Bainz [2101476] —
Original article
After Chedburn's announcement of a 5e empty wall slot cost caused despair among the ranks of Torn's revivers, we look at the numbers involved to see what the future holds for our heroic healers.
July 21st, a day that will go down in infamy for revivers everywhere. This is when Chedburn's changes to territorial warring will be introduced, with 5 energy soon to be required for all players joining an empty wall. There was a wide range of emotions when this announcement was made on Tuesday, and among revivers, the mood was especially bleak. Those who felt they would be negatively impacted responded with anger, as you might expect. Others were more optimistic, suggesting these changes might end such practices as wall-farming once and for all.
Where do you fit on the Bullseye of Biases?

Pictured: I am strongly in the Non-Malicious Pro-Reviver Group.
For those who have missed both the recent news article and the announcement, feel free to use these links to update yourselves. For the rest of Torn, let's take a look at the state of reviving before these changes, how the energy cost will impact healers, and why reviving remains very much alive and well in Torn City.
The Revive Market
The Torn City Times has exposed the earning potential of revivers on numerous occasions, beginning with Unown's in-depth article posted in January last year. This was followed a few months later by Jefayette's article on reviving factions and another piece published by Stoned in February, which explored the reasons why people go into the business - other than money, of course.
Thanks to this publicity the reviving market has become saturated with players desperate to grab their piece of the pie, resulting in around a 20% drop in the on-demand revive market. A common price for an on-demand revive is now $800k or 1 Xanax, and this is at a time when revives as a whole are considered undervalued.
While the on-demand market undercuts itself, revive contracts continue to thrive, with prices going for $1,000,000 per revive - faction revive contracts are only ever paid in cash, not drugs. This price discrepancy doesn't make a great deal of sense, as you'd think the cost of a one-off revive would be greater than a scheduled heal agreed as part of a package deal. But since when has the cost of anything in Torn made sense?
Nevertheless, in a crowded market, some revive factions have chosen to reduce their contract prices to try and remain competitive. Meanwhile, others maintain that their excellent service and accounting justifies the $1,000,000 per revive fee. Of course, if you can't afford such prices - and many factions cannot - the cheapest way to get a revive is to do it yourself.
Medical Items: DIY Revives
Medical items can recover a player from being knocked off the wall roughly 25 times, assuming the person removed has been hospitalized. The base hospital time given after an attack is estimated to be between 3 hours and 6 hours. However, the faction special "Hospitalization" adds 25% to outgoing hospitalization time, and furthermore, putting Merit points into "Hospitalization" will increase outgoing time by a flat 1 hour and 40 minutes once fully unlocked.
It is not known whether the 25% from faction specials also increases the merit increase. Assuming it does not, the lowest amount of time a person should ever be in the hospital from a fully buffed hospitalization is roughly 5 hours and 45 minutes - this has been rounded to 6 hours for simplicity during our review.

Let's imagine a situation where we have two warring factions at play, and they both have the upgrades which provide 36 hours of Medical Cooldown and Medical Effectiveness +30% unlocked. We will also assume that all players have completed the BIO2360 & BIO2370 Education courses, which give +10% Medical Effectiveness each, and BIO2127, which allows blood bag use.
When the BIO2360 & BIO2370 courses are completed, and the Medical Effectiveness is maxed, players receive +50% total medical effectiveness. This increases the amount of hospital time removed, but does not decrease the Cooldown increase.

36 hours of medical cooldown can remove a maximum of 5,400 minutes of hospital time. This 5,400 minutes is in addition to the 3,600 minutes from the underlying 24 hour period - assuming all 36 med CD hours are spent upfront - which results in a total of 9,000 minutes of hospital reduction in the first 24 hours of a war. Each subsequent 24 hour period only has 3,600 minutes of hospital time reduction.

We assume all 36 hours is used upfront, allowing an additional 24 hours to be used during the first 24 hours. This is calculated from filled blood bags, removing 2 hours and 30 minutes of hospital time, used 36 times adding a total of 36 hours of med CD. (2.5hr * 60 minutes = 150 minutes)(150 minutes * 36 uses = 5,400 minutes)(150 minutes * 24 uses = 3,600 minutes)
TL:DR p1: Assuming an average 6 hours (360 minutes) of hospitalization every time a player is knocked off the wall, said player can recover from 25 clears. They can then join the wall the 26th time. They would need revives once removed the 26th time. After the first 24 hours of the war, players will need revives after their 10th time being cleared from a wall.
Wall Join Changes
With the new 5e cost to join a wall, impacts on actual wars are expected to be minimal. This update does not change the viability point for when revives are needed, but it does cap the maximum expense a faction can rack up during a true war. This means that the new system still allows for significant reviving profits to be made. For a better view of the forthcoming reviving landscape, let's look at some more numbers.
For the purpose of this comparison, we must assume a few things:
- Both factions have access to both 48 hours of Booster CD and 36 hours of Medical CD.
- All players in the faction have completed BIO2360 & BIO2370, which give +10% Medical Effectiveness each, and BIO2127, which allows blood bag use.
- All players in the faction have full faction special Medical Effectiveness, giving +30% Medical Effectiveness.
- All players are robots blessed by the RNG Gods. They use 3 Xanax a day without overdosing and all 720-natural energy per day.

With these changes, outside hits from mercenaries are more impactful, so any accurate comparison must consider both extremes. A one on one fight between two factions with no outside interference is the lowest income opportunity for revivers, since each side must theoretically clear a space to join at a cost of 25e. A 3rd Party War is the largest opportunity for reviving, since the two warring factions will be joining empty spots at 5e - the empty spots being cleared by outside factions.
The comparison of energy available for each player is broken down into an “Expensive War" and a “Non-Expensive War". Expensive wars are those where players are using FHCs and 3 Xanax, while a non-expensive war is one where only Xanax is used.

Pictured: The above list gives the max potential use "Expensive War". For "Non-Expensive War", assume the Boosters are skipped.
The impact of the above information is best explained by the following chart:

Bring It All Together
That's a lot of information to take in for anyone. To make things easier for revivers, here is a handy chart with which you can compare the potential revives available in each type of war, along with their respective Energy generated, Joins and Medical CD usages.

Pictured: Clearly I need to go back to work...
LARGER LINK TO CHART
As you can see, the income opportunity for a one on one fight ranges from $78,000,000 to $150,000,000 per player they are contracted to revive. A “3rd Party War ranges from $498,000,000 to $858,000,000 per player. These are the maximum income limits that the new 5e cost rule implements during the first 24 hours of a war, with revives being necessary after the 26th time someone is cleared from a wall.
So that's what you can expect from a 24-hour war, but what about longer fights? After the first day of the war, we are assuming Med and Booster CDs were maxed out; this restricts both med items and booster use to the cooldown recovered, 24 hours each.

LARGER LINK TO CHART
Day two sees an income limit of $54,000,000 to $78,000,000 per player covered by the revive contact for one on one fights. For 3rd Party Wars, these figures range from $314,000,000 to $434,000,000 per player, with revives becoming necessary after the 10th time you are cleared from a wall.
The Future
The baseline $1,000,000 per revive for contracted revives will most likely remain stable, as revive factions are still expected to show up in a coordinated fashion. This effort requires compensation. 25 Energy still holds the same underlying value it did pre-update as well. The cap on revive income will have little to no impact on the long term viability of full-time revivers. The on-demand market may even see a drop in the revive supply, as part-time revive factions evaluate the profitability of continued work. In turn, this might lead to a small increase in the price for this type of revive.
Overall, I believe that the forthcoming changes will most likely have only a small impact on the money revivers can earn. The new cap is helpful in that it creates an upper limit for contracts. We will continue to see short term reviving for merits holding on-demand prices down in the near term. As this starts to fall off in a few months, we may see a shedding of revive factions as participation drops. Revivers will continue on-demand work while warring is ramping back up. As wars grow more commonplace, on-demand will take a backseat to contracts and the price will rise again.
To revivers: Value your energy. $1,000,000 or 1 Xanax is a fair value for your a 25e revive. Evaluate whether you are providing a sub-par service or if there is simply a lack of work at the moment. Contract work should remain at $1,000,000 per revive as well. If business is hard to find, most likely there is just a lack of wars.
TL:DR p2: Revive profits for real wars will have a maximum range from $78,000,000 to $858,000,000 per allied player the revive faction is covering. Revives will be required after the 26th time an allied player is cleared from the wall during the opening 24 hour period, assuming all hits are hospitalization. After the first 24 hours, the maximum income will range from $54,000,000 to $434,000,000 per player participating in the war. Mileage may vary based on the efficient use of medical items.
Where do you fit on the Bullseye of Biases?

Pictured: I am strongly in the Non-Malicious Pro-Reviver Group.
For those who have missed both the recent news article and the announcement, feel free to use these links to update yourselves. For the rest of Torn, let's take a look at the state of reviving before these changes, how the energy cost will impact healers, and why reviving remains very much alive and well in Torn City.
The Revive Market
The Torn City Times has exposed the earning potential of revivers on numerous occasions, beginning with Unown's in-depth article posted in January last year. This was followed a few months later by Jefayette's article on reviving factions and another piece published by Stoned in February, which explored the reasons why people go into the business - other than money, of course.
Thanks to this publicity the reviving market has become saturated with players desperate to grab their piece of the pie, resulting in around a 20% drop in the on-demand revive market. A common price for an on-demand revive is now $800k or 1 Xanax, and this is at a time when revives as a whole are considered undervalued.
While the on-demand market undercuts itself, revive contracts continue to thrive, with prices going for $1,000,000 per revive - faction revive contracts are only ever paid in cash, not drugs. This price discrepancy doesn't make a great deal of sense, as you'd think the cost of a one-off revive would be greater than a scheduled heal agreed as part of a package deal. But since when has the cost of anything in Torn made sense?
Nevertheless, in a crowded market, some revive factions have chosen to reduce their contract prices to try and remain competitive. Meanwhile, others maintain that their excellent service and accounting justifies the $1,000,000 per revive fee. Of course, if you can't afford such prices - and many factions cannot - the cheapest way to get a revive is to do it yourself.
Medical Items: DIY Revives
Medical items can recover a player from being knocked off the wall roughly 25 times, assuming the person removed has been hospitalized. The base hospital time given after an attack is estimated to be between 3 hours and 6 hours. However, the faction special "Hospitalization" adds 25% to outgoing hospitalization time, and furthermore, putting Merit points into "Hospitalization" will increase outgoing time by a flat 1 hour and 40 minutes once fully unlocked.
It is not known whether the 25% from faction specials also increases the merit increase. Assuming it does not, the lowest amount of time a person should ever be in the hospital from a fully buffed hospitalization is roughly 5 hours and 45 minutes - this has been rounded to 6 hours for simplicity during our review.

Let's imagine a situation where we have two warring factions at play, and they both have the upgrades which provide 36 hours of Medical Cooldown and Medical Effectiveness +30% unlocked. We will also assume that all players have completed the BIO2360 & BIO2370 Education courses, which give +10% Medical Effectiveness each, and BIO2127, which allows blood bag use.
When the BIO2360 & BIO2370 courses are completed, and the Medical Effectiveness is maxed, players receive +50% total medical effectiveness. This increases the amount of hospital time removed, but does not decrease the Cooldown increase.

36 hours of medical cooldown can remove a maximum of 5,400 minutes of hospital time. This 5,400 minutes is in addition to the 3,600 minutes from the underlying 24 hour period - assuming all 36 med CD hours are spent upfront - which results in a total of 9,000 minutes of hospital reduction in the first 24 hours of a war. Each subsequent 24 hour period only has 3,600 minutes of hospital time reduction.

We assume all 36 hours is used upfront, allowing an additional 24 hours to be used during the first 24 hours. This is calculated from filled blood bags, removing 2 hours and 30 minutes of hospital time, used 36 times adding a total of 36 hours of med CD. (2.5hr * 60 minutes = 150 minutes)(150 minutes * 36 uses = 5,400 minutes)(150 minutes * 24 uses = 3,600 minutes)
TL:DR p1: Assuming an average 6 hours (360 minutes) of hospitalization every time a player is knocked off the wall, said player can recover from 25 clears. They can then join the wall the 26th time. They would need revives once removed the 26th time. After the first 24 hours of the war, players will need revives after their 10th time being cleared from a wall.
Wall Join Changes
With the new 5e cost to join a wall, impacts on actual wars are expected to be minimal. This update does not change the viability point for when revives are needed, but it does cap the maximum expense a faction can rack up during a true war. This means that the new system still allows for significant reviving profits to be made. For a better view of the forthcoming reviving landscape, let's look at some more numbers.
For the purpose of this comparison, we must assume a few things:
- Both factions have access to both 48 hours of Booster CD and 36 hours of Medical CD.
- All players in the faction have completed BIO2360 & BIO2370, which give +10% Medical Effectiveness each, and BIO2127, which allows blood bag use.
- All players in the faction have full faction special Medical Effectiveness, giving +30% Medical Effectiveness.
- All players are robots blessed by the RNG Gods. They use 3 Xanax a day without overdosing and all 720-natural energy per day.

With these changes, outside hits from mercenaries are more impactful, so any accurate comparison must consider both extremes. A one on one fight between two factions with no outside interference is the lowest income opportunity for revivers, since each side must theoretically clear a space to join at a cost of 25e. A 3rd Party War is the largest opportunity for reviving, since the two warring factions will be joining empty spots at 5e - the empty spots being cleared by outside factions.
The comparison of energy available for each player is broken down into an “Expensive War" and a “Non-Expensive War". Expensive wars are those where players are using FHCs and 3 Xanax, while a non-expensive war is one where only Xanax is used.

Pictured: The above list gives the max potential use "Expensive War". For "Non-Expensive War", assume the Boosters are skipped.
The impact of the above information is best explained by the following chart:

Bring It All Together
That's a lot of information to take in for anyone. To make things easier for revivers, here is a handy chart with which you can compare the potential revives available in each type of war, along with their respective Energy generated, Joins and Medical CD usages.

Pictured: Clearly I need to go back to work...
LARGER LINK TO CHART
As you can see, the income opportunity for a one on one fight ranges from $78,000,000 to $150,000,000 per player they are contracted to revive. A “3rd Party War ranges from $498,000,000 to $858,000,000 per player. These are the maximum income limits that the new 5e cost rule implements during the first 24 hours of a war, with revives being necessary after the 26th time someone is cleared from a wall.
So that's what you can expect from a 24-hour war, but what about longer fights? After the first day of the war, we are assuming Med and Booster CDs were maxed out; this restricts both med items and booster use to the cooldown recovered, 24 hours each.

LARGER LINK TO CHART
Day two sees an income limit of $54,000,000 to $78,000,000 per player covered by the revive contact for one on one fights. For 3rd Party Wars, these figures range from $314,000,000 to $434,000,000 per player, with revives becoming necessary after the 10th time you are cleared from a wall.
The Future
The baseline $1,000,000 per revive for contracted revives will most likely remain stable, as revive factions are still expected to show up in a coordinated fashion. This effort requires compensation. 25 Energy still holds the same underlying value it did pre-update as well. The cap on revive income will have little to no impact on the long term viability of full-time revivers. The on-demand market may even see a drop in the revive supply, as part-time revive factions evaluate the profitability of continued work. In turn, this might lead to a small increase in the price for this type of revive.
Overall, I believe that the forthcoming changes will most likely have only a small impact on the money revivers can earn. The new cap is helpful in that it creates an upper limit for contracts. We will continue to see short term reviving for merits holding on-demand prices down in the near term. As this starts to fall off in a few months, we may see a shedding of revive factions as participation drops. Revivers will continue on-demand work while warring is ramping back up. As wars grow more commonplace, on-demand will take a backseat to contracts and the price will rise again.
To revivers: Value your energy. $1,000,000 or 1 Xanax is a fair value for your a 25e revive. Evaluate whether you are providing a sub-par service or if there is simply a lack of work at the moment. Contract work should remain at $1,000,000 per revive as well. If business is hard to find, most likely there is just a lack of wars.
TL:DR p2: Revive profits for real wars will have a maximum range from $78,000,000 to $858,000,000 per allied player the revive faction is covering. Revives will be required after the 26th time an allied player is cleared from the wall during the opening 24 hour period, assuming all hits are hospitalization. After the first 24 hours, the maximum income will range from $54,000,000 to $434,000,000 per player participating in the war. Mileage may vary based on the efficient use of medical items.
Original article
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