There are 6 gear slots (helm, shoulders, chest, legs, mainhand, offhand) for each class and each of those gear slots has 20 possible essences to extract. Let’s assume you have all of the essences for your main hero’s class and that you are looking to collect all the essences for the other six classes. How many essences are there to get…
(6 classes) * (6 gear slots) * (20 items per gear slot) = 720 essences required.
Okay, which brings us to the Essence Loyalty system, details of which in-game are as follows…
When you extract you can get one of the following…
- 1 loyalty point
- 5 loyalty points
- 25 loyalty points
- Immediate granting of the bonus essence
However, you can only obtain Loyalty Points from the first 100 extractions per week. These are bound to be weighted, with 1 being incredibly common, ocassional 5’s and rarely a 25. Let’s assume that from 100 extractions you get 85 1s, 10 5s and 5 25s. That would get you 85 + 50 + 125 = 260 Loyalty Points a week.
Okay, but remember you need 400 to be able to collect a bonus, and you need 720 essences. This means that you need 400 * 720 Loyalty Points to get all the possible essences for the other classes. That’s 288,000 Loyalty Points required, and you can earn maybe 260 a week. Now then… 288,000/260 = 1,108 weeks, or 21.3 years.
Why have you limited the amount of essences extracted per week that give points?
Why does it need so many points per essence?
Do you just not want people to class change (because people don’t want to change to a new class where they have no essences available and be weak until they get essences required for an effective build)?