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Rogerus
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Posted: Wed Sep 26, 2012 13:45 |
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Joined: Wed Feb 24, 2010 09:41 Posts: 104
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New KDimp formula:
KDimp bonus = M * ( 1 - exp (-X/(1400*max(L,500)+15000))
With M the max imp bonus, X the number of points invested and L the land.
Notice that the latest changes (removing Rimps) have doubled M from (15%,20%,10%,10%,10%) to (30%,40%,20%,20%,20%). The max() operator is also new. It only has an effect while you have less than 500 land, however, and will cause you to have slightly less than double the bonus you had before the change. When you're above 500 land, you effectively get a bonus twice as much as you would have had before the change.
Disclaimer: this formula has not been confirmed by Zip or anyone from the Dev team. I got it myself, by looking at the bonus for different M, L and X. Use at own risk.
Edit: min(L,500) has to be max(L,500), of course. Changed this.
Last edited by Rogerus on Wed Sep 26, 2012 13:55, edited 2 times in total.
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Ceekayed
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Posted: Wed Sep 26, 2012 13:52 |
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Joined: Wed Jul 06, 2005 02:17 Posts: 2749 Location: Finland
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Rogerus wrote: New KDimp formula:
KDimp bonus = M * ( 1 - exp (-X/(1400*min(L,500)+15000))
With M the max imp bonus, X the number of points invested and L the land.
Notice that the latest changes (removing Rimps) have doubled M from (15%,20%,10%,10%,10%) to (30%,40%,20%,20%,20%). The min() operator is also new. It only has an effect while you have less than 500 land, however, and will cause you to have slightly less than double the bonus you had before the change. When you're above 500 land, you effectively get a bonus twice as much as you would have had before the change.
Disclaimer: this formula has not been confirmed by Zip or anyone from the Dev team. I got it myself, by looking at the bonus for different M, L and X. Use at own risk. Nice job at figuring it out quickly, too bad the new kimp formula is off by nearly half of what we agreed on. So don't crunch your strats until zip has fixed the formula. I asked for the formula to be made public, dunno if we can do that. You'll figure it out pretty quickly anyway, so I see no reason not to tell it though.
_________________ www.ceekayed.com
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Rogerus
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Posted: Wed Sep 26, 2012 14:00 |
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Joined: Wed Feb 24, 2010 09:41 Posts: 104
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If you use close to the same formula as before, I will find it out quickly indeed  . I have to admit the max() operator was hard to get to, those non-standard functions are pretty annoying... A logical and straightforward change, by the way, would be to make it: KDimp bonus = M * ( 1 - exp (-0.5*X/(1400*L + 15000)) This being equivalent, of course, to M * ( 1 - exp (-*X/(2800*L + 30000)) That's kind of what I expected the formula to be. With M doubled, but the required number of points X also doubled. This would make it about the same as it was with Kimps and Rimps. Taking efficiency of split Rimps/Kimps into account, you'd probably want something like -0.65*X. The current formula (displayed above) is a huge buff to KDimps. But I'm sure these things have come to the table in your discussions as well.
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rokushiki
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Posted: Wed Sep 26, 2012 14:26 |
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Joined: Sat Jun 09, 2012 16:29 Posts: 67
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It is fairly straightforward to figure out the new kimp formula. I got exactly the same as Rogerus and am 100% sure it is the correct formula. Anyway, the easiest way to fix it would be to double the constant from 1400 to 2800. It will scale very similarly to the old formula (slightly less needed), which is probably what you're looking for. The 15000 constant doesn't really matter, it becomes inconsequential when land size is large. The max(land,500) seems redundant as well.
EDIT: Anyway, I think this should be brought over to the Changes thread so it gets more attention.
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Fergy
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Posted: Fri Sep 28, 2012 18:34 |
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Joined: Wed Apr 13, 2005 21:25 Posts: 1850 Location: Michigan
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Hero Mortality =.95/sqrt(exp+16) It's accurate within 0.02%. Edit: For uncommon heroes, divide this number by 2.
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Rogerus
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Posted: Mon Oct 15, 2012 16:30 |
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Joined: Wed Feb 24, 2010 09:41 Posts: 104
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Does someone know if Hero Mortality is the same for relic quests as it is for regular attacks? Also, is hero mortality for relic quests also reduced by academies (e.g. 0 mortality with >25% academies?) - I'm asking because acads don't increase XP gains on relic quests, based on their description.
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Rogerus
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Posted: Sun Oct 21, 2012 16:19 |
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Joined: Wed Feb 24, 2010 09:41 Posts: 104
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Corruption formula estimate: 100% * (1 - exp ( - land / 8415))
It's accurate up to .03% right now up to 2K land. I encourage others to find the exact formula. It might involve adding a constant to land.
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Fergy
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Posted: Mon Oct 22, 2012 20:28 |
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Joined: Wed Apr 13, 2005 21:25 Posts: 1850 Location: Michigan
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Rogerus wrote: Corruption formula estimate: 100% * (1 - exp ( - land / 8415))
It's accurate up to .03% right now up to 2K land. I encourage others to find the exact formula. It might involve adding a constant to land. It's a little bit more complex than that. . . The actual corruption formula is something like: rokushiki, also has a good estimate of the corruption formula. Maybe you could ask him for his list of data points?
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Fergy
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Posted: Sat Oct 27, 2012 16:07 |
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Joined: Wed Apr 13, 2005 21:25 Posts: 1850 Location: Michigan
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I got permission to post this:
corruption = 300 * (atan(totalLand / 8000 + 1) * 2 / PI - .5)
Not sure how close it still is.
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LUF
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Posted: Wed Oct 31, 2012 10:04 |
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Joined: Thu Mar 18, 2004 05:55 Posts: 2271 Location: Dorkland
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Corruption for diamonds might starts at ~56.5x raw production. (WTF?)
_________________ We can't hear the truth When we kneel down In front of what we think We cannot change
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Ceekayed
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Posted: Wed Oct 31, 2012 10:11 |
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Joined: Wed Jul 06, 2005 02:17 Posts: 2749 Location: Finland
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Corruption formula for secondary resources is now raw prod*36+100k. It was changed R8 last age.
_________________ www.ceekayed.com
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zip
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Posted: Tue Apr 30, 2013 08:34 |
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Joined: Fri Mar 12, 2004 01:04 Posts: 2140 Location: Sweden
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Explore formula, tL = total land, tU = tL + amount to explore price = (int)(2.85714*(Math.pow(tU, 2.1) - Math.pow(tL, 2.1)) - 952.381*(Math.pow(tU, 1.05) - Math.pow(tL, 1.05))); price = (int)(price*1.08*1.10);
Max afford formula in gold, tG is total gold this kingdom have. long g = (int)((tG+85714.4) * (.35/(1.08*1.10)) - 333.33368 * Math.pow(tL,1.05) + Math.pow(tL,2.1)); int maxAcresGold = (int)(Math.pow(166.66666667d + Math.sqrt(g), .95238100d)-tL);
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