Badge trait distribution

BurmeliinisBurmeliinis Member Posts: 108
This post has been edited with updated results. Also see my other thread about crafting: https://forums.nextgames.com/walkingdead/discussion/39341/badge-recipes-results-from-crafting-127-badges/p1?new=1

I finally made a spreadsheet of all my badges, and got the figures on how the badges that I have are distributed by their traits. My assumption was that all badge traits were equally probable, but based on my badges, that is not the case. I have a total of 314 badges, so chance will obviously still play a role, but it would be nice to hear if you can see the same effects on your badges. Mainly, it seems Damage Reduction badges are much more uncommon than other ones.

So here the tables:

TYPE
A 19 %
B 20 %
C 20 %
D 25 %
E 17 %

seems fairly evenly distributed even though type D is more common than others

POSITION
1 19 %
2 14 %
3 20 %
4 15 %
5 18 %
6 14 %

bit more spread here but nothing really sticks out

TYPE OF EFFECT
Critical chance 16 %
Critical damage 20 %
Damage 27 %
Damage reduction 8 %
Health 29 %

So I have almost 4 times more health badges than damage reduction badges!

FIXED NUMBER EFFECT / PERCENTAGE EFFECT
% effect 69 %
Fixed effect 31%

Percentage effect is twice as common as fixed number effects

BONUS / NO BONUS
Bonus 75%
No bonus 25%

BONUS REQUIREMENT
Class 41 %
Hero 23 %
Trait 12 %
None 25 %

Class means bonus will be triggered by a class (eg Scout), Hero (eg Negan), Trait (eg Lucky) or None if there is no bonus.

If the bonus requirement is class, it will be:

Assault 22 %
Bruiser 7 %
Hunter 21 %
Scout 16 %
Shooter 13 %
Warrior 21 %

For some reason it seems Bruisers are less frequent requirements for bonus activation.

If the bonus requirement is Hero, it will be:

Aaron 13 %
Jesus 8 %
Carl 7 %
Gabriel 7 %
Dwight 6 %
Negan 6 %
Merle 6 %
Eugene 6 %
Rosita 6 %
Sasha 6 %
Tara 6 %
Michonne 4 %
Ezekiel 4 %
Daryl 4 %
Governor 3 %
Abraham 3 %
Rick 1 %
Warrior 1 %
Carol 1 %
Rufus 1 %
Maggie 1 %

Note that it's not possible to get any of the new heroes here (Riot Gear Glenn, Sniper Morgan, Survivalist Rick or Huntsman Daryl)

If the bonus requirement is trait, it will be:
PowerStrike 22 %
Def stance 19 %
Vigilant 16 %
Ruthless 14 %
Strong 11 %
IronSkin 11 %
Lucky 3 %
Retaliate 3 %
Bullet Dodge 3 %


Note that the amount here is pretty small so I wouldn't jump to too many conclusions.

Comments welcome!


imacharlieFirekidromeoTJSNezoDanski_46GovernatorKazShadowWalkerBWilsDeathwish19zeekdogBuckzzSPC_TORRESbiter370

Comments

  • GradyGrady Member Posts: 27
    The frequency of each type of recipe that you use will affect your badge trait distributions.
    romeo
  • WellyLugaWellyLuga Member Posts: 1,487
    Excellent work! I would be interested to know how mine looks but I don't have the time or dedication to do a spreadsheet and check :lol:

    When I last did my badge swap I found that I had much less available for position 3 and position 6 so I think that's just down to the luck of the draw. I've always felt that bonus condition badges were much more common and it makes sense that the odds for a class would be higher than hero/traits.
    Forever Wild Walking B)
  • TroublemakerTroublemaker Member Posts: 1,075
    Would be interesting to see a similar sheet for gear traits.

    NG says traits are random and completely equal chance. But that goes against the 90%+ drop rate of Training Gear I've had in the last two updates over more than 1000 drops.

    Thanks for your hard work btw.
    Mavericks Guild Family
    psychwolfPic
  • DrUnpleasantDrUnpleasant Member Posts: 516

    Would be interesting to see a similar sheet for gear traits.



    NG says traits are random and completely equal chance. But that goes against the 90%+ drop rate of Training Gear I've had in the last two updates over more than 1000 drops.



    Thanks for your hard work btw.

    Oh god yeah. Training gear or sniper harness are pretty much guaranteed on any gear I get from crates.
    psychwolfromeo
  • tjhookrtjhookr Member Posts: 35
    @Burmeliinis do you have any particular crafting habits?
    I usually craft metal edibles chemical cloth and have less damage reduction then the other kind
  • CronusCronus Member Posts: 975
    This is across 312 Legendary and Epic badges. Data would be skewed if I included Rare or lower since I delete some of those to make room for Epic or Legendary.
    I almost exclusively craft using one of each component (metal edibles chemical cloth), only exception might be if I run out of one particular component (this happens rarely so it probably does not impact the data measurably).

    TYPE
    A 21.47 %
    B 19.87 %
    C 22.44 %
    D 17.63 %
    E 18.59 %

    POSITION
    1 16.99 %
    2 14.10 %
    3 18.27 %
    4 13.78 %
    5 14.74 %
    6 22.12 %
    Burmeliinis
  • Danski_46Danski_46 Member Posts: 567
    Outstanding work guys, thanks very much!
  • BurmeliinisBurmeliinis Member Posts: 108
    Yeah I also usually use one of each components. But I do seem to recall that NG stated that there are no differences in the type of component used so it really shouldn't matter.
    romeo
  • GradyGrady Member Posts: 27

    Yeah I also usually use one of each components. But I do seem to recall that NG stated that there are no differences in the type of component used so it really shouldn't matter.

    The exact wording is as below from this thread: https://forums.nextgames.com/walkingdead/discussion/comment/297856#Comment_297856
    Shteevie said:


    In the case of component recipes, we specifically wanted to build a feature that encouraged theorycrafting, pattern recognition, sharing recipes and results, and other forms of discussion. So sharing this down to the percentage is counter to that goal, and would have precluded all of the conversation about this that has come before. Yes, the combinations have an effect; yes, you can get any result with any recipe; and no, we won't say more than that.

    My interpretation from the above is that you can get any results from any recipe. However some recipes will result in a higher distribution of one badge type over another.
    romeoTJStjhookr
  • romeoromeo Member Posts: 544
    Still don’t know any recipe that really works here. If anyone kind enough to share 🥰
  • TJSTJS Member Posts: 4,501
    edited January 17
    ....
    -
    TJS  -  Member of W-S
    Nation Wars 🇦🇺 Australian Team Captain
    romeo
  • GradyGrady Member Posts: 27
    romeo said:

    Still don’t know any recipe that really works here. If anyone kind enough to share 🥰

    • Order does not matter. (AACD = AADC = DCAA etc)
    • There are 35 recipes (AAAA~DDDD), but only 13 groups. Recipe within the same group are equivalent.
    • WIth the exception of 4 recipes, groups are characterized by having either 1 or 2 pairs of the same component. (AABC = AABD = AACD)
    Burmeliinisromeo
  • BurmeliinisBurmeliinis Member Posts: 108
    Thanks! I stand corrected. Hmm, I guess I need to start keeping track of what components I use to craft then, too.

    Would it be crazy to assume you would increase your chances of a damage reduction badge by using only metal components?
  • FirekidFirekid Member Posts: 1,267
    My theory was always metal and cloth for damage reduction. Edible and chemical for health. Never saw a pattern though and have the critical chance badges to prove it! Although I am severely lacking in damage badges so maybe something in it...
    romeo
  • WellyLugaWellyLuga Member Posts: 1,487
    There will be a number of intricate recipes which will have a slightly higher chance but I think it's impossible to figure out. I think one of each component will be coded to have even chances for any type so generally that's what I stick to, unless it's legendary and then it's just the first 4 I get.
    Forever Wild Walking B)
    Cronus
  • BurmeliinisBurmeliinis Member Posts: 108
    Grady said:

    romeo said:

    Still don’t know any recipe that really works here. If anyone kind enough to share 🥰

    • Order does not matter. (AACD = AADC = DCAA etc)
    • There are 35 recipes (AAAA~DDDD), but only 13 groups. Recipe within the same group are equivalent.
    • WIth the exception of 4 recipes, groups are characterized by having either 1 or 2 pairs of the same component. (AABC = AABD = AACD)
    Where did you get this information? How exactly are the groups defined?
  • psychwolfpsychwolf Member Posts: 942
    > @Troublemaker said:
    > Would be interesting to see a similar sheet for gear traits.
    >
    > NG says traits are random and completely equal chance. But that goes against the 90%+ drop rate of Training Gear I've had in the last two updates over more than 1000 drops.
    >
    > Thanks for your hard work btw.

    Here's my warrior armor from the tomato swap today. Also armor from tgt yesterday. Can you tell I need some warrior armor?
    Troublemaker
  • Killdozer187_Killdozer187_ Member Posts: 326
    edited January 18
    Welcome to the Next Games Casino 🙈
    romeo
  • BurmeliinisBurmeliinis Member Posts: 108
    My original post has been updated with new figures based on a larger sample of badges.
    SPC_TORRES
  • BurmeliinisBurmeliinis Member Posts: 108
    edited March 29
    Here is the distribution of effect by star amount based on my badges. Note that the figures are based on only about 300 badges, so these should only be seen as rough guidelines. Especially at 5 stars the amount is low so the real ranges will be wider. It also seems like at 5 starts you are less likely to get fixed amount badges than % badges.



    EDIT: The input from @zbot, @rchap and @Johnbert is included. Thanks to you, the more data we have the better!
    EDIT2: The table does not make a difference between regular badges and ones with no trigger boost. Ones with no trigger boost (i.e. "+x% if a bruiser is as mission teammate") have around 10% higher values than ones with a boost possibility.
    romeoPigBenisJohnbert
  • zbotzbot Legendary Moderator Posts: 6,380
    Probably need a larger sample size.


  • PandreqPandreq Member Posts: 184
    > @Burmeliinis said:
    >
    >
    > Worth noting is that at 5 stars, you don't get Critical Chance and both Critical Damage and Health will not give fixed amount effects, only percentage effects.

    I got this badge yesterday....
    Founding Member of ELITE KILLERS guild family
    Leader of “EK Casual” guild
    Long-Standing opponent of The Grind
    romeo
  • JohnbertJohnbert Member Posts: 110


    Worth noting is that at 5 stars, you don't get Critical Chance and both Critical Damage and Health will not give fixed amount effects, only percentage effects.

    Wrong, wrong and wrong :smiley:





    romeo
  • BurmeliinisBurmeliinis Member Posts: 108
    Great, so it's just that my amount of 5 star badges is rather limited still (only 17 so far). I will edit my post.
    Johnbert
  • rchaprchap Member Posts: 62
    All badge types are possible at 5 star. Your ranges are also not correct. If you need data, I'm attaching screenshots of my legendary badges.























    romeoPandreqBurmeliinis
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