> @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.

Everyone’s got two wolves inside them. One is anger, envy, pride. The other…truth, kindness. Every day they tear each other apart. But it’s not the better wolf that wins. It’s the one you feed.

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!

Development Team Member - The Walking Dead: No Man's Land 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.

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.

Proud member of Mavericks OG, a top 3 global GW and challenge guild. Message me on the forums or on Line (ID: jayztwdnml) if you're interested in joining the Mavericks family of guilds.

## Comments

1,1882,066It´s not. But nobody promised you fairplay, right?

1664,501> 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.

TJS - Member of W-SNation Wars 🇦🇺 Australian Team Captain1,188using 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).

1614,501> > @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 - Member of W-SNation Wars 🇦🇺 Australian Team Captain15> > @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.

387JSS

1,7321,7321,421But it’s not the better wolf that wins. It’s the one you feed.

Contact [email protected] or send

@Bill_ZRTa message to join DTP today!1,1682,065This calculation still holds true for regular damage badges.

Calculating critical hits can't be done with this.

1,1682,065When I use this formula, the damage will be exactly the same as the number your character selecting screen shows.

1,168Damage = (Base + (sum of + badges)) + (Base( sum of %badges / 100%))

2,065I 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

2,065I 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).

2,065Damage+ 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).

1,1681,335It 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.

543834Nope.

4,501TJS - Member of W-SNation Wars 🇦🇺 Australian Team Captain2,191@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.

3,740Message me on the forums or on Line (ID: jayztwdnml) if you're interested in joining the Mavericks family of guilds.

Youtube channel: https://www.youtube.com/channel/UCGSePrANMyf_S_YKJyfJodg

Strategy compendium: https://forums.nextgames.com/walkingdead/discussion/41787/jayzs-nml-strategy-compendium

2,065They 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.

2,065The description leaves an impression that badge damage will be included.

Then it isn't. Mixed signals...