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dr_ishmael posted an update 9 years, 2 months ago
@killerkea Crafted item levels are determined by the level of the stage where their recipe was on the reward wheel. The 3 recipes you see for Red’s weapons were obtained from the last 3 Chronicle Caves, which were levels 37, 39, and 41. The Cheese Hammer came from the 37 cave; the Feather Lance from the 39 cave, and the Cobalt Saber from the 41 cave. That’s why they have increasing stats.
The base value for a crafted item’s stat is determined by the formula `scale_factor * (level + 3)`, where the `scale_factor` is a different scaling factor for each bird and item type. Chuck’s weapons have a scale factor of 6, Matilda’s offhands have a factor of 16.25, etc. Red and Matilda’s weapons share the same factor, 4.
This lets us calculate the base stat of Red’s weapons at levels 37/39/41.
`Level Base_stat
37 160
39 168
41 176
`These don’t match the values you see in the anvil interface; that’s because the anvil interface shows the 3* value.
Each star on a crafted weapon adds 10% (rounded-to-even) of the base stat; e.g. `base_stat + stars * bround(0.1 * base_stat)`. Now we can calculate the numbers you see at the anvil.
`Level Base_stat 1*-stat 2*-stat 3*-stat
37 160 176 192 208
39 168 185 202 219
41 176 194 216 230
`As I said before, the 2* stat from crafted items is identical to the 2* stat of items from the GPM. A 2* GPM weapon for Red or Matilda at level 41 has a stat of 216; a 0* GPM weapon for Red or Matilda at level 41 has a stat of 202, the same as a 2* crafted item at level 39. These numbers have been recorded in the GPM thread.
Because of this concurrence between 2* items, I decided to treat 2* GPM items as the representative item for each level. I make sure to point this out every time I post a table of stats, as I did twice in the “Health of banner items” thread.
I agree that being able to peg 0* items to the level would be more convenient, but then you’d have the 0* GPM items of a given level corresponding to the 2* crafted items at two levels lower, which would make less sense.
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Forgive the non-monospace tables, I forgot that the standard forum tags don’t work over here. >:(
I didn’t mean to offend you. The first part of the message I kept simple for others to see how to use the formula not you since the original poster didn’t understand what we meant by a 10% improvement per league. I’m sorry I never bothered to read your entire messages before. I’m pretty good at math, but unlike you I don’t enjoy doing it. I find it too much like doing work and I want to enjoy the game not do math.
As I said earlier I’m not really interested in finding a formula to calculate the values of all items for all levels. I might be interested a little if they raise the level cap again. If we get a complete data set for all level 45 items and some data points for the in between levels we might be able to figure out the lower levels. However Rovio has changed the values of items in the past and they might change it again.
I knew the first part of your post wasn’t targeted at me. It was more the part about “use algebra like I did” in that same post and the whole of next post that made me assume you hadn’t really been reading what I’d written. Which you just admitted to, so I guess my assumption was valid this time.
I’m sorry if my message here went a bit overboard, but at the time I felt like the best way to help you understand my position (on pegging 2* to level) was to try explaining everything that led me to make that decision.
My comment about treating me like a sixth grader was completely unnecessary. I apologize for that.
I know we’ve collaborated well in other threads before, so I hope we can continue doing that in the future. :)