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I Started Farming Tier 20 for Cells and Shards

Moving from Tier 18 to Tier 19 went well. Now I am trying Tier 20 for cells and module shards, accepting lower CPH. That experiment exposed a Shards/hr bug.

2026-10-15

I recently moved my farming from Tier 18 to Tier 19. That went well. But the more I played, the less excited I was about pushing coins per hour higher.

At this stage of my tower, the next small improvement costs a ridiculous amount of coins. I can farm more, spend a pile of coins, and barely move a stat. CPH still matters, but chasing it every run is giving me less back than it used to.

So I started trying Tier 20 earlier than I otherwise would. The currencies I want from these runs are cells and module shards. Cells let me speed up the labs. Shards let me level the modules faster. The price is lower CPH, and I am willing to pay that if the rest of the tower moves faster.

Then I looked at my reports and found a problem with my own analyzer.

More shards, somehow much worse per hour

My October 15 run reached wave 7,840 in 7h 7m 42s. The October 7 run reached wave 7,132 in 6h 15m 33s. Both were Tier 20.

The newer run brought back more of every module shard type. Yet the table said 293.76 Shards/hr, compared with 729.81 on the older run. A longer run can have a worse hourly rate, but that gap did not make sense.

This is the table before the fix:

Two Tier 20 reports before the fix, with the incorrect Shards per hour values of 293.76 and 729.81 outlined in red.

The bug was in how I read the numbers. The game printed Cannon Shards as 1.23k. My parser read that as 1. Armor, Generator, and Core shards had the same problem.

On October 15, all four shard counts had crossed 1k, so the analyzer read them as four shards in total. On October 7, only Core Shards had crossed 1k. The other three counts were still read correctly. That is why the newer run looked so much worse.

The corrected numbers

The site's Shards/hr column adds the four module shard counts, plus 10 per Common Module and 20 per Rare Module, then divides by real time in hours. It is a shard equivalent that includes those modules. Reroll Shards/hr is a separate metric.

  • October 15: 4,530 direct shards + 1,830 from common modules + 260 from rare modules = 6,620. Over 7h 7m 42s, that is 928.69 Shards/hr.
  • October 7: 3,847 direct shards + 1,570 from common modules + 220 from rare modules = 5,637. Over 6h 15m 33s, that is 900.60 Shards/hr.

Those two runs are close. The newer one is slightly better for shards per hour. The huge drop was a bug, and I fixed it today.

The Battle Report Analyzer now checks saved reports against their raw report text and saves the repaired shard counts and rates. After a repair, it shows how many reports changed, their date and tier range, and at most three examples. If you have a long history of high tier runs, you get a summary instead of a wall of reports. Once you dismiss it, it stays dismissed. You do not need to delete or paste your reports again.

I am still trying Tier 20 with cells and shards in mind. I want the labs moving and the modules leveling, even if the coin number is smaller. At least now the shard column can tell me what those runs actually earned.

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