> The goal of the "range" of crafting results is to give players a path to follow with the new items - make some, probably lower rarity at first, play with combos and teams, and then work towards replacing the lower-rarity badges with better ones over time as they work out what they want their optimal setups to be. If we just jumped to the end and went straight to Leg Badges from the start, there would be a lot less discovery, tinkering, speculation, and [we think] fun to be had with the system.
Doesn't the scarcity of legendary, epic, and rare components as compared to common and uncommon components already accomplish this?
I wrote a post this morning and it seems to have disappeared.
But since other people have responded with my thoughts, I will simply add this to the current conversation. When I purchase a golden gear crate in the TG shop, I am guaranteed legendary gear. When I purchase an epic crate, I am guaranteed epic gear, and occasionally might receive legendary gear. Shouldn't crafting work on this same principle?
@Shteevie what you've described more closely describes drop rate ( going straight to legendary). What we, or at least I, am frustrated with is continuously getting lower quality badges than the components used. It doesn't make me want to craft more and play with badges, it makes me annoyed and just keep hoping that it's fixed.
I've not seen any badge at a higher level, I've seen very few at the same level, and most are a level below.
So NG what do I do with all these badge components that I will never use? I guess I need to craft a badge then scrap it. This is not right please fix. Your already making us pay gold to swap so give us a break let us scrap unwanted components.
Has anyone looked at stats for crafting in terms of what group gets created (ABCDE) with specific combinations of ingredients? Or is that also as random as everything else?
Maybe I missed an answer, but if I place epic "Critical damage +600" badge on a shooter that does 15k damage with ruthless and destructive, will it result in 15k+ badge value * destructive * ruthless or 15.6k damage? Bad or worse?
What I'm really wondering is whether having strong trait on the survivor, lethal on the weapon, also any traits that boost critical chance and critical damage, plus badges that give bonuses to damage, critical chance, and critical damage, all combined on one survivor, with Jesus as the leader of the team so there's another damage bonus there--if all this is stacked up together for one survivor, then will that survivor's power strike trait activate if I move just one action point and then attack an adjacent walker without moving on the second action point?
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-It works both ways; you can get a higher rarity badge than the rarity f the components that are used. This system allows all components to have some potential value to the players.
I am TOTALLY okay with not having all legendary badges on all of my survivors. That is not my, or anyone else's complaint. I recognize that it's a total pipe dream, given that I haven't found any legendary badge fragments and given that I have about 20 survivors that I regularly use. I am fine with having rare, uncommon, etc. badges. The "Set" bonuses actually give me a nice incentive to mix and match different rarities, so I appreciate that aspect of badges.
But, why should we arbitrarily penalize and disappoint players by giving them a badge that is worse than any given badge input? Why can't badges be like Epic gear crates in the TG shop? For Epic gear crates, we're guaranteed at least an Epic item, but we have the chance for Legendary gear. It would be total BS if the Epic gear crate also gave you Rare items. Badges should function the same way.
Despite our disagreement on this, I do want to say thank you for responding and sharing your thoughts on this. I hope NG comes around to seeing that there's not really any downside to removing the "degradation" aspect of badge crafting. I don't think people will reach the "end game" any time soon.
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-It works both ways; you can get a higher rarity badge than the rarity f the components that are used. This system allows all components to have some potential value to the players.
Two points I think are important... at least one had already been made, but it bears repeating. It doesn't work both ways with legendary components... you can't produce a badge of a greater rarity than the components you use. You can only produce a badge of lessor or equal value.
Also, it only REALLY works both ways if the odds of creating a lessor and greater rarity item are equal. For example, if I use all Epic components and the odds are something like:
20% chance at a Rare item
60% chance at an Epic item
20% chance at a Legendary item
...then that's fair. Equal chance of getting a lessor or greater rarity badge, I'm not asking what the %s are, because I know you're not going to answer that question, but I can tell you that in terms of %s, it seems much, much more likely that a lessor quality item will be produced than a greater quality item will be produced.
Maybe someone will have time to create a spreadsheet to track the known data we have from videos of people creating hundreds of badges, etc as well as the score and scores of screenshots posted here.
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-It works both ways; you can get a higher rarity badge than the rarity f the components that are used. This system allows all components to have some potential value to the players.
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It's not fair we use legendary badge fragment & 4 legendary components to have a chance to craft a LOWER level epic or SAME level legendary badge but didn't have a chance to get a HIGHER level pink badge.
If I place epic "Critical damage +600" badge on a shooter that does 15k damage with ruthless and destructive, will it result in 15k + badge value * destructive * ruthless or 15.6k damage? Bad or worse?
I can't be that sure, but I do know that a badge for +normal damage doesn't get any multipliers. (it does, but not from lethal or marksman/strong) Assuming this will be the same for +critical damage, Your end damage would be 15.6K.
OK, I realize this could totally be an rng issue, but I'm now on my 4th challenge since the introduction of badges, my triple rounds start at RSL 15 so I have now run 6x3x4=72 challenge missions with not a single component or fragment found. When I reach the RSL 16 rounds, the components start flowing (fragments are still, for lack of a better term, rare). Are we sure that RSL 15 missions are giving the fragments and components? Anyone else notice this?
@slyCzar Pretty spreadsheet :-) It's a bit difficult to analaze as the badge component rarity are colors and not values. I'll try to find the time to convert it into mine...
@slyCzar I have some problems understanding your spreadsheet. First column, is it badge fragment rarity, or is it badge rarity? I'm looking for the relation between component rarity and resulting badge rarity, so I need both...
I'm convinced what badge trait, set and position you get from whatever combination is completely random. The only 'sure' thing is the rarity which will be within the possibilities it shows it'll be. (& likely the lowest rarity possible)
@slyCzar I have some problems understanding your spreadsheet. First column, is it badge fragment rarity, or is it badge rarity? I'm looking for the relation between component rarity and resulting badge rarity, so I need both...
Updated it to clarify that it is the badge fragment used when crafting.
So flat rate increases are applied first (to stack on base number) and then multipliers are applied to the new value?
( base damage + flat rate increases) * (% multipliers added together) = new damage value
Suppose health badges would work the same way?
No it doesn't. Health is different on several ways of calculating. If you apply the same calculation to health, your calculations will come out to high. (not much, but significant)
If I applied 15% first then +350, I get 2000x1.15+350=2650dmg
If its the other way round, I get 2000+350x1.15=2702dmg
I mean does the game apply the dmg bonus according to the order you apply the badges as you might only have one of the badges in the beginning then acquire the other later or like I said before, once you have both it would auto apply the higher dmg?
Comments
> The goal of the "range" of crafting results is to give players a path to follow with the new items - make some, probably lower rarity at first, play with combos and teams, and then work towards replacing the lower-rarity badges with better ones over time as they work out what they want their optimal setups to be. If we just jumped to the end and went straight to Leg Badges from the start, there would be a lot less discovery, tinkering, speculation, and [we think] fun to be had with the system.
Doesn't the scarcity of legendary, epic, and rare components as compared to common and uncommon components already accomplish this?
But since other people have responded with my thoughts, I will simply add this to the current conversation. When I purchase a golden gear crate in the TG shop, I am guaranteed legendary gear. When I purchase an epic crate, I am guaranteed epic gear, and occasionally might receive legendary gear. Shouldn't crafting work on this same principle?
I've not seen any badge at a higher level, I've seen very few at the same level, and most are a level below.
https://docs.google.com/spreadsheets/d/1tK5EZnUnK-_UmmepZSJNGUCKcnXtlTy4BuUqQVV-IFM/edit?usp=sharing
Bad to the bone!
The Notorious P.I.G.
"I'm stuck in forum prison, and time keeps draggin' on"
"I’ve never said I’m a perfect pig, nor pretended to be someone that I’m not."
I am TOTALLY okay with not having all legendary badges on all of my survivors. That is not my, or anyone else's complaint. I recognize that it's a total pipe dream, given that I haven't found any legendary badge fragments and given that I have about 20 survivors that I regularly use. I am fine with having rare, uncommon, etc. badges. The "Set" bonuses actually give me a nice incentive to mix and match different rarities, so I appreciate that aspect of badges.
But, why should we arbitrarily penalize and disappoint players by giving them a badge that is worse than any given badge input? Why can't badges be like Epic gear crates in the TG shop? For Epic gear crates, we're guaranteed at least an Epic item, but we have the chance for Legendary gear. It would be total BS if the Epic gear crate also gave you Rare items. Badges should function the same way.
Despite our disagreement on this, I do want to say thank you for responding and sharing your thoughts on this. I hope NG comes around to seeing that there's not really any downside to removing the "degradation" aspect of badge crafting. I don't think people will reach the "end game" any time soon.
Message me on the forums or on Line (ID: jayztwdnml) if you're interested in joining the Mavericks family of guilds.
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Also, it only REALLY works both ways if the odds of creating a lessor and greater rarity item are equal. For example, if I use all Epic components and the odds are something like:
- 20% chance at a Rare item
- 60% chance at an Epic item
- 20% chance at a Legendary item
...then that's fair. Equal chance of getting a lessor or greater rarity badge, I'm not asking what the %s are, because I know you're not going to answer that question, but I can tell you that in terms of %s, it seems much, much more likely that a lessor quality item will be produced than a greater quality item will be produced.Maybe someone will have time to create a spreadsheet to track the known data we have from videos of people creating hundreds of badges, etc as well as the score and scores of screenshots posted here.
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It's not fair we use legendary badge fragment & 4 legendary components to have a chance to craft a LOWER level epic or SAME level legendary badge but didn't have a chance to get a HIGHER level pink badge.
anymultipliers. (it does, but not from lethal or marksman/strong)Assuming this will be the same for +critical damage, Your end damage would be 15.6K.
And I also want the percentages.
> what is the point of health badges? i think that damage resistance badges are far superior, could someone explain?
Health badge & damage reduction badge can work perfectly together.
What's the point of your another hand when the hand you most used is far superior?
If I applied 15% first then +350, I get 2000x1.15+350=2075dmg
If its the other way round, I get
2000+350x1.15=2127dmg
Or once you apply both badges (doesn't matter which order) the higher dmg is applied?
2000 + (2000 * 0.15) + 350 = 2650
(you are right about it applies to base) It's actually (2000 + 350) x 1.15 = 2702.5
( base damage + flat rate increases) * (% multipliers added together) = new damage value
Suppose health badges would work the same way?
Health is different on several ways of calculating.
If you apply the same calculation to health, your calculations will come out to high.
(not much, but significant)
So should be:
If I applied 15% first then +350, I get
2000x1.15+350=2650dmg
If its the other way round, I get
2000+350x1.15=2702dmg
I mean does the game apply the dmg bonus according to the order you apply the badges as you might only have one of the badges in the beginning then acquire the other later or like I said before, once you have both it would auto apply the higher dmg?