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