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@kerravon I agree completely with your last sentence. However, I also think that any solution that uses simpler fractions, specifically halves and quarters, is much more likely to be correct.
I see my equations as being of the same form:
stat = Bround(a * (level+b)) + Bround(c * (level+d)) + e
In a case where a = c, b = d, and e = 0, it can be simplified to 2 * Bround(a * (level+b)), like my equation for B/B weapons.
This form makes sense to me. Bround(a * (level+b)) is the basic element used in all other level-scaled formula that I’ve worked out so far, so that obviously a good starting point. Using one of these elements as a baseline and then adding a second one as an offset, while not something I’ve seen elsewhere, still feels reasonable. Adding a static offset to the level-scaled elements is the one part that I’m not entirely comfortable with, but the work I’ve done on arena banner items also supports the existence of this static offset.
The level offset of 5 also makes me a little uncomfortable, since I’d only seen an offset of 3 on all bird, item, and pig stats until now. However, it does make the equations work very well in some cases, so I’ve come to accept it.
Your approach of a 1.3 multiplier because of the 3 stars is interesting, although I don’t really think it’s the right way to go. Crafted items work somewhat similar to that, but with a significant difference:
stat_0 = Bround(a * (level+3))
stat_x = stat_0 + x * Bround(stat_0 / 10)Each star beyond 0 provides an additional 10% of the 0* value, but this 10% is rounded before being multiplied by the number of stars, such that each star adds the same amount. The 3* values calculated this way are often very different from what you’d get from a 1.3 multiplier with no intermediate rounding. I tried going this way with set items, but it turns out there are some known values that simply can’t be calculated this way from any stat_0 value. R/M level 37 is 252 – plugging 194 as stat_0 gives 251, but plugging 195 gives 255.
However, the biggest thing that makes me doubt your formula is what I said at first – the fractions used. Multiples of 1.3, when rounded, produce a differential pattern with a cycle of 20. We know that the differential pattern of R/M’s weapons has a cycle of 4, so we should pretty much require that any formula have halves as the only fractions in it, because they also produce a differential cycle of 4.