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CALCULATING THE PURCHASING POWER TO

DETERMINE HOW TO SPEND YOUR TOKENS, an


article by mpmslc.
Ever want to know how to best spend your tokens when purchasing guardian powers at the edge
of infinity? Are you confused and don't know which 'online optimizer' to use? Here is an article
that breaks down how to calculate what I like to call the purchasing power.
All the calculations in my optimizer http://repl.it/e2R/26 are based on everything written in this
article.
To begin, I will abbreviate purchasing power with PP and express it in the following equation:
PP = / ($)
This equation states that the purchasing power (PP) is equal to a factor () multiplied by a
change () divided by a cost ($) which is multiplied by a total ().
There are different factors () used to bump up or reduce the final value of the purchasing
power (PP) depending on how much of an importance is placed on different benefits:
such as DPS (damage per second), gold, tokens or time. As a default, the following
factors have been assigned:
DPS Factor = 1.000
Gold Factor = 0.275
Token Factor = 5.000
Time Factor = 3.000
These values may be changed based on how important you feel one is above
another. Of course, the more important the benefit, the higher you would want to
assign the factor; the less important the benefit, the lower you would want to
assign the factor.
When you level up a guardian power, a change () its benefit occurs. For instance, when
you purchase a level in Train Heroes a change () of 11% is applied to its total DPS.
This starts out with a built in value. For Prism, a corrected change () will be required.
The cost ($) is defined simply by the amount of tokens is required to level up a guardian
power and is expressed in the following equation:
$ = B1^E1 + A1 (rounded down to the nearest integer)
This equation states that the cost ($) is equal to a built-in base number (B1) raised
to the power of a built-in exponent (E1) and then added by a built-in number (A1).

The total () is defined by how much benefit the guardian power is currently granting
you at your current level. It is the overall multiplier and is expressed in the following
equation:
= LM2 + A2
This equation states that the total () is equal to the level (L) of the guardian
power multiplied by the change () multiplied by a built-in number (M2) and then
added by a built-in number (A2).

GUILDED CHESTS
Cost to level is expressed as follows:
$ = B1^E1 + A1 (rounded down to the nearest integer)
where B1 = L + 1 (L = level of this guardian power) and
where E1 = 1.0 and
where A1 = 0. So therefore:
$ = (L + 1)1.0 + 0 -- Simplified:
$=L+1
Since each level gives 25% boost to amount of gold gained from chests:
= 25%
Current total benefit is expressed as follows:
= LM2 + A2
where M2 = 1 and
since the benefit must be 100% (not 0%) at level 0:
A2 = 100%. So therefore:
= L * 25% * 1 + 100% -- Simplified:
=L/4+1
Since this guardian power yields GOLD:
= 0.275
PP = / ($)
PP = 0.275 * 25% / [(L + 1)(L / 4 + 1)] -- Simplified:

PP = 0.275 / (L2 + 5L + 4)

MIDAS TOUCH
Cost to level is expressed as follows:
$ = B1^E1 + A1 (rounded down to the nearest integer)
where B1 = L + 1 (L = level of this guardian power) and
where E1 = 1.0 and
where A1 = 0. So therefore:
$ = (L + 1)1.0 + 0 -- Simplified:
$=L+1
Since each level gives 5% boost to amount of gold gained from all sources:
= 5%
Current total benefit is expressed as follows:
= LM2 + A2
where M2 = 1 and
since the benefit must be 100% (not 0%) at level 0:
A2 = 100%. So therefore:
= L * 5% * 1 + 100% -- Simplified:
= L / 20 + 1
Since this guardian power yields GOLD:
= 0.275
PP = / ($)
PP = 0.275 * 5% / [(L + 1)(L / 20 + 1)] -- Simplified:

PP = 0.275 / (L2 + 21L + 20)

FORCE MULTIPLY
Cost to level is expressed as follows:
$ = B1^E1 + A1 (rounded down to the nearest integer)
where B1 = L + 1 (L = level of this guardian power) and
where E1 = 1.6 and
where A1 = 0. So therefore:
$ = (L + 1)1.6 + 0 -- Simplified:

$ = (L + 1)1.6 (rounded down to the nearest integer)


Since each level gives 1% boost to amount of infinity tokens gained:
= 1%
Current total benefit is expressed as follows:
= LM2 + A2
where M2 = 1 and
since the benefit must be 100% (not 0%) at level 0:
A2 = 100%. So therefore:
= L * 1% * 1 + 100% -- Simplified:
= L / 100 + 1
Since this guardian power yields TOKENS:
= 5.000
PP = / ($)
PP = 5.000 * 1% / [($ * (L / 100 + 1)] -- Simplified:

PP = 5 / [$ * (L + 100)]

PRISM
Cost to level is expressed as follows:
$ = B1^E1 + A1 (rounded down to the nearest integer)
where B1 = L + 1 (L = level of this guardian power) and
where E1 = 1.6 and
where A1 = 0. So therefore:
$ = (L + 1)1.6 + 0 -- Simplified:
$ = (L + 1)1.6 (rounded down to the nearest integer)
Since each level gives 1% boost to amount of infinity gems gained:
= 1% (this will require a correction later)
Current total benefit is expressed as follows:
= LM2 + A2
where M2 = 1 and
since the benefit must be 100% (not 0%) at level 0:

A2 = 100%. So therefore:
= L * 1% * 1 + 100% -- Simplified:
= L / 100 + 1 (this will require a correction later)
This guardian power requires another phase of calculations for and , so more information is
needed:
Level which Gems begin to drop (LG) is the level at which gems begin to drop.
LG = 105
Wormhole Level (LW) is the level of your guardian power Wormhole.
Starting Level (LS) is the level at which to begin for loop.
LS = ceiling (max (LG, LW), 5)
Level at Infinity (L) is the level at which you decide to go infinity and start over again.
Frequency due to Jeweled (FJ) is the Infinity Gem Chance found in the in-game info,
assuming it's maxed out.
FJ = 50%
Aidith Gems (GA) is the total quantity of infinity gems Aidith (the final hero) has
collected.
Gems Collected at Current Level (GL) is the quantity of infinity gems collected during a
'run' (from starting level to level at infinity) at your current Prism level.
Gems Collected at Next Level (GL+1) is the quantity of infinity gems you would collect
during a run at your Prism's next level.
Spell Correction Multiplier (SM) is a multiplier to adjust for spells casted during a run
which increases your quantity of gems collected.
SM = 1.6
The following 'for' loop is how to calculate the gems collected:
for (level = LS, level < L, level + 5)
GL += [(level - 105) / 25]1.1 * FJSM (rounded up to the nearest integer)
GL+1 += [(level - 105) / 25]1.1 * FJ( + )SM (rounded up to the nearest integer)
New values are to be assigned to and as follows:
= (GL+1 - GL) * 1% / 20
This needs to be divided by 20 because virtually all of the time only one hero is doing
nearly all of the damage at any given time. Nearly all the time its Aidith. This has been
bar charted and proves this. The following is the above siplified:
= (GL+1 - GL) / 2000
= GA * 1% + 100% -- Simplified:
= GA / 100 + 1
Since this guardian power yields gems and the gems yield DPS:
= 1.000

PP = / ($)
PP = 1.000 * [(GL+1 - GL) / 2000] / [$ * (GA / 100 + 1)] -- Simplified:

PP = (GL+1 - GL) / [5$ * (4GA + 1)]

BANKING
Cost to level is expressed as follows:
$ = B1^E1 + A1 (rounded down to the nearest integer)
where B1 = L + 1 (L = level of this guardian power) and
where E1 = 1.0 and
where A1 = 0. So therefore:
$ = (L + 1)1.0 + 0 -- Simplified:
$=L+1
Since each level gives 15% boost to amount of gold gained while in idle mode:
= 15%
Current total benefit is expressed as follows:
= LM2 + A2
where M2 = 1 and
A2 = 550%. So therefore:
= L * 15% * 1 + 550% -- Simplified:
= (3L + 110) / 20
Since this guardian power yields GOLD:
= 0.275
PP = / ($)
PP = 0.275 * 15% / [(L + 1)(3L + 110) / 20] -- Simplified:

PP = 0.825 / (3L2 + 113L + 110)

CONQUEST
Cost to level is expressed as follows:
$ = B1^E1 + A1 (rounded down to the nearest integer)

where B1 = L + 1 (L = level of this guardian power) and


where E1 = 1.0 and
where A1 = 0. So therefore:
$ = (L + 1)1.0 + 0 -- Simplified:
$=L+1
Since each level gives 15% boost to amount of DPS gained while in idle mode:
= 15%
Current total benefit is expressed as follows:
= LM2 + A2
where M2 = 1 and
A2 = 550%. So therefore:
= L x 15% x 1 + 550% -- Simplified:
= (3L + 110) / 20
Since this guardian power yields DPS:
= 1.000
PP = / ($)
PP = 1.000 * 15% / [(L + 1)(3L + 110) / 20] -- Simplified:

PP = 3 / (3L2 + 113L + 110)

TRAIN HEROES
Cost to level is expressed as follows:
$ = B1^E1 + A1 (rounded down to the nearest integer)
where B1 = L + 1 (L = level of this guardian power) and
where E1 = 0.0 and
where A1 = 0. So therefore:
$ = (L + 1)0.0 + 0 -- Simplified:
$=1
Since each level gives 11% boost to amount of DPS gained:
= 11%

Current total benefit is expressed as follows:


= LM2 + A2
where M2 = 1 and
since the benefit must be 100% (not 0%) at level 0:
A2 = 100%. So therefore:
= L * 11% * 1 + 100% -- Simplified:
= 11L / 100 + 1
Since this guardian power yields DPS:
= 1.000
PP = / ($)
PP = 1.000 * 11% / [1 * (11L / 100 + 1)] -- Simplified:

PP = 11 / (11L + 100)

WORMHOLE
Cost to level is expressed as follows:
$ = B1^E1 + A1 (rounded down to the nearest integer)
where B1 = L + 1 (L = level of this guardian power) and
where E1 = 1.5 and
where A1 = 19. So therefore:
$ = (L + 1)1.5 + 19 (rounded down to the nearest integer)
Since level makes you start 1 level later:
=1
Current total benefit is expressed as follows:
= LM2 + A2
where M2 = -1
Level at Infinity (L) is the level at which you decide to go infinity and start over again.
A2 = L. So therefore:
= L * 1 * -1 + L -- Simplified:
= L - L
Since this guardian power saves TIME:

= 3.000
PP = / ($)
PP = 3.000 * 1 / [$ * (L - L)] -- Simplified:

PP = 3 / [$ * (L - L)]

FINAL CALCULATIONS
All the PP vaules are very small and get even smaller and smaller and approach 0 as you
progress through the game, so to offset this, a scaling factor is applied to all PP values. I would
like to set the smallest PP vaule to be equal to 100. So:
PPmin = 100
PPdiv = min(PPgilded chests, PPmidas touch, PPforce multiply, PPprism, PPbanking, PPconquest, PPtrain heroes,
PPwormhole)
Every new PP values are updated as follows:

PPnew = PPold * PPmin / PPdiv

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