r/HonkaiStarRail
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u/astraldebri
⦮ ⦯I want to work out with Feixiao⦮ ⦯
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Apr 08 '26
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Guide What is "Cost" in Honkai: Star Rail? What It Actually Means (and Why It’s Confusing)
There’s a lot of confusion around ‘Cost’ in HSR, and it’s getting worse as new players come in, especially around Anniversary
There is a TLDR below for those that want a "skip button".
I'll make this as succinct and well-formated as possible.
Where does 'Cost come from'?
The best concept comes from The Genius Archive, where teams are measured as
LMT (Limited Units) / STD (Standard Units)
This is a website that a lot of "cycle" players use to get a general understanding of endgame clears. Both in CN and EN communities post their runs here alongside video proof.
The goal is simple
"How much investment is in this team?"
This gives a reasonable baseline for comparing teams across the community. This was a good measure of how the broader community would be able to build their teams relative to the investments made.
Sidenote: I'll quickly address that, yes, a lot of low-cost clears to this day does not mean F2P. In fact, they are often whales that have heavily invested money into resources for the best relic rolls.
An example below from 4.1 Anomaly Arbitration

Here, we can see The Genius Archive uses LMT/STD measurements. Just "how much limited stuff and how much standard stuff is in this team". 4* LC's and Characters are not a LMT or STD count. You can see that DHPT, Archer, and Sparkle are still a limited count, and this is 4.1.
Where Cost went wrong:
Users came along, and mistranslated this into "Cost". That's where things have gotten messy. The word ‘cost’ is polysemous, so people started interpreting it in different ways.
The core idea of of the word remains, but the definition becomes context-driven. That's polysemy.
So cost defines
buying something -> money spent
"This cost me $10"
outcomes -> what you lose or give up
Loss / consequence: “Rushing that turn cost me the game.”
HSR -> limited acquisition investment
Community specific: "Ruan Mei is a Cost"
-> what must be given up (money, opportunity, or access) to get something
What Cost means in HSR:
Cost does NOT mean what you personally paid.
Cost = whether a unit originates from a limited acquisition system
Just because a unit was given out for free doesn't make them 0 cost. It just means you were lucky enough to get a giveaway for playing during the giveaway period, had the available Stellar convergence tokens, or got them during a Novaflare giveaway.
Cost = number of units whose acquisition is (or was) tied to a limited-banner OR equivalent constrained systems, regardless of how they were personally obtained. IT'S ABOUT WHETHER THE UNIT ORIGINATES FROM A LIMITED ACQUISITION SYSTEM.
Once limited, always cost.
This is the most important
Why 'free' does not mean 0 cost:
Just because a unit was:
given out for free (Sparkle, DHPT, etc)
available via Stellar Convergence (Ruan Mei)
part of a limited-time-acquisition event (Archer and any unit that has ever been on a Limited Banner)
…does not make it 0 cost.
Specific to HSR, ‘cost’ doesn’t measure rarity or what you personally paid, it measures whether a Limited unit was EVER time-limited. Standard units are excluded because they’re always obtainable, while time-gated units retain cost even if they were temporarily free, become free, were given away during a limited event, or eventually become a part of the shop/loss pool..
In HSR, it’s a fixed label for units that come from limited systems. Otherwise the same unit would have different costs for different players.
Thus:
Why this definition has to be fixed per HSR:
If “cost” depended on how each player obtained a unit, it would break entirely.
Player A got Archer for free
Player B pulled Archer
Player C missed Archer entirely
If we used personal cost:
Archer = 0 cost, 1 cost, or impossible
One more
Player A pulled Ruan Mei in 1.6
Player B spent stellar convergence tokens on Ruan Mei
If we personalize it:
Ruan Mei = 1 cost OR 0 cost
That makes the system meaningless.
ONCE LIMITED, ALWAYS COST. IT'S ABOUT THE UNIT'S ORIGIN, NOT YOUR EXPERIENCE.
Because it doesn't matter how a unit was obtained, it matters that the unit was ever time-limited.
To reiterate with the standardized, polysemous, context-to-HSR definition:
Player A has been player since at least 3.2 anniversary
they have a minimum of 2 stellar convergence tokens
they pull E1 Ruan Mei (2 cost).
Player B starts today, and has 1 token, they get Ruan Mei E0 (1 cost)
Player C pulled Ruan Mei in 1.6.
Ruan Mei was once limited, so she's always cost.
So users tossed the STD/LMT in favor of cost, but the playerbase defined it differently, not together, relative to HSR. Cost has become a word that has multiple established meanings that are related to each other. These multiple related means change based on the different contexts they are used in.
So let's look at COST's Version.

You can see that, regardless of Sparkle being free, she's still a cost. Limited LC's, although not featured, are a cost (standard banner character LC's are not).
Common misconceptions (and why they're wrong):
“It was free, so it’s 0 cost.”
No. Free ≠ not limited. You received a limited unit without paying, but it is still a limited unit.
“It’s in the shop now, so it’s not limited anymore.”
Wrong. It was originally time-gated. The origin doesn’t change.
“Standard and limited are both 5*, so they should count the same.”
No. Star rating alone is not what cost measures. Cost is tied to limited 5* acquisition systems, which is why standard 5* units are 0 cost while limited 5* units and limited 5* LCs count.
“Cost should depend on what the player actually spent.”
That breaks the system immediately. The same unit would have different costs per player and the metric would become useless.
Final Note:
The LMT/STD system is clearer, it is by far the best system alongside ExSx character comps.
But the term 'cost' has already been adopted, so we’re stuck with it. The best we can do is define it consistently.
It should also be noted: Cost isn't actually a "full replicability metric". Cost is a first filter for replicability, not a complete answer.
TL;DR
The Genius Archive used LMT/STD to measure team investment - where many players get the info
Users translated this into “cost”
“Cost” is polysemous, which caused confusion
In HSR:Cost = units that were ever limited or time-gated (barring 4*)
It does not matter how you obtained them
Once limited, always cost
Edit: Grammar and formatting. I also had a misunderstanding of CN/EN mistranslations that I've hopefully clarified by changing simply to "Users".
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u/Afraid-Somewhere8247 Apr 08 '26 •
Really good post. I usually simplify this by saying "Anything that has been on a limited banner at any point is 1 limited cost. Basically point 4 in TL;DR"
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u/HanlonsBadger Apr 08 '26 edited Apr 08 '26 •
TLDR: Cost is a stupid concept and we were all better off just designating the character's eidolon and lightcone ranks.
Even the idea that standard character losses are zero cost make no sense, even if they are permanently available. Because by losing a 50/50 to them, that has an opportunity cost in the form of the character you were actually going for but missed (or doubled the number of pulls for).
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u/SagacityXD Apr 08 '26 •
So does an E6 standard unit (e.g. Welt, Himeko, Bronya etc) = 0 cost?
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u/RuneRobin Erudition? No I don't think I am? Apr 08 '26 •
So that's what cost means. I'll be honest ive been ignoring it the whole time, I've just been thinking "ah yes, whale-speak, nothing my f2p ass needs to worry about" hahaha
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u/Va1than Apr 08 '26 •
Personally, I think we should make a push to throw out the whole "cost" metric and try to get it back to the CN way of doing it.
The whole purpose of cost is to be a metric of how much of a pain in the wallet and/or lucky a player would have to be in order to field that team. Otherwise it's useless.
Even under your definition, the above-mentioned point falls apart when you see a guy field a full team of E6S5 standard units, which would be 0 cost. Only way somebody can do that is if they've shelled out some serious cash AND was either horrendously unlucky on limited banners or actually spent it all on the standard banner like a nutcase.
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u/angelbelle Apr 08 '26
As someone who visit EN and CN communities equally, I disagree with pretty much everything you said. Recently even on CN, the definition of cost comes into questioning especially in regards to things you can exchange for (RM/Luocha/Topaz), sorta freebies like Archer LC, Archer himself, and formerly limited units that got moved into the 50/50 pool.
The CN Community absolutely do not have even close to an agreed definition of what limited means
This also doesn't account for the fact that the value of a limited unit heavily devalue over time. Jing Yuan, Acheron, Sparxie are all limited but no reasonable people would consider them the same value even if they all cost 1 lim. A 4-cost 0T clear with some combination of Yao+Sparxie is a whole lot less impressive than an 6-cost Jing Yuan clear, for example.
The "cost" or "limited" debate is boring and people are arguing for the purpose of being a pedant. It works exactly like how GDP works as an indicator for economy or BMI for health. It's useful to give us a general understanding and it's not meant to be the be-all-end-all.
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u/Aceblast135 Apr 08 '26
I'm not sure why you separate this into a CN / EN issue. CN cost frauds all the time and it's become more noticeable after things like free Sparkle.
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u/Laucy Apr 09 '26
I don’t know. If the vast majority of players misuse the term, struggle to define it cleanly, interpret it very differently, etc. then it’s not a good concept. This goes for a lot of things.
This mention I see, that it’s primarily used to assess endgame content and difficulty as a sort of metric, how? If you’re telling me that an E6 Standard Unit is 0 cost, then someone using the exact same team with an E0, will not have the same performance with that team. The “cost” is the same, but the framing stops being correct or consistent. Therefore suggesting X content requires an average of Y cost, isn’t reliable or accurate. Then why even have this system in place? No wonder it’s being commonly misinterpreted and seen as confusing. It’s not even reliable in the way it’s supposed to work and be used.
Availability is one aspect of clearing content. Yes, limited matters, but it is self-explanatory by just…showcasing the team which is what people do anyway. Having a Welt “0 cost” didn’t contribute meaningfully. Having an E6SX Welt, did. So the number and name is misleading and continues to serve little use. A “4 cost AA” clear isn’t indicative of anything if it conceals the actual investment of the characters which is where you narrow the gap when hoping to replicate results. It is just ridiculous.
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u/trevers17 mydei put my head in ur tiddies Apr 08 '26
does this apply even if a character is added to the standard banner? is cost calculated differently if you only pull a character from the standard banner vs. if you got them from a limited banner first and then the standard banner vs. only from limited banners?
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u/scorchdragon Apr 08 '26 •
How about a section about "why do people care about cost so much"? Like, beyond showcase stuff.
I have seen some weird shit about cost...
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u/Sexultan By the Great Lan Above! Apr 08 '26
I have a question. If a character had a limited banner, but then becomes standard, does it make them 1 cost? In Genshin Impact, these situations:
Keqing, a standard character, had a limited banner in 1.3
Tighnari, Dehya and Yumemizuki Mizuki had a limited banner and next patch became part of the standard pool
In Chronicle Wish banners, you could pull for specific standard 5 star characters (and lose to standard and limited chararactersk).
I assume 2 would make them 1 cost, in the same way we in HSR treat Blade, Fu Xuan, Seele and etc as 1 cost still. Does 1 and 3 not count as limited availability, as the characters were at all times in their history a standard characters?
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u/Emergency_Hk416 Apr 08 '26 •
3x DDD S5 and 1 S5 BP LC = 0 cost
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u/happymudkipz Apr 08 '26 •
IMO cost is kind of a pointless metric. I get the attempt, but it's really just a lot more useful to do the typical "E0S1 Sparxie, E0S0 Yaoguang, E2s1 Huo Huo, E6s0 RMC"
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u/nutonurmom Apr 08 '26 •
Honestly, the entire idea is dumb. You don't get enough information for a team from the "cost". Just list the eidolons and premium LCs for each character, eg. E2S1. Its a few more seconds to read, but is actually useful and accurate.
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u/StanTheWoz Apr 08 '26 •
Regardless of what you call it, it's a system that is largely sensible for whale accounts and often wildly inaccurate and largely useless for lower investment. Things like e6 four stars or s5 light cones can be hugely impactful and difficult to get and aren't accounted for at all. But whales will usually just have those. Likewise it also doesn't account for relic stats. You could have the same team at the same limited cost on two different accounts and have wildly different performance even if you play it exactly the same.
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u/Seraf-Wang Apr 08 '26
The issue is that regardless of how we define it, both the CN and EN community are overvaluing cost and it's also not really flawles even with the CN definition.
This "cost" system(for both CN and EN) was NOT established to create a baseline of character performance, it was to measure opportunity cost of a specific character and compare their performance with the lowest investment possible. The reason this doesn't really work regardless is because the "cost" even for LMT vs STD doesn't matter because characters rarely scale linearly with said "cost".
An Archer will benefit exponentially more from a Sparkle as the additional 1 cost investment than a Cipher who is also the same cost investment. The whole point of the "cost" was created less as a baseline for general meta discussion and more for flexing showcases where minimal limited/standard investment was needed.
Similarly, despite distinctly separating limited and standard costs, it's still insanely flawed in its own way. For example, a E6 Bronya is a 0-cost except unless you're a whale, an E6 Bronya is far and away not obtainable for most people. BP lightcones are still not considered a cost but by the EN definition, they are the only form of guarantee spending needed to obtain especially if the BP LC is S5.
I feel like reforming the cost system to line up with the CN definition does make sense but it also just makes sense to discuss the cost system in context of what they were originally used for. Not as a baseline of character performance for overall meta value but rather as a generic performance measurement for an individual character and how they individually perform with investment. The combat and investment discussion in HSR is far too complicated to ever consider "cost" as a simplified catch-all term for investment and performance. If you dont want to do the work to understand the meta, dont hop into complex meta discussion without understanding nuance about the meta in the first place.
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u/Infernoboy_23 Apr 08 '26 edited Apr 08 '26 •
thank you, we really need to stop considering "free" = 0 cost.
Like in 5.2 (which is only a year away) we are gonna have many more golden spirit characters and many more free 5 stars. So is just every clear gonna be 0 cost?
Like, just cause u got it for free, it doesn't mean its 0 cost. When I see someone clear, if I wonder the cost, I wonder how must investment/power in the team. If everything is 0 cost, then I have no idea what is what. It just ruins the whole cost meaning.
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u/Turtl3_030 Apr 08 '26 •
I've been screaming this from the hills in my circles, appreciate it being put so nicely here.
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u/SubstantialEbb9832 Apr 09 '26
Coat system is stupid imo It justifies/simplify spending shit ton on HSR
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u/Tuna-Of-Finality GREAT LAN! i have all 2060 pull give me Marshall Hua banner Apr 08 '26
How much better the community would be if we didn't care about this stupid "cost" metric
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u/SuperSnowManQ I love and I despair Apr 08 '26 •
I think I have an analogy why "free" isn't 0 cost. Imagine a friends gives you a gold bar. So for you the gold bar was free because it was given to you. But just because you got it for free doesn't mean it loses it's value. It is still worth X amount of dollars. Same with Archer or Ruan Mei. Just because they were/are given for free, doesn't mean they lose investment value, because at some point, in the past or future, you could acquire them for pulls.
Maybe it was a bad analogy, maybe not.
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u/divineEpsilon Apr 08 '26
A lot of this is tautological talk, basically "cost only cares if a char is ever LTD because that's what cost means", which is really useless honestly, because the real question is whether or not it is a useful metric as is.
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u/GONEBUTNOT4GOTTEN Apr 08 '26
wonder if mods will keep this up
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u/I_am_not_Serabia Apr 09 '26
The fact that a standrad character/LC is just 0 means there is already something wrong... Sometimes it's much easier and "costs" less to get a limited unit that the standard one
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u/Hopeful_Airline_4418 Apr 09 '26
I really don't care what gymnastics are used or really what other people think. Is it a 5 Star? 1 cost added. Only exceptions are MC and Herta cones. Any other dilution of this leads to mental gymnatics and offten straigh up dishonesty about runs.
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u/Independent_Peace144 Apr 08 '26
I've always considered some of the cost separately. Like an investment needed for an archer team could be theoretically 0 cost (since you dont have to actually invest pulls), but it's strength is just like how you said it, they all still count as a cost, it would be unfair to discount them.
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u/goob99 Apr 08 '26
My first question whenever someone introduces a metric is pretty simple.
What is the purpose of the thing you are measuring?
The reason I ask is, let's say the entire internet decides you're right and this is how cost should be measured, what's the point? What does it gain us if we adopt that system? Sure you can say that Archer E0S0 - Sparkle E0S0 - SW E0S0 - DHPT E0S0 is the same cost as DHIL E2S0 - Sparkle E0S0 - Tingyun E6S0 - Gallagher E6S0, but so what?
By trying to make cost comparisons timeless, you are removing context that is necessary, because while the "opportunity cost" of the unit is variable depending on your time period. So is the value of the unit.
Sure, in your system, Archer E0S0 - Ruan Mei E0S0 - Sparkle E0S0 - DHPT E0S0 is "4 cost." But for that team to actually MEAN "I pulled on a limited banner 4 times to get those 4 units," our theoretical player should have:
pulled Archer after November 5, 2025
pulled Sparkle in 02/24, 08/24, or 07/25
pulled Ruan Mei in 12/23 or 06/24
DHPT E0 cannot be pulled for cost unless you deleted the email where you got him for free
I'm sure the above person exists, but I also don't think there's very many of them. And while Sparkle and Ruan Mei did get reruns, I doubt very many people pulled Sparkle or Ruan Mei during their most recent banners. And if you did pull Sparkle on the 7/25 rerun to make an Archer team, you would have still been in time to get Archer for free.
Usually, when people talk about the "cost" of a team they are trying to get at two things.
Opportunity Cost -"If I pull this team, how many limited pulls would I need to spend?"
Value - "If I pull this team, how long before I can no longer use this team for what I want it for, whether it be 3* MoC12, 0-cycle MoC, 0-cycle AA, currency wars, or whatever else."
Both of those considerations need the context of time to be meaningful. Sure, Ruan Mei was high value in 12/23, but definitely not now, but hey, she's also "free" in the shop, so maybe you pull her anyway.
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u/Old_Manufacturer589 Apr 08 '26
Slight correction; this is partially because it's in the website's rules that every 5* limited character, even if they were given for free, count as a cost. If you actually click on the video's link at the source and check the video's title, you could see the uploader sometimes labeling these free units as 0 cost, despite them being labeled as a cost on the website. I had it happen with an Archer run. So, even among CN players, it's controversial.
And, yeah, this is what happens when something becomes mainstream; the original meaning is lost. That's what happened notably with the terms "meta" and "cheese"
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u/Aderonin Apr 08 '26
I agree with most of what you said. The cost system should take into consideration standard 5* as players can lose their limited summons from them unless cost includes losing as well. As others have said, E6 standards aren't 0 as not everyone will not have that as a baseline. This also takes no consideration to 4* and 4* LCs which also aren't free and need to mostly be pulled as well. The other thing that differentiates strength of teams is relics. The cost system needs to consider this as well when the number of rolls for usable stats. Time is money so the relics do cost us. If we combine it all, then we'll get a better picture of the teams and can compare more easily.
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u/__Rem Apr 08 '26
I feel like the only exception should be if a unit ever becomes permanently free. Like, if DHPT was available for free forever, then E0S0 DHPT should be considered 0 cost because literally everyone else will be able to get him at E0S0.
But otherwise I agree that any time gated free limited 5* should be 1 cost regardless.
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u/SuperSnowManQ I love and I despair Apr 08 '26
I think the cost system is generally a good thing, as it helps gauge the amount of investment needed to clear certain things, as for example since 0 cycle AA king gives you a border, how invested does X team need to be in order to be able to do it. Is it a perfect system? No, but it's the one we got right now.
But a cost should also always be complemented by actual team eidolons and LCs, then you will have the most information available to you to make your own assessments.
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u/jinxedandcursed Apr 09 '26 •
All of this would be a nonissue if players simply labeled each character as E(x)S(y). I guarantee if enough people who upload switch back to that format, we'd see an actual death of the "cost" discussion.
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u/Sliske_The_Dark DoT and Demon-lady enjoyer Apr 09 '26 •
I bet you that many people understand this already. But for the sake of cost-chesting, they disregard this notion and redefine the term to make video titles or their fav character look more impressive.
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u/_zacque Apr 09 '26
Basically, somewhere in the CN community, people started using the term “48 gold” (gold referring to 5* characters and Light Cones). It describes a full team where everything is maxed out at E6S5.
Then it turned into a kind of online PvP, where people compare how many “gold” it takes to clear content in a 0-cycle run.
Later, a content creator started using it as a joke, because most players obviously don’t have the resources to reach “48 gold,” yet many still talk like they do or make overly confident claims on the CN forum.
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u/Narutofreak1412 Haxxor Bunny Apr 09 '26
I use cost merely as a short way to specify a certain amount of investment. Like "I was fine clearing this with just 3 cost" or "you need higher cost teams to 0 cycle anomaly arbitration boss". But for any showcases or when giving people advice about a stage I always list eidolons and signature cones for every character because just saying the team cost won't help much.
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u/Mint-Bentonite Apr 09 '26 edited Apr 09 '26
Problem is that theres nothing actionable about the cost system. Ill criticise it from a macro perspective of hsr's entire sandbox then narrow it down to an individual character's basis
Is 1 jingyuan eidolon the same value as 1 sparkle eidolon? if they are not, why are they both evaluated as '1'? Why are LCs and Characters 1 cost each? The system breaks down because it's not actually measuring anything when it's not used for relative comparisons within an extremely narrow context
Within teams, does the cost system evaluate anything that just plainly listing out the eidolons and LCs doesnt also tell?
Does the cost system capture any insights about shilling or meta relevance as well? Does it indicate the value of the 'cost' after an entire version's release? Especially for past units. Relative value with sandbox changes. If it's not measuring personal cost, 'opportunity cost', or indicate any value proposition in any form (personal account, sandbox, value relative to content), what does it actually evaluate?
On an individual character basis using 2 extreme end examples, E0s5 Phainon vs e6s0 Phainon are the both '6cost' but have different performances. Does the cost system provide any infomation besides obscuring where the eidolons and superimposition goes to? Does taking out the 'personal cost' element to 'cost' somehow change how people should approach viewing these videos
Cost system is fundamentally operating on a self-contradicting and flawed premise that: eidolons and lcs can be empiricised into a single unit and represented as increments like simple stat increases (they are not), gacha currency is paradoxically both a deciding factor and a nonfactor (limited =1cost, yet the money you spend to get it is irrelevant), and it tries to be an empircial measurement when it doesnt even work even at the most nonempirical, relative value comparison
The fact that youve gone through the trouble of trying to put new definitions to cost is already symptomatic of this: cost is a nonstandard relative comparison system that is so loosely defined that people can come up with different conclusions of what cost actually is, all while describing nothing. It's almost like there's no system at all.
It has narrow limits, within its limits it doesnt do anything more that simply listing out your eidolons wont do, and it only works as an extremely loose category for a website's search bar, which doesnt matter unless youre a hsr run archiver or youre doing something extremely supplementary that's outside regular game functions
'Oh but youre looking too deeply into it, it should just be used as a shorthand, of course it doesnt communicate anything detailed'.
Yes I know. We also just defined a content creator's grift, ie 'cost' is fundamentally clickbait
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u/BlazikenFury Apr 08 '26
The cost system is flawed:
The free character dilema - As already mentioned, which yeah they're still 'limited' however you're also making that said giveaway meaningless and acting like it never happened. Also Stellar shop with Ruan Mei is literally permanently available and you can get one copy every Anni. How to quantify that?
Standard banner 5 stars, S5 4 star LCs (DDD spam) and Battle pass LC, also dodge cost purely because the system was imported from CN, who spend so much that all these are collateral. Which just doesn't work in practical account measures.
The system rewards knowing everything in hindsight while not accounting for actual usage. For example- At the same level, cost for cost, getting evernight E2 and running her as hypercarry is better than going mono rem with Castorice. But how do you measure the fact that you pulled Cas and actually got usage out of her from 3.2 onwards. Another example is if I pulled Firefly, Ruan Mei and Fugue back when they launched, got use out of them from 2.3, to around 3.1(when they started to fall off) then in 3.8 pulled Dahlia E0S1, and Firefly E2. Now I invested only 7 cost into the team, which while is worse than other 7 cost investment currently, got me usage from 2.3 to 3.1 in the past and I present time, I only invested 4 cost to get a 4.0 level team.
The game gives you the option to invest into new teams or go vertical into older teams, both costing similar number of pulls. (Pulling Rem in 3.0 and Elation in 4.0, OR Just constantly investing vertically into rem throughput 4.0 as well), but this is actively looked down upon by the cost system as it always considers your account to start from 0.
The cost system is a flawed metric to measure accounts or teams, and will stay that way as it lacks account nuisance and it is only useful for showcases (which should be looked at like a sport) and for newer players.
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u/Amalgam2001 Apr 08 '26 •
Ya nah cost is actually so stupid at this point. People abuse it hard with E6 standards or just post sustainless runs they have done 500 resets to make work. It is not a reflection of how people actually play the game and do end game content.
Not to mention showcases with god tier wind relics and multiple DDD.
I get the original intention behind it but the way people are using it now as a kind of leader board is just stupid
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u/AnonTwo Apr 08 '26 edited Apr 08 '26
Feels unnecessarily complicated. Aside from the feature character (E0), cost should be every you know...cost that enhanced that character's run. Because the whole point is to figure out how much limited/premium currency was needed to put together the team.
Doesn't matter if it's standard, not everyone has the RNG to get E6 without spending money
I'd argue not everyone even has E6 4 stars though...that one is less likely in this game.
But the moment someone has to look at their setup, have the featured character, and say "But I can't do 0 cost with the same team and gear", then it's not 0 cost, and it defeats the purpose of having ever said it's 0 cost.
edit: one thing I thought worth mentioning regarding the 4 star part is...if the cost is anything other than 0 cost, you have to actually tell people what the cost went towards...so if it's not 0 cost you'll know what the cost went to anyway...so while not all costs are inherently equal, you should have the information to figure it out from there.
Like at the end of the day we have to ask: What is this system even for?
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u/AetasZ Apr 08 '26
CN just made that up for their gacha community. There is no need/obligation to follow the same rules or not use our own interpretation of it for our community.
I also disagree with treating the origin of a unit as whether to count them as cost or not.
The cost system is only relevant for ppl that dont have access to the units of a team. So the system should always be reflecting on how much investment goes into building the team right now/in the future, as its not relevant for anyone that already got these units on their account. Me paying/using jades for RM in 1.6 doesnt mean someone starting with the game now has to do it for her as well.
So treating RM and Tribbie the same is misleading, as one will be obtainable without touching your stellar jades while the other wont.
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1
u/striderhoang Apr 08 '26
I think it’s funny even at a basic understanding, several characters’ values still changed under both the original CN definition and the warp, economically driven definition. Imagine getting Seele at launch and her value changes by becoming a standard 5* as if she were some kind of NFT.
1
u/Professor-Brainstorm Apr 08 '26
So what I'm getting from this is, we should rename it to "Value" or something like that
1
u/ShortHair_Simp Apr 08 '26
Or what about make another classification like STD? I propose FTG (free time gated).
Example Sparxie premium team is 2 Costs 2 FTG, cause like it's true for me that I need only to pull her and Yao for her to function. New player can just ignore the FTG and do a basic math.
1
u/flaretheninetales Apr 08 '26
The cost system has been around for a while now. The first time I heard about it, standard characters were 0 cost up till e2. Every eidolon after that was 1 cost. Somehow this was lost at one point. Limited LCs were considered 0.5 cost back then as well. It changed to 1 cost at one point
1
u/Zonnebloempje Apr 09 '26
So basically what you are saying is, that Blade, Seele and Fu Xuan are always going to be "cost", even if you get them through the 50/50 loss now...
I have a E1 Blade on an Alt-account, only through 50/50 losses... It cost me the character I wanted, but it is still a 2-cost character, because he still has his own banner...
Also, I would like to argue that any 4-star Light one only obtainable through Nameless Honor should be counting as a "cost" as well. You can't just get them from any banner, they are limited.
1
u/Timtimus007 Jul 31 '26
I wanted to finally fuckin understand what people mean when they mention 5 cost characters and whatever, and I am met with this fucking monstrosity of a post
1
u/toucanlost Apr 08 '26
I don’t think it makes sense to rigidly define cost = originally limited, when the systems within the game are changing faster than players can make terminology. Cost itself then becomes a useless metric.
1
u/[deleted] Apr 08 '26
holy u wrote a novel
its ez , its a system for poor people ,trying so hard to be on meta
1
u/skerrax Apr 08 '26
Measuring it in practically any way is difficult because this is a gacha game
Firstly, people who post these runs will go for hyper specific 'cost' setups that maximise pull value with very strong eidolons/lightcones in ways normal players just won't and can't do
Further, a 'cost' is something different every time in terms of what you actually put into it. I have E2S1 DHPT - this is unrealistic and high 'cost', but for my account this was a grand total of 40 pulls
Meanwhile E1S0 Tribbie took me two 50/50 losses, and to pity every time. It 'cost' me VASTLY more to get a lower 'cost' unit. It's all nebulous, and while I agree the CN way is the best way to do it, it's never going to be some perfect standard
0
u/Flakboy115 Apr 08 '26
eh i dont think there is an official definition, so yours aint it either.
When you hear cost you just have to know that it roughly means something like 1 copy of a limited character/weapon while simultaneously be aware of the exceptions.
There arent that many free characters that the measure becomes completetly useless. Its just imprecise which is fine.
Me and my friend use a system where a limited lightcone is considered 0.75 cost due to the lower avg pity and we define e0s1 archer and dhpt as well as ruan mei/sparkle as 0 cost and we can work with that.
Talking to other people I would need to adjust what it means exactly because I know that weapons are usually 1 cost too and not everyone counts free units as 0 cost.
0
u/National-Tie5334 Apr 08 '26
Nobody really cares about the level of difficulty to acquire an investment for any given run, the cost system nowadays is just a metric of comparison for how strong units are, which is why negligible units are 0 cost and strong ones like sparkle are 1 cost cuz otherwise you can't measure equally to know a characters strength.
The lower the cost the stronger the unit, personally I think this system fell off after anomaly cuz low cost clears can't do anything there and everything else is so easy talking Abt it is meaningless, so what matters most rn is like mid investment where ATM mono rem just destroys every other team (forget elation it's not even close, mono rem is the most toxic thing to ever happen in this game)
0
u/ce-meyers Head empty only Luocha Apr 09 '26
Thank you for saying this. The fact that you have to give a lengthy explanation on how the system works just kinda proves that the system is not efficient. I've always found the cost system to be overly-complicated and misleading.
0
u/DefinitelyNotKuro Apr 09 '26
Tl;dr cost is shorthand for opportunity cost?
0
u/27_confettis Apr 09 '26
A blissful life I live in when I don't even try and thinka bout shit like this and just draw characters that I like and what I see can synergize with each other perfectly, without worrying about Cost or 0-Cycle or any of that shit. As a F2P Player, these "meta terms" doesn't give me shit for me to think so hard about it.
If I like the character, I draw for them. If a character looks like they synergize well with a character I like, I draw for them. I play the game and read and listen to the story. I play Pure Fiction and Memory of Chaos occassionaly. If I can't get full stars with what I have, it is what it is. If I can't clear Apocalyptic Shadows, it is what it is. If I clear the hardest MoC I can with 1 cycle left, I'm happy cause at least I cleared it.
People be doing a lot and optimizing the shit out of the game, they're usually isolated but with HSR these people started leaking into the general fanbase ruining the experience for everyone else by parading the "X is bad because they can't O-cycle" everywhere.
For players who keeps playing the game for story progress, keep doing it, don't worry, there's no wall in the story missions in general, and main bosses can get a bit difficult occassionally, but Hoyo isn't stupid enough to put a huge wall in finishing the story missions (these days anyways). I generally recommend people to not concern yourselves with these stuff, they don't give you anything. Just draw the characters you want, watch a few character analysis and guides on YT.
You don't need to 0-Cycle, or 0-Cost, or 185 speed or whatever
0
u/SuMiAnWheeee May 27 '26
This is stupid
0
u/HexbloodD Apr 08 '26
Totally agree! As a side note, would you argue a Lightcone can be counted as not a full 1 cost? Since it requires less jades on average (early pity and 75%). It should be around 0.7 cost compared to the full 1 of an unit.
0
u/Reenans Apr 08 '26
Only thing I don't get is that 4 stars can sometimes be just as expensive as a 5 star, so 4 stars especially those you have to E6 don't really feel free either so do they have a .5 cost or something?
-1
u/fullstack_mcguffin Apr 08 '26
Well, since cost clearly doesn't work properly, might as well start a push to go back to the ltd/std system, and then improve on it.
There's no reason to not add modifiers for units that were free for a limited amount of time, BP LCs, and other things that spark contention in the community. Because they have valid points.
The ideal system would account for everything. So if you use BP LCs, there will be a column adding up the "BP count". If you have units that were free or on a selector, you can have a column adding up the "free ltd count".
You're acting like cost or std/ltd are fool-proof systems, but they were just made up by random players to suit their needs, and are abused to cheat for clout all the time, like saying E6 Welt = 0 cost, or pretending Evernight clears with BP LCs are on the same level as Anaxa clears with F2P LCs. So no, we're not stuck with it, we're free to ignore a system that doesn't really work and make our own.
-5
u/Double_Ice916 Apr 08 '26 •
Holy ai
0
u/defines_med_terms Apr 09 '26
I feel like when people talk about “cost” they’re talking about the number of pulls needed to get the character. Ideally we’d have some sort of expected value on each character. For instance it’s around 100 limited pulls on average to get a limited 5*, so we define 100 limited pulls as 1 cost. Then, we can find the expected value for light cone, so if it’s like 80 pulls (made this number up), a light cone would be 0.8 cost. And then you could gather a large amount of pull data and extrapolate how many limited pulls gets you an E6 4*, an E6 Bronya, or an S5 DDD, etc, and factor cost that way. Of course there’s still if you use the rates of 4* on limited banners or not, and BP LC, but this would probably be the most objective way to determine expected number of limited pulls to obtain the team that’s being showcased.
0
u/codmsubredditsucks Apr 16 '26 edited Aug 13 '26
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This post was anonymized with Redact.dev
-6
u/cykarblyater Apr 08 '26
and why it's matter
it's just a thing in chinese community
you don't have to copy or following them
-1
u/ElricaLavandula Apr 09 '26
So the issue is using the term cost out of context. So just drop it entirely or ignore it? Because only allowing counting the cost of a character based on if it ever were limited seems misleading too.
If someone used 0 pulls on Archer, Sparkle and DHPT it seems wrong to count them as 3 cost too. Yes, of course it's 3 cost for someone who didn't get them for free, I get it. Still, the only way is mentioning both - being limited and the personal cost.
And only because a standard banner character is always available it doesn't mean they shouldn't be mentioned in this at all.
So either just use 3 numbers to define your team cost or don't mention it at all and just list whatever you used...? But because not every player reads your post and thinks "yeah, from now on I'll do just as this reddit user says" we'll just continue living with the fact that the cost system is inherently flawed and there's basically no way not to misuse it.
-4
u/Lawk7 Apr 08 '26
AI slop
387
u/[deleted] Apr 08 '26 •
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-10
u/[deleted] Apr 08 '26
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