Talk:Fragile Greed/@comment-33018476-20180619043044/@comment-37337632-20181029042016

That would be fair for the real life when talking about investment and all, but this analysis is probably too strict to be applicable to the game.

For example, at some point there is no use in geo other than spending on fragile charms and sending Leg Eater to see his fate.

So as far as there is no other purpose, the geo spent onto making this charm unbreakable is just a payment for:

1) convenience (what you stated initially);

2) achieving some small goal in the game.

From this point of view as long as you wish to get all the charms unbreakable paying 9000 geo for making Unbreakable Greed will make earning money for the rest of the charms a little bit easier, so it is not the loss of geo, it is a kind of investment into a faster achieving of a goal and partial fulfilment of this goal.

In other words, there is a pile A which is 9000 + 12000 + 15000 = 36000.

G is the geo you earn normally, and B is the bonus which is [0.2 ... 0.6]*G.

Then there is a question when you should purchase that Unbreakable Greed (on assumption that all the geo you can get is from enemies). If you purchase it last you will have to earn A = G  = 36000. If you purchase it first you will have to earn A =  = 9000 + 25000 / (1 + [0.2 ... 0.6]). Which in the worst case will make the process 18% faster, and in the best case it will be 31% faster. Still a bunch of geo, but if you start going for it, why should you stop.