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How are Idle and Click excitements actually calculated?


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I'm trying to understand what to level up next, and even how to think about leveling up things.

It seems like there are a lot of variables (craft bonuses, harem girl perks, harem girl level bonuses, harem girl enhancements, harem contact bonuses, and the multipliers)...

I'm thinking it must be something like:

Overall Idle/s = base idle * (100% + [sum of all idle percent bonuses]) * (idle multipler)

but there is also   "+x idle" from a harem girl's level & the "x multiplier on self" if a harem girl has an enhancement 

and then also the the "+% click to idle" and "+% idle to click", and the critical & critical boost.

Mostly, it's a question of what factors do and do not receive different boosts.

 

(the same calculation likely applies for click).  Thanks for the help.  (If already answered elsewhere, please point me to the right link).

 

image.thumb.png.42e54bf66a7d99717d5b6d40042843be.png

 

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DMG = DMG_ADDITIONS + (GIRL_1_DMG * GIRL_1_MULTIPLIER) + (GIRL_2_DMG * GIRL_2_MULTIPLIER) + ...

DMG_ADDITIONS - Whenever there is a girl perk that adds like +Y IDLE or something. 
GIRL_X_DMG - Base damage.
GIRL_X_MULTIPIER - The personal multiplier you buy with candies etc. aka Enhancements.
When you look at the girl dmg in game, it already has the GIRL_X_MULTIPIER applied afaik
To the formula above you would also have to add the DMG_BOSS girls there too.

DMG_OVERALL = DMG * DMG_MULTIPLIER * DMG_MULTIPLIER_TYPE * DMG_MULTIPLIER_BOSS *(DMG_PERC + DMG_PERC_TYPE + DMG_PERC_BOSS + DMG_PERC_BOSS_TYPE)

DMG - DMG from the first formula. Depends if you do it idle or click.
DMG_MULTIPLIER - Multiplier of idle or click
DMG_MULTIPLIER_TYPE - Multiplier of idle or click but for the given girl type [Hardcore, Charm, Know-How]
DMG_MULTIPLIER_BOSS - Multiplier of idle or click but for bosses
DMG_PERC - Percentage from the Mojos and Contacts. Idle or Click
DMG_PERC_TYPE - Percentage from the Mojos and Contacts. Hardcore, Charm, Know-How
DMG_PERC_BOSS - Percentage on the boss from the Mojos and Contacts. Idle or Click
DMG_PERC_BOSS_TYPE - Percentage on the boss from the Mojos and Contacts. Hardcore, Charm, Know-How
Some perks can also be added to DMG_PERC_XXXX as some give percentages like +1000% Boss Damage. Those are going here, not as MULTIPLIER

Boss multipliers and percentages are applied in addition. that is why Bosses are getting easier with more perks you have. That's why if you have like 4x+ multi on bosses, they are usually easier then normal mobs.

If you use Conversion Idle to Click for example.
DMG_CONVERTED (or DMG_FINAL) = DMG_OVERALL_IDLE * CONVERSION_PERCENTAGE + DMG_OVERALL_CLICK

DMG_OVERALL_IDLE - This is calculated using DMG_OVERALL with Idle parts.
DMG_OVERALL_CLICK - This is calculated using DMG_OVERALL with click parts.
CONVERSION_PERCENTAGE - Percentage from the Mojo.
DMG_CONVERTED - In this example, it will represent DMG_FINAL_CLICK coz we converted IDLE to CLICK and added OVERALL_CLICK

If you add critical:
CRITICAL_DAMAGE_CLICK = DMG_FINAL_CLICK * (1 + (10 * (1 + CRITICAL_INCREASE_PERCENTAGE)))
CRITICAL_DAMAGE_CLICK = (DMG_FINAL_IDLE / 10) * (1 + (10 * (1 + CRITICAL_INCREASE_PERCENTAGE)))

DMG_FINAL_XXX - What we calculated before. Idle is divided by 10 coz the damage is done 10 times per second so you canon use DMG_FINAL_IDLE as it is per second.
CRITICAL_INCREASE_PERCENTAGE - percentage from Crit Mojo. If crit mojo was +100% you would crit for 21 instead of 11 for Clicking.

To this everything, you could get +- estimate and convert Money Multipliers to another DMG Multiplier as it affects how much you will be able to upgrade your girl. Unfortunately, it is directly connected to specific Girl DMG Exponent and Cost Exponent.

1 stage simulation (10 mobs. 9 non boss + 1 boss). In normal stages, HP exponent is 1.05. You earn money equal to the mob HP.
Money Gained for 9 normal: 
1.05^0 = 1.00
1.05^1 = 1.05
1.05^2 = 1.1025
1.05^3 = 1.157625
1.05^4 = 1.21550625
1.05^5 = 1.2762815625
1.05^6 = 1.340095640625
1.05^7 = 1.40710042265625
1.05^8 = 1.4774554437890625
=
NonBossProfitScale = 11.0265643195703125

Boss (10th mob): Boss works a little bit differently. it is like 10th mob with normal exponent but his HP is increased 4 times but you get only 2 time the money. That's why it is '* 2.0', not '* 4.0'
1.05^9 = 1.551328215978515625 * 2.0 = 3.10265643195703125
BossProfitScale = 3.10265643195703125

NORMALIZED_RATIO = NonBossScale / BossProfitScale = 3.5539108
Just normalized ration to average to 1 mob.

MONEY_BOSS = 1.0 + MONEY_PERCENTAGE + MONEY_PERCENTAGE_BOSS * (1 + TRIPPLE_MONEY_CHANCE * 2) * MONEY_MULTIPLIER * MONEY_BOSS_MULTIPLIER

MONEY_NON = 1.0 + MONEY_PERCENTAGE + MONEY_PERCENTAGE_NON * (1 + TRIPPLE_MONEY_CHANCE * 2) * MONEY_MULTIPLIER * MONEY_NON_MULTIPLIER * NORMALIZED_RATIO
Either MONEY_NON or MONEY_BOSS has to be multiplied by NORMALIZED_RATIO depends if you did Non/Boss or Boss/Non.

EstimatedDmgFromMoney = GIRL_DMG_EXP ^ ((Log(MONEY_NON + MONEY_BOSS) * GIRL_PRICE_CUT) / Log(GIRL_COST_EXP))

GIRL_DMG_EXP - The DMG exponent of the girl.
MONEY_NON - an estimate of how much profit you will get from Non-bosses.
MONEY_BOSS - calculated above. An estimate of how much you will get from bosses
GIRL_PRICE_CUT - You can also include price-cut of the girl. 
GIRL_COST_EXP - The Cost exponent of the girl.
Felicia exponents are: Price: 1.053 Damage: 1.0483


It can be useful if you wanna get what per is better.  3rd perk x5 Idle or 3rd perk x10 Money.
overall to calculate what is better:
BASELINE_DMG = DMG_OVERALL * EstimatedDmgFromMoney
Here you would have to also calculate Boss and NonBoss ratio and calculate both Non and Boss DMG so DMG_OVERALL is a sum of both in this example.
make one more with 5x DMG added, and another with 10x money added. Divide them with baseline and see what is giving you more increase in DMG in the end.

Edited by Delgon
Include Contacts percentages
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@Delgon This is great! Useful stuff, I like it! 😀 Besides the obvious value of the information, I like how it's written, very descriptive! 👍

...About cost exponent -- I always believed its value is equal for all the girls, isn't that true? Until now I could say I was almost sure of that, I checked it for most of the girls -- stopped checking further only because the value seemed constant...

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That is kinda true, Cost Exponents are the same so far. Base cost, Base Damage, and Damage Exponents are different from girl to girl.
Click

Girl           Cost   CostExp Dmg     DmgExp
Mizuki         100    1.053   10      1.048
Spring         100e3  1.053   500e3   1.048
Kimberley      350e3  1.053   1.75e6  1.0481
Abreal         1e9    1.053   5e6     1.048
Santa Claudia  333e3  1.053   1.67e6  1.0481
Gambina        444e4  1.053   2.22e6  1.0481
Notka          700e3  1.053   3.85e6  1.0481
Cupid          800e3  1.053   84e6    1.0481

Idle

Girl           Cost   CostExp Dmg     DmgExp
Bunny          500    1.053   4500    1.048
Felicia        200e3  1.053   8e6     1.0483
Vechta         450e3  1.053   23.8e6  1.0481
Lupa           250e3  1.053   11.5e6  1.0481
Silk           1e6    1.053   52.9e6  1.048
Sa-Lee         1e9    1.053   12e6    1.048
Lusamine       700e3  1.053   42.58e6 1.0481
Elysa          9e6    1.053   5.94e6  1.0481

Here is also a little info about Mob HP and Money. Default Office and at least 2 past Events

Type    | Base HP | HP Exp | Base Money | Money Exp | Boss HP Multi | Boss Money Multi
Office    150       1.05     150          1.05        4               2
Event     150       1.14     150          1.146       4               2

You can see those Event exponents are a lot higher and are not the same. In the Office, HP = Money. Interesting that the exponent for money in Event is higher than HP Exponent.
Boss is considered as 10th Mob with HP Multiplied by 4 but only gives amount as if it was multiplied by 2.

Edited by Delgon
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