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==Formulas==
 
==Formulas==
   
=== '''Monster HP for levels''' ===
+
=== '''Hero Cost Formula '''(cost of upgrading '''from''' "Level") ===
:From Level 1 to Level 140:
 
::<math>\left \lceil 10\times(Level-1+1.55^{Level-1})\times [isBoss\times 10] \right \rceil</math>
 
:From Level 141 to Level 500:
 
::<math>\left \lceil 10\times(139+1.55^{139}\times 1.145^{Level-140})\times [isBoss\times 10] \right \rceil</math>
 
:From Level 501 onwards:
 
::<math>\left \lceil 10\times(139+1.55^{139}\times 1.145^{360}\times \prod_{i=501}^{Level}(1.14+0.005\times \left \lceil \frac{i}{500} \right \rceil))\times [isBoss\times 10] \right \rceil</math>
 
 
In which <math>\prod</math> is the product symbol and <math>\left \lceil \right \rceil</math> are ceiling brackets.
 
 
=== '''Hero Cost Formula '''(cost of upgrading '''from''' "Level") ===
 
 
:The cost to level up {{Cid}} from level 1 to 15 is:
 
:The cost to level up {{Cid}} from level 1 to 15 is:
 
::'''floor((5 + Level) × 1.07<sup>Level - 1</sup>)'''
 
::'''floor((5 + Level) × 1.07<sup>Level - 1</sup>)'''
 
:The cost to level up {{Cid}} from level 16 is:
 
:The cost to level up {{Cid}} from level 16 is:
 
::'''floor(20 × 1.07<sup>Level - 1</sup>)'''
 
::'''floor(20 × 1.07<sup>Level - 1</sup>)'''
:The cost to level up other hero by one is:
+
:The cost to level up another non-Ace Scout by one is:
 
::'''floor(BaseCost × 1.07<sup>Level - 1</sup>)'''
 
::'''floor(BaseCost × 1.07<sup>Level - 1</sup>)'''
  +
:The cost to level up an Ace Scout by one is:
  +
::'''floor(BaseCost × 1.22 <sup>Level - 1</sup>)'''
   
 
=== '''Hero DPS''' ===
 
=== '''Hero DPS''' ===
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* Hero Base Damage
 
* Hero Base Damage
 
* Hero Level
 
* Hero Level
* ×4 Multiplier for each 25 Hero Levels, starting from level 200; at Hero Level 1000, 2000, ..., 8000 the multiplier is ×10. Heroes after {{Frostleaf}} have a ×5 multiplier instead of ×4 for each 25 Hero levels from 525 to 725;
+
* ×4 Multiplier for each 25 Hero Levels, starting from level 200; at Hero Level 1000, 2000, ..., 8000 the multiplier is ×10. Heroes after {{Frostleaf}} have a ×5 multiplier instead of ×4 for each 25 Hero levels from 525 to 725;
* Personal DPS Upgrade Bonuses
+
* Personal DPS Upgrade bonuses
 
* ×2 Damage Bonus, which costs 50 rubies
 
* ×2 Damage Bonus, which costs 50 rubies
 
* [[Skills|Dark Ritual]] Stacks (×1.05 with each normal DR, ×1.1 with each Energized DR)
 
* [[Skills|Dark Ritual]] Stacks (×1.05 with each normal DR, ×1.1 with each Energized DR)
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** ×1.5 from {{Moeru}};
 
** ×1.5 from {{Moeru}};
 
** ×2.34375 from {{Zilar}};
 
** ×2.34375 from {{Zilar}};
  +
** ×1.11 from {{Yachiyl}}
 
* Bonus from unused {{HS}} and {{Morgulis}}, which equals to (1 + {{HS}} × 0.1 + Level of {{Morgulis}} × 0.11)
 
* Bonus from unused {{HS}} and {{Morgulis}}, which equals to (1 + {{HS}} × 0.1 + Level of {{Morgulis}} × 0.11)
 
* Gild bonus, which is (1 + (0.5 + Level of {{Argaiv}} × 0.02) × NumberOfGilds)
 
* Gild bonus, which is (1 + (0.5 + Level of {{Argaiv}} × 0.02) × NumberOfGilds)
  +
* {{Phandoryss}} bonus (+100% DPS per level)
   
 
Total DPS, the number displayed on the upper left side of Hero tab, is a product of:
 
Total DPS, the number displayed on the upper left side of Hero tab, is a product of:
   
 
* Sum of all Heroes DPS
 
* Sum of all Heroes DPS
* Bonus from {{Siyalatas}} (idle mode)
+
* Bonus from {{Siyalatas}} and {{Nogardnit}} (idle mode)
 
* Bonus from {{Juggernaut}} Combo (active mode)
 
* Bonus from {{Juggernaut}} Combo (active mode)
 
* ×2 if Powersurge is activated (×3 with Energized Powersurge)
 
* ×2 if Powersurge is activated (×3 with Energized Powersurge)
   
 
=== '''Hero DPS per {{Gold}}''' ===
 
=== '''Hero DPS per {{Gold}}''' ===
All character level costs use the same multiplier (Base×1.07<sup>Level</sup>). They also have the same scaling WRT DPS / level. The only difference is their base cost to base dps ratio, and personal modifiers to damage. For example, {{Treebeast}} cost 50 gold for level 1, but gives you 5 base dps (10:1 ratio), while {{Frostleaf}} costs 2.1e27 and gives 7.5e22 base dps (28,113:1 ratio).
+
All character level costs use the same multiplier (Base×1.07<sup>Level</sup>). They also have the same scaling WRT DPS / level. The only difference is their base cost to base DPS ratio, and personal modifiers to damage. For example, {{Treebeast}} cost 50 gold for level 1, but gives you 5 base DPS (10:1 ratio), while {{Frostleaf}} costs 2.1e27 and gives 7.5e22 base DPS (28,113:1 ratio).
   
 
Below level 200, the scaling is:
 
Below level 200, the scaling is:
DPS = BaseDPS × StaticModifier × Level
+
DPS = BaseDPS × StaticModifier × Level
   
Cost = BaseCost × 1.07Level
+
<math>\text{Cost} = \text{BaseCost} \times 1.07^{\text{Level}}</math>
 
StaticModifier includes the global adjustment, personal modifiers and gilding, but does not change based on the level of the character.
 
StaticModifier includes the global adjustment, personal modifiers and gilding, but does not change based on the level of the character.
DPS/Cost = (BaseDPS*StaticModifier/BaseCost) × (Level/1.07Level) = Static × Level × 1.07-Level
+
<math>\frac{\text{DPS}}{\text{Cost}} = \frac{\text{BaseDPS}\times\text{StaticModifier}}{\text{BaseCost}} \times \frac{\text{Level}}{1.07^\text{Level}} = \text{Static}\times \text{Level} \times 1.07^{-\text{Level}}</math>
 
(At level 199, this is Static × 199×(1.07<sup>-199</sup>) = Static × 2.828e-4, or 0.03% the DPS/gold you got at level 1).
 
(At level 199, this is Static × 199×(1.07<sup>-199</sup>) = Static × 2.828e-4, or 0.03% the DPS/gold you got at level 1).
   
 
After level 200, the 4<sup>Level</sup> term starts to dominate, so we can ignore the other terms. You get
 
After level 200, the 4<sup>Level</sup> term starts to dominate, so we can ignore the other terms. You get
  +
<math>\text{DPS} = \text{Base}\times\text{Static}\times\text{Level}\times\frac{4^{\text{Level}}}{25}\approx\text{Constant}\times\frac{4^{Level}}{25}=\text{Constant}\times \frac{e^{\ln(4)}}{25\times\text{L}}=\text{C}\times e^{(0.0555 \text {L})}</math>
DPS = Base×Static×Level×4Level/25~Constant×4Level/25=Constant × eln(4)/(25×L)=C×e^(0.0555 L)
 
   
DPS/Cost = Static×e^(0.0555 L)/(1.07^L) = Static×e^(0.0555 L)×e-0.0677L=Static×e-0.01222L=Static×0.988L=Static(1-0.012)L
+
<math>\frac{\text{DPS}}{\text{Cost}} = \text{Static}\times \frac{e^{0.0555 \text{L}}}{1.07^\text{L}} = \text{Static}\times e^{0.0555 \text{L}}\times e^{-0.0677 \text{L}}=\text{Static}\times e^{-0.01222L}=\text{Static}\times 0.988^\text{L}=</math>
  +
<math>\text{Static}(1-0.012)^\text{L}</math>
 
So each level is 1.2% less efficient of a DPS increase vs the cost to do the increase.
 
So each level is 1.2% less efficient of a DPS increase vs the cost to do the increase.
   
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=== '''{{HS}} awarded for killing Primal Bosses''' ===
 
=== '''{{HS}} awarded for killing Primal Bosses''' ===
 
: {{HS}} awarded by defeating [[Primal Bosses]]:
 
: {{HS}} awarded by defeating [[Primal Bosses]]:
:: floor(((Level - 80) / 25)<sup>1.3</sup> × (1 + (Bonus from {{Solomon}})))
+
:: floor(((Level - 80) / 25)<sup>1.3</sup> × (1 + (Bonus from Ponyboy)))
: Transcendent Power {{HS}} awarded by defeating Primal Bosses (only for transcended player):
+
: Transcendent Power {{HS}} awarded by defeating Primal Bosses (only for transcendent player):
:: 20 × (1 + (Bonus from {{Solomon}})) × (1 + TP%)<sup>(Level / 5) - 20</sup>
+
:: 20 × (1 + (Bonus from Ponyboy)) × (1 + TP%)<sup>(Level / 5) - 20</sup>
   
 
Note: Omeet ([[Centurion Bosses|Centurion Boss]] at Level 100) always gives 1 {{HS}} and 0 Transcendent Power {{HS}}, regardless of the formulas above.
 
Note: Omeet ([[Centurion Bosses|Centurion Boss]] at Level 100) always gives 1 {{HS}} and 0 Transcendent Power {{HS}}, regardless of the formulas above.
  +
  +
=== '''Monster HP for levels''' ===
 
:From Level 1 to Level 140:
 
::<math>\left \lceil 10\times(Level-1+1.55^{Level-1})\times [isBoss\times 10] \right \rceil</math>
 
:From Level 141 to Level 500:
 
::<math>\left \lceil 10\times(139+1.55^{139}\times 1.145^{Level-140})\times [isBoss\times 10] \right \rceil</math>
  +
:From Level 501 to Level 200000:
 
::<math>\left \lceil 10\times(139+1.55^{139}\times 1.145^{360}\times \prod_{i=501}^{Level}(1.145+0.001\times \left \lfloor \frac{i-1}{500} \right \rfloor))\times [isBoss\times 10] \right \rceil</math>
 
:From Level 200001 onwards:
  +
::<math>\left \lceil 1.545^{Level-200001}\times 1.240\times 10^{25409}+(Level-1)\times 10\right \rceil</math>
  +
  +
<math>\prod</math>
  +
is the product symbol,
  +
  +
<math>\left \lceil \right \rceil</math>
  +
are ceiling brackets and
  +
  +
<math>\left \lfloor \right \rfloor</math>
  +
are flooring brackets.
   
 
=== '''Monster {{Gold}} Drop''' ===
 
=== '''Monster {{Gold}} Drop''' ===
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* 1 + 9 × ({{Fortuna}} Chance),
 
* 1 + 9 × ({{Fortuna}} Chance),
 
* Bonus from {{Libertas}} (idle mode).
 
* Bonus from {{Libertas}} (idle mode).
  +
*
* Bonus from {{Nogardnit}} if you have unassigned {{Auto Clicker}} (idle mode).
 
   
 
=== '''Monster Gold Worth''' ===
 
=== '''Monster Gold Worth''' ===
 
This is how much killing a monster is "worth" - it is used in determining {{Gold}} dropped (see above) and for the [[Skills|Golden Clicks]] skill. Monster worth is the ''ceiling'' (round up) of the product of:
 
This is how much killing a monster is "worth" - it is used in determining {{Gold}} dropped (see above) and for the [[Skills|Golden Clicks]] skill. Monster worth is the ''ceiling'' (round up) of the product of:
 
* Monster's HP / 15,
 
* Monster's HP / 15,
* Min(3, 1.025<sup>level - 75</sup>) if [[Levels|level]] is greater than 75,
+
* Min(3, 1.025<sup>level - 75</sup>) if level is greater than 75,
 
* {{Gold}} Found Upgrades:
 
* {{Gold}} Found Upgrades:
 
** × 2.9296875 from {{Midas}},
 
** × 2.9296875 from {{Midas}},
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The approximation below can be used to estimate the total cost of raising an [[Ancients|Ancient]] with upgrade cost at level n equals to n<sup>1.5</sup>, '''from level 1 to level n''':
 
The approximation below can be used to estimate the total cost of raising an [[Ancients|Ancient]] with upgrade cost at level n equals to n<sup>1.5</sup>, '''from level 1 to level n''':
   
<math>C(n)=\frac{2}{5}n^{\frac{5}{2}}+\frac{1}{2}n^{\frac{3}{2}}+\frac{1}{8}n^{\frac{1}{2}}+\frac{1}{1920}n^{-\frac{3}{2}}</math>
+
<math>C(n)\approx\frac{2}{5}n^{\frac{5}{2}}+\frac{1}{2}n^{\frac{3}{2}}+\frac{1}{8}n^{\frac{1}{2}}+\frac{1}{1920}n^{-\frac{3}{2}}+O(n^{-\frac{5}{2}})+R</math>
  +
<br />
 
The cost to level such Ancient, '''from level x to level y''', can be estimated using <math>C(y)-C(x)</math>.
 
 
== When is {{Siyalatas}} worth an upgrade? ==
 
The Ancient {{Siyalatas}} increases your DPS by 25% per upgrade, but depending on how many {{HS}} you have, you may end up on the losing side of the transaction if you're not careful. Here a formula is derived which tells you how many {{HS}} you need to have before a {{Siyalatas}} upgrade benefits you.
 
 
Let '''D''' be your current DPS, including bonuses from Gilded heroes, Dark Rituals, but not including {{HS}} or {{Siyalatas}}. Let '''H''' be your current number of {{HS}}. Let '''S''' be {{Siyalatas}}’s current level, including 0 if you haven't bought him yet.
 
 
So your total damage is as follows:
 
 
TD<sub>1</sub> = D × (1 + 0.1H) × (1 + 0.25S)
 
 
Now you want to spend '''N''' {{HS}} to increase {{Siyalatas}}’ level by 1. This includes the situation where you buy {{Siyalatas}} for '''N''' {{HS}}. Is it worth it? Well, this is your total damage after spending the {{HS}}:
 
 
TD<sub>2</sub> = D × (1 + 0.1 × (H – N))(1 + 0.25 × (S + 1))
 
 
You want the second expression to be better than the first one:
 
 
TD<sub>2</sub> ≥ TD<sub>1</sub>
 
 
D × (1 + 0.1 × (H – N))(1 + 0.25 × (S + 1)) ≥ D × (1 + 0.1H) × (1 + 0.25S)
 
 
(1 + 0.1 × (H – N))(1 + 0.25 × (S + 1)) ≥ (1 + 0.1H) × (1 + 0.25S)
 
 
(1 + 0.1H - 0.1N)(1.25 + 0.25S) ≥ (1 + 0.1H) × (1 + 0.25S)
 
 
1.25 + 0.25S + 0.125H + 0.025HS - 0.125N - 0.025NS ≥ 1 + 0.25S + 0.1H + 0.025HS
 
 
0.25 + 0.025H - 0.125N - 0.025NS ≥ 0
 
 
Solve for H:
 
 
H ≥ (0.125N + 0.025NS – 0.25)/0.025
 
 
Or:
 
 
'''H ≥ 5N + NS – 10'''
 
 
'''Example 1: '''It costs 4 {{HS}} to get {{Siyalatas}} from Lvl 3 to Lvl 4. Here N=4 and S=3. Doing so will benefit you as long as you currently have at least 5 × 4 + 4 × 3 – 10 = 22 {{HS}}. In fact, you would break even if you had exactly 22 {{HS}} before you upgraded {{Siyalatas}} (and you would lose DPS if you had fewer than 22).
 
 
'''Example 2:''' {{Siyalatas}} is going to be your fourth Ancient and thus costs 8 {{HS}}. Here N=8 and S=0 since you haven't bought him yet. Is it worth it? Yes, as long as you have 5 × 8 + 8 × 0 – 10 = 30 {{HS}}. Any less and you will lose DPS even with {{Siyalatas}}'s Lvl 1 25% bonus.
 
 
=== '''Update''' ===
 
 
Eventually, as players level up {{Siyalatas}}, the bonus given slowly drops from 25% to 15% every 10 levels, finally settling at 15% increases forever. Once this occurs, the formula above becomes too inaccurate to use strategically. I have redone the math for a high-level {{Siyalatas}} where the gain from 1 Level is 15%. This is made slightly more difficult by the fact that you have to take all previous upgrades of {{Siyalatas}} into consideration, yielding a damage formula like this:
 
 
D × (1 + 0.10H)(1 + (0.25 x 9) + (0.24 x 10) + (0.23 x 10) + ..... + (0.16 x 10) + (0.15 x (S – 99)))
 
 
Which must be compared to its post-upgrade equivalent, as above, in order to arrive (assuming all my math was performed correctly) at:
 
 
'''H ≥ NS + 43.67N – 10'''
 
 
Since at this point, N is always S+1, the following alternative may be used:
 
   
  +
where ''R''&asymp;-0.0254852. This result can be obtained with the [[wp:Euler-Maclaurin formula|Euler-Maclaurin formula]]. In practice, the terms after ''n''<sup>5/2</sup> can be ignored, leaving the following:
'''H ≥ S<sup>2</sup> + 44.67S + 33.67'''
 
   
  +
<math>C(n)\approx0.4n^{\frac{5}{2}}</math>
Thus, if you have {{Siyalatas}} Lvl 400, an upgrade to Lvl 401 is only beneficial if you have at least 400<sup>2</sup> + 44.67 × 400 + 33.67 = '''177 900''' {{HS}} (before upgrading).
 
 
The cost to level such Ancient, '''from level x to level y''', can be estimated using
   
  +
<math>C(y)-C(x)</math>
So yeah, prepare to farm.
 
  +
.
 
[[Category:Guides]]
 
[[Category:Guides]]

Revision as of 18:38, 1 April 2021

This page is a collection of formulas used for calculating various in-game numbers.

Formulas

Hero Cost Formula (cost of upgrading from "Level")

The cost to level up Cid-Summer Cid, the Helpful Adventurer from level 1 to 15 is:
floor((5 + Level) × 1.07Level - 1)
The cost to level up Cid-Summer Cid, the Helpful Adventurer from level 16 is:
floor(20 × 1.07Level - 1)
The cost to level up another non-Ace Scout by one is:
floor(BaseCost × 1.07Level - 1)
The cost to level up an Ace Scout by one is:
floor(BaseCost × 1.22 Level - 1)

Hero DPS

DPS of each hero, the number displayed on the right side of the hero's levelling buttons, is a product of

Total DPS, the number displayed on the upper left side of Hero tab, is a product of:

  • Sum of all Heroes DPS
  • Bonus from Siyalatas Siyalatas and Nogardnit Nogardnit (idle mode)
  • Bonus from Juggernaut Juggernaut Combo (active mode)
  • ×2 if Powersurge is activated (×3 with Energized Powersurge)

Hero DPS per Gold Gold

All character level costs use the same multiplier (Base×1.07Level). They also have the same scaling WRT DPS / level. The only difference is their base cost to base DPS ratio, and personal modifiers to damage. For example, 2treebeast Treebeast cost 50 gold for level 1, but gives you 5 base DPS (10:1 ratio), while Frostleaf nogild Frostleaf costs 2.1e27 and gives 7.5e22 base DPS (28,113:1 ratio).

Below level 200, the scaling is: DPS = BaseDPS × StaticModifier × Level

StaticModifier includes the global adjustment, personal modifiers and gilding, but does not change based on the level of the character. (At level 199, this is Static × 199×(1.07-199) = Static × 2.828e-4, or 0.03% the DPS/gold you got at level 1).

After level 200, the 4Level term starts to dominate, so we can ignore the other terms. You get

So each level is 1.2% less efficient of a DPS increase vs the cost to do the increase.

Each Hero is a little less efficient than the previous one. 3ivan Ivan, the Drunken Brawler being 14% less base efficient than 2treebeast Treebeast, down to a low of 13broyle Broyle Lindeoven, Fire Mage being 189% less base efficient than 12bobby Bobby, Bounty Hunter. After 13broyle Broyle Lindeoven, Fire Mage, each one, up to Frostleaf nogild Frostleaf, is a static 36% less efficient than the previous one. At a 25 level upgrade, this is 26.3% less efficient. Which is fairly close to the average difference between heroes. So ignoring personal modifiers, it is close to optimally efficient to level each hero 25 levels higher than the next hero.

HeroSoul Hero Souls awarded for killing Primal Bosses

HeroSoul Hero Souls awarded by defeating Primal Bosses:
floor(((Level - 80) / 25)1.3 × (1 + (Bonus from Ponyboy)))
Transcendent Power HeroSoul Hero Souls awarded by defeating Primal Bosses (only for transcendent player):
20 × (1 + (Bonus from Ponyboy)) × (1 + TP%)(Level / 5) - 20

Note: Omeet (Centurion Boss at Level 100) always gives 1 HeroSoul Hero Souls and 0 Transcendent Power HeroSoul Hero Souls, regardless of the formulas above.

Monster HP for levels

From Level 1 to Level 140:
From Level 141 to Level 500:
From Level 501 to Level 200000:
From Level 200001 onwards:

is the product symbol,

are ceiling brackets and

are flooring brackets.

Monster Gold Gold Drop

This is how much Gold Gold you will get (on average) from killing a monster. Gold Gold dropped is the product of:

Monster Gold Worth

This is how much killing a monster is "worth" - it is used in determining Gold Gold dropped (see above) and for the Golden Clicks skill. Monster worth is the ceiling (round up) of the product of:

Formula for sum of n1.5

The approximation below can be used to estimate the total cost of raising an Ancient with upgrade cost at level n equals to n1.5, from level 1 to level n:


where R≈-0.0254852. This result can be obtained with the Euler-Maclaurin formula. In practice, the terms after n5/2 can be ignored, leaving the following:

The cost to level such Ancient, from level x to level y, can be estimated using

.