> @RealClareB said: > Think the rarity range goes by the fragment rather than the components.
Close but not exactly. Definitely using a uncommon fragment with any components will give the lowest rarity as common but using higher level components can push the chance of a higher rarity.
@paintbeast You'll also get the same possibly using uncommon fragment with one common + three uncommon components.
I totally agree with you there seem to be some inconsistent outcomes for various fragments and components.
> @paintbeast said: > > @TJS said: > using higher level components can push the chance of a higher rarity. > > > > My above pictures prove that to not be true (at least with the next highest rarity). > >
I don't disagree with that. Although using an epic component would put the rarity possibility higher. Not that I'd do that. I agree there's much inconsistencies with the badge making.
> @paintbeast said: > > @TJS said: > using higher level components can push the chance of a higher rarity. > > > > My above pictures prove that to not be true (at least with the next highest rarity). > > It is fair because changing things around changes the probability of getting a rare. I use green components with green fragments and uncommon ones. Most of the green fragments create green badges and most of the uncommon ones create uncommon badges. I'm not sure if the same applies for using the same fragment with different components, because I have so many Green components from the distance I never need to use weaker ones.
@paintbeast I noticed that also but I assumed that the "chance" goes up with using the higher components. I have no data but that is my guess which is in line with the way the rest of the game works. i.e. 1 pink star has less "chance" of body shot but that's documented nowhere also :-)
@paintbeast I noticed that also but I assumed that the "chance" goes up with using the higher components. I have no data but that is my guess which is in line with the way the rest of the game works. i.e. 1 pink star has less "chance" of body shot but that's documented nowhere also :-)
Pink stars and bodyshots are actually documented in the game's help section
That is an interestingly vague statement. It would certainly be easy to answer this question with a simple 'no' if the components had no effect on the result.
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You folks are awesome, and I love all the collaboration, brainstorming, and analysis here.
It sounds trite to say it, but it is the truth here that these calculations are working as intended, and the math here almost perfectly matches the way the Badge math and mechanics were designed to work.
I'm excited to see just how far you can push your characters, and what they will be capable of when it comes to high-level challenges and completing the Distance.
Keep going, and make sure you show off your achievements here for us to share with the dev team!
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It sounds trite to say it, but it is the truth here that these calculations are working as intended, and the math here almost perfectly matches the way the Badge math and mechanics were designed to work.
One of the other games I love is Diablo 3. You can click a button, and get a huge wall of character stats. It really helps you move your gear around and determine what makes your character better or worse.
@Shteevie Would it be possible to see a few more stats for our characters? Maybe a pop up window on the character screen that shows:
% Critical Chance Critical Damage % Chance Stun Resist % Chance Body Shots % Damage Resist # of walkers killed # of missions completed # of times killed
It sounds trite to say it, but it is the truth here that these calculations are working as intended, and the math here almost perfectly matches the way the Badge math and mechanics were designed to work.
Uh... I don't even know how to react to this. I am honestly at a loss of words on how to voice my confusion and displeasure at this statement. It seems absurd that Damage badges were designed to only increase your non-critical damage.
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Comments
It´s not. But nobody promised you fairplay, right?
> Think the rarity range goes by the fragment rather than the components.
Close but not exactly. Definitely using a uncommon fragment with any components will give the lowest rarity as common but using higher level components can push the chance of a higher rarity.
@paintbeast
You'll also get the same possibly using uncommon fragment with one common + three uncommon components.
I totally agree with you there seem to be some inconsistent outcomes for various fragments and components.
using higher level components can push the chance of a higher rarity.
>
My above pictures prove that to not be true (at least with the next highest rarity).
> > @TJS said:
> using higher level components can push the chance of a higher rarity.
> >
>
> My above pictures prove that to not be true (at least with the next highest rarity).
>
>
I don't disagree with that. Although using an epic component would put the rarity possibility higher. Not that I'd do that. I agree there's much inconsistencies with the badge making.
> > @TJS said:
> using higher level components can push the chance of a higher rarity.
> >
>
> My above pictures prove that to not be true (at least with the next highest rarity).
>
>
It is fair because changing things around changes the probability of getting a rare. I use green components with green fragments and uncommon ones. Most of the green fragments create green badges and most of the uncommon ones create uncommon badges.
I'm not sure if the same applies for using the same fragment with different components, because I have so many Green components from the distance I never need to use weaker ones.
JSS
But it’s not the better wolf that wins. It’s the one you feed.
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This calculation still holds true for regular damage badges.
Calculating critical hits can't be done with this.
When I use this formula, the damage will be exactly the same as the number your character selecting screen shows.
Damage = (Base + (sum of + badges)) + (Base( sum of %badges / 100%))
I have an lvl 21 pink star assault, marksman 16%.
If she did not have any badges.
Base damage would be this.
Survivor damage: 759
Marksman: 16%
Weapon: 17
759*1.16+17 = 897.4 = base damage
Now if I look at my badges
Badge+ = +174
Badge% = 6%
(897.4+174)*(1+0.06)=1135.68 = 1136, Just like my screenshot shows.
If I use your (edited) formula:
897.4+174+897.4*0.06=1125
I have a lvl 21 shooter, 1 pink star, 15% marksman
Base damage would be:
Survivor damage = 1048
Marksman = 15%
Weapon = 1829
Lethal = 10%
1048*1.15+1829*1.1=3217.1
Now look at the badges
Badge+ = 271
Badge% = 9%
(3217+271)*(1.09)=3801.92=3802 (Just like in my screenshot)
If I use (3217.1+271)+(3217.1*0.09)=3778 (not like my screenshot).
Damage+ badges are also increased by damage% badges.
And thus:
Damage = (base+badges)*(1+%badges/100)
Or you could say:
Base + badges + (base+badges)*(Badges%/100).
It sounds trite to say it, but it is the truth here that these calculations are working as intended, and the math here almost perfectly matches the way the Badge math and mechanics were designed to work.
I'm excited to see just how far you can push your characters, and what they will be capable of when it comes to high-level challenges and completing the Distance.
Keep going, and make sure you show off your achievements here for us to share with the dev team!
Please note: Development is a fluid process, and suggestions and implementation take time and iteration. Any discussion of future features, deadlines, updates, balance changes, and such should be considered prospective and subject to change.
@Shteevie Would it be possible to see a few more stats for our characters? Maybe a pop up window on the character screen that shows:
% Critical Chance
Critical Damage
% Chance Stun Resist
% Chance Body Shots
% Damage Resist
# of walkers killed
# of missions completed
# of times killed
etc. etc.
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Strategy compendium: https://forums.nextgames.com/walkingdead/discussion/41787/jayzs-nml-strategy-compendium
They still add to your end damage.
When they would also take part, critical hit damage would be extreme.
You'd want only damage and crit damage set ups. One-shotting up to RSL10++.
That's just a nerf about to happen..
No nerf needed, it came pre-nerfed.
The description leaves an impression that badge damage will be included.
Then it isn't. Mixed signals...