drop value

Mezonis

Well-Known Member
Is there some formula, how to calculate possible drop value from work?

e.g. Grave robbery
327 LP => $ 2054 ... 6163
879 LP => $ xxxx ... yyyy
 

Duduie

I don't know if anyone took the time to look into it. I started once, but is pretty hard to find the right clothes to raise LP by LP to see the difference and try to find some pattern.
I did notice that from 1 LP to 2 LP's the value rises a lot more than from 100 LP's to 101 LP's. So it really doesn't make a big difference once you got a couple hundred lp's to add a 2-3 more lp's.
 

Mezonis

Well-Known Member
ok, some more numbers to finally come up with something.
I'm trying to get formula as well, so far without luck.

Grave robber
LP $ xxxx .. yyyy
170 $ 1803 .. 5411
186 $ 1836 .. 5508
191 $ 1845 .. 5537
208 $ 1877 .. 5632
215 $ 1889 .. 5669
221 $ 1900 .. 5701
237 $ 1926 .. 5780
257 $ 1958 .. 5874
292 $ 2008 .. 6026
303 $ 2023 .. 6070
324 $ 2050 .. 6152
327 $ 2054 .. 6163
334 $ 2063 .. 6189
850 $ 2486 .. 7458 <= thanks to Big Ed
886 $ xxxx .. yyyy <= yeah, I calculated, it's max what I can get with DEX + FMS at lvl 99 with gear without extra AP/SP, seems a bit low for $ 7500. :)
 

Slygoxx

The West Team
Marshal
I do know that with 874 LP, the value is 2500-7500 and thus allowing the key to be found ;)
Each additional LP I then added, ads +1 or +2 to the value. Don't really know for how long though.

Anyway, there is a formula for it. I did know it at some point, but I forgot again. Will look it up again for ya.
 

Slygoxx

The West Team
Marshal
Excuse me for the double post, but this thread needs a bump anyway.

I'll explain how the formula works now. It might get complicated, but you can always ask more ;)

The first part is to see what the value is when you have 0 LP on that particular job.
The formula is as follows:
Code:
motivation% * value * (900 * luck% + 50)/2
Motivation%: Kinda obvious, the motivation you want in decimals. So 94% motivation would become 0.94.
Value: Bit more difficult, insert 1 if you want to know the minimum buy value of the item, and 3 if you want to find the maximum buy value. 0.5 is the min sell value, and 1.5 the max sell value.
Luck%: Back in the old days we had percentages instead of real values, the way to insert them is the same as with motivation, 90% luck would become 0.9. You can find the percentages on weststats.

So far it seems understandable ;) On to the next part, adding the amount of LP to the mix.

The next formula would be:
Code:
(LP + 1)^0,2 * value found earlier.
The +1 is because of the initial way of unlocking jobs, you could only do the job when you had 1 LP.

The complete formula will then become:
Code:
motivation% * value * (900 * luck% + 50)/2 * (LP + 1)^0.2
With premium you just need to multply it all with 1.5

I hope it's understandable, and if not you can just ask :)
 
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Mezonis

Well-Known Member
The complete formula will then become:
Code:
motivation% * value * (900 * luck% + 50)/2 * (LP + 1)
With premium you just need to multply it all with 1.5
As we saw, 874 LP on grave robber gives range of possible drop item value $ 2500 .. 7500.

0.94 * 3 * (900 * 0.9 + 50)/ 2 * (874+1) = 1061025

Or I missed something?

Less motivation gives you less XP and $ what you get from work, but how on earh motivation influence possibility that item will drop???
More over, value of drop item.
 

Mezonis

Well-Known Member
ok, it's closer

0.94*3*(900*0.9+50)/2*875^0.2 = 4700 * 1.5 = 7050
0.89 ....= 4450 *1.5 = 6675
0.79 ....= 3950 *1.5 = 5925
0.59 ....= 2950 *1.5 = 4425
0.39 ....= 1950 *1.5 = 2925

Have a look at 100% motivation
1*3*(900*0.9+50)/2*875^0.2 = 5000 * 1.5 = 7500

To get drop value at $ 7500, we need
=0.94*3*(900*0.9+50)/2*1192^0.2 = 5000 * 1.5 = 7500 <= 1h work
=0.99*3*(900*0.9+50)/2*920^0.2 = 5000 * 1.5 = 7500 <= 5 min work

1192 LP, hmm, I saw something similar, 1220 LP at Chasing bandits.

Oh man, if motivation is involved in calculation of value for drop item, we're screwed.


EDIT: wait, possible drop value is not changed with low motivation. It doesn't change in game, so why it should change in formula?
 
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Ripett

Well-Known Member
Are you sure motivation is included in drop value calculations?

I'm not so sure... my most valuable drop so far came at only 66% motivation and it was in value almost exact to what my max drop value at the time was...

So Motivation may have been part of that equation once upon a time [in the west] but I don't think that is still the case.
 

Slygoxx

The West Team
Marshal
It could be that they changed it to the finding chance, and not the item value. Some people say they did, and some people claim otherwise. I've just added it to be sure, you can always just ignore it :)
 

M.I.A.

Well-Known Member
The motivation value you must put it is 0.94? i know thats the motivation you end up with after 2h work.. but you start the job with 1.0. and it makes a huge difference. Also on the west when you click a job.. the maximum value they show you is for 1.0 motivation :eek: And in the end it makes a hue difference :p
 

Ripett

Well-Known Member
The motivation value you must put it is 0.94? i know thats the motivation you end up with after 2h work.. but you start the job with 1.0. and it makes a huge difference. Also on the west when you click a job.. the maximum value they show you is for 1.0 motivation :eek: And in the end it makes a hue difference :p
Motivation does not affect maximum drop value... it does affect money and XP you receive from doing that job. It might also affect a chance to receive a drop but I'm not sure about that.
 

Duduie

It affects the drop rate. Proof is in-game. Lower your motivation for a job and compare how far the bar would reach with 100% motiv and with lower motiv.
While the injury chance grows, the drop chance lowers.