listed here.

In almost all calculations, these average event point bonuses per N rolls suggest that rolling is inefficient until you're aiming for at least 15m (the fourth copy of the event 5☆):

  • If you just want one copy (i.e., 3.5m): the first few 10-rolls will set you back about 240-250 diamonds on average;
  • If you want two copies (i.e., 7.5m): the first few 10-rolls cost ~135 diamonds on average.

See the following tables for the average diamond loss/gain per N rolls for subsequent copies. A positive value indicates that on average, rolling will save diamonds.

Table 1: 11m (i.e., 3 5☆ copies -- the home screen SCR)

Number of rolls Average diamond loss/gain
10 -10.6
20 -25.0
30 -57.7
40 -122.6
50 -218.8

While you'll still lose diamonds in the long run by rolling once or twice, the average event bonus from those rolls is enough to offset much of the price.

Table 2: 15m (i.e., 4 5☆ copies)

Number of rolls Average diamond loss/gain
10 110.9
20 220.9
30 301.8
40 343.2
50 337.7
60 286.0
70 199.0
80 78.8
90 -75.0
100 -256.9

At 4 copies, the average event bonus gained from N rolls can save you diamonds up to about 90 rolls' worth, but to maximize savings, you would ideally want to roll four or five times.

Table 3: 22m (i.e., 5 5☆ copies -- the 3DMV SCR)

Number of rolls Average diamond loss/gain
10 325.3
20 654.1
30 938.4
40 1149.5
50 1320.1
60 1402.3
70 1441.7
80 1423.8
90 1358.4
100 1262.8
110 1118.9
120 960.2
130 766.8
140 559.1
150 327.9
160 89.6
170 -161.0
180 -420.5
190 -686.1
200 -955.5

(If these potential savings seem a bit high to you, remember that you're already spending upwards of 8,000+ diamonds to hunt down that many copies to begin with.)
At this point, you're likely to save a thousand diamonds (and a lot of your time and sanity) by rolling anywhere from 40 to 110 times, the most efficient on average being 70 rolls.

II. Work ticket contribution to event point total
Refresh rate (by office level) Total points without event work Total points with event work*
60 minutes (Lv. 1) 49,750 70,500
56 minutes (Lv. 2) 53,250 75,125
53 minutes (Lv. 4) 56,250 79,375
50 minutes (Lv. 7) 59,500 84,375
45 minutes (Lv. 9) 66,250 93,875
40 minutes (Lv. 13) 74,500 105,625

* This assumes that you're using all your work tickets on non-event work before you obtain the outfits. The number might be slightly higher or lower.

Without bonuses, 10 BP is worth roughly 20,000 event points. Therefore, efficient use of work tickets can save you an estimated ~24.8 - 37.2 BP (~49.6 - 74.2 diamonds) without making use of the event work, and 35.2 - 52.8 BP (~70.4 - 105.6 diamonds) when making use of the event work, dependent on your Office's sales dept. level.

The numbers are slightly different for tour events, and vary depending on when the Day 10 setlist is cleared. This should happen at roughly midway through Day 2, which I've approximated as 45 hours into the event, or about 154 hours remaining (9240 minutes).

Refresh rate (by office level) Total points without event work Total points with event work
60 minutes (Lv. 1) 49,750 69,000
56 minutes (Lv. 2) 53,250 73,875
53 minutes (Lv. 4) 56,250 78,000
50 minutes (Lv. 7) 59,500 82,500
45 minutes (Lv. 9) 66,250 91,875
40 minutes (Lv. 13) 74,500 103,375

Efficient use of work tickets therefore saves an estimated ~24.8 - 37.2 BP (~49.6 - 74.2 diamonds) without making use of the event work, and ~34.5 - 51.6 BP (~71 - 103.2 diamonds) when making use of the event work, dependent on your Office's sales dept. level.

Edit
Pub: 03 Jan 2021 16:35 UTC
Edit: 12 Jul 2023 21:23 UTC
Views: 39127