Left to test:
Less important:
Winnings=
+ Base Rewards /70
+ player HAR use table below (or HAR /38 less accurate)
+ enemy HAR use table below (or HAR /38 less accurate)
+ player upgrades cost /38
+ enemy upgrades cost /38
+ enemy money (? but small, 372 money = +2 winnings)
No idea how to round this.
This is not perfect, but decently close, I'd guess at 95%. The advantage is that it uses the existing system of upgrade costs, so you can use the existing table for all calculations except the /38.
This uses the same system as the HAR upgrade cost system:
har_prices[11] = {20000, 36000, 26000, 28000, 29000, 32000, 25000, 30000, 24000, 22000, 75000}; har_upgrade_price[11] = {380, 400, 350, 400, 500, 330, 420, 370, 450, 360, 700}; upgrade_level_mutiplier[10] = {0, 1, 3, 7, 12, 18, 30, 50, 75, 120};
Example Jaguar reward for ALPS level 2 is “10”. If you take Jaguar's number from that table “380” and /38 it becomes “10”. If you use that number as a base, and use the Multiplier from the 3rd table, for each level of upgrade, it matches the winnings you get.
For the Upgrade costs:
So level 2 upgrades for Jaguar (380) becomes:
Winnings for those same level 2 upgrades for Jaguar:
Note: There's still some minor variances I haven't figured out yet, but they're small enough to be rounding errors. For example it looks like there are small differences in winnings for the same thing if it's the player or the opponents upgrades, but the tests I've done has usually been within a few points, so I don't think it's relevant.
The correct way to measure the winnings is likely a % system of the base price, but I can't find a good formula that gets it right. The /38 seems to give a very roughly working estimate.
But an easier system is honestly to just divide up the winnings cost and use a simple table with the cost for each har based on that. And just add them together. It's not perfect, but it's easy and it works.
HAR | Price | Winnings |
---|---|---|
jaguar | 20000 | 547.5 |
shadow | 36000 | 759.5 |
thorn | 26000 | 627.5 |
pyros | 28000 | 653.5 |
electra | 29000 | 666.5 |
katana | 32000 | 706.5 |
shredder | 25000 | 614.5 |
flail | 30000 | 679.5 |
gargoyle | 24000 | 600.5 |
chronos | 22000 | 574.5 |
nova | 75000 | 1274.5 |
Example:
The recorded values I got for those are 1095 and 1822. So, it's super simple and works. Even if it's not how DO handles it.
> har_prices[11] = {20000, 36000, 26000, 28000, 29000, 32000, 25000, 30000, 24000, 22000, 75000}; > har_upgrade_price[11] = {380, 400, 350, 400, 500, 330, 420, 370, 450, 360, 700}; > upgrade_level_mutiplier[10] = {0, 1, 3, 7, 12, 18, 30, 50, 75, 120}; > har_winnings[11] = {547.5, 759.5, 627.5, 653.5, 666.5, 706.5, 614.5, 679.5, 600.5, 574.5, 1274.5}; > har_upgrade_win_modifier[1] = {38};
Below this point are data gathered from testing, with thoughts from the time when I found them. So assume a lot of things are outdated from the things above.
These does not count for Winnings:
What I can tell so far about the tournament winnings:
Total should be 1097 (example numbers will be a little less, since I don't have everything correct). But as long as I can set the same circumstances, I'll always get the same result (1097):
The ones that are basically solved:
The ones that still need work:
Baseline:
Mod 1.0 | ALPS | Diff | Stun | Diff | Armor | Diff |
---|---|---|---|---|---|---|
1 | 1097 | 0 | 1097 | 0 | 1097 | 0 |
2 | 1107 | 10 | 1112 | 15 | 1122 | 25 |
3 | 1137 | 30 | 1157 | 45 | 1197 | 75 |
4 | 1208 | 71 | 1263 | 106 | 1374 | 177 |
5 | 1328 | 120 | 1444 | 181 | 1675 | 301 |
6 | 1509 | 181 | 1715 | 271 | 2127 | 452 |
7 | 1810 | 301 | 2167 | 452 | 2881 | 754 |
8 | 2313 | 503 | 2921 | 754 | 4137 | 1256 |
9 | 3066 | 753 | 4051 | 1130 | 6021 | 1884 |
10 | 4272 | 1206 | 5860 | 1809 | 9036 | 3015 |
And with NorthAM's rewards multiplier of 0.85
Mod 0.85 | ALPS | Diff | Stun | Diff | Armor | Diff |
---|---|---|---|---|---|---|
1 | 550 | 0 | 550 | 0 | 550 | 0 |
2 | 559 | 9 | 563 | 13 | 572 | 22 |
3 | 584 | 25 | 601 | 38 | 636 | 64 |
4 | 644 | 60 | 691 | 90 | 785 | 149 |
5 | 747 | 103 | 844 | 153 | 1042 | 257 |
6 | 901 | 154 | 1076 | 232 | 1426 | 384 |
7 | 1156 | 255 | 1460 | 384 | 2066 | 640 |
8 | 1584 | 428 | 2101 | 641 | 3134 | 1068 |
9 | 2225 | 641 | 3061 | 960 | 4736 | 1602 |
10 | 3250 | 1025 | 5013 | 1952 | 7298 | 2562 |
Testing shows that just starting with 1097 and adding the diff numbers for each upgrade added works. I sometimes got 1 single point off, which is probably a rounding error somewhere, but it would often disappear later on as they got more upgrades.
I tested this most extensively at low upgrade levels, found the pattern to be very consistent, so I skipped doing extensive testing on higher upgrades and just ran a couple of random tests and matched them up to expected results.
So a Jaguar with level 2 arm and stun, with level 3 ALPS would be:
1097+25+15+10+30+10+30+10+30+10+30=1297
Baseline:
Play 1.0 | ALPS | Diff | Stun | Diff | Armor | Diff |
---|---|---|---|---|---|---|
1 | 1097 | 0 | 1097 | 0 | 1097 | 0 |
2 | 1108 | 11 | 1113 | 16 | 1123 | 26 |
3 | 1138 | 30 | 1159 | 46 | 1201 | 78 |
4 | 1211 | 73 | 1269 | 110 | 1383 | 182 |
5 | 1336 | 125 | 1456 | 187 | 1694 | 311 |
6 | 1523 | 187 | 1736 | 280 | 2161 | 467 |
7 | 1834 | 311 | 2202 | 466 | 2940 | 779 |
8 | 2353 | 519 | 2982 | 780 | 4237 | 1297 |
9 | 3132 | 779 | 4149 | 1167 | 6184 | 1947 |
10 | 4377 | 1245 | 6017 | 1868 | 9298 | 3114 |
Quick test, with starting at 0 and increase with 100, 200, 300, 400, 500. Results where that each 100 base rewards gave 70 actual rewards in the winnings. Again using tournament modifier of 1.0
Winnings | Base | Actual |
---|---|---|
1097 | 0 | 0 |
1167 | 100 | 70 |
1237 | 200 | 70 |
1307 | 300 | 70 |
1377 | 400 | 70 |
1447 | 500 | 70 |
Again something that would need to be tested with Tournament Multipliers, as that seems to be behaving weird.
All of this is tested in NorthAm, so has a 0.85 modifier to rewards, not sure how that works.
Difficulty Heavy Metal (400 base points). No scrap/destruction (so no extra points for those)
-char- | -reward- | -bonus- | -repair- | -total- | -notes- | -base reward- |
---|---|---|---|---|---|---|
cossette | 909 | 664 | 57 | 1516 | 300 | |
steffan | 889 | 620 | 99 | 1410 | 500 | |
milano | 1178 | 558 | 216 | 1520 | 800 | |
jeanpaul | 1328 | 1155 | 0 | 2483 | perfect | 700 |
lynnjarr | 1538 | 749 | 72 | 2215 | 1200 | |
ibrahim | 2048 | 360 | 401 | 2007 | 0health | 1700 |
shirro | 1721 | 688 | 118 | 2291 | 1000 | |
jack | 2389 | 700 | 220 | 2869 | 1400 | |
crystal | 2867 | 777 | 149 | 3495 | 2000 | |
raven | 5501 | 781 | 130 | 6152 | 3000 |
Compare to Easy difficulty to check there are no other score differences than difficulty value.
-char- | -reward- | -bonus- | -repair- | -total- | -notes- | -base reward- |
---|---|---|---|---|---|---|
cossette | 908 | 224 | 13 | 1119 | Easy (100) | 300 |