- Thread starter Mezonis
- Start date

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.

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.

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.

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:

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:

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:**

With premium you just need to multply it all with 1.5

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

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`

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.`

Code:

`motivation% * value * (900 * luck% + 50)/2 * (LP + 1)^0.2`

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

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Can you please repost the formulas in this thread so the best item calculator gets updated on this?

Best-Job Calculator! www.TheWestInsider.com

As we saw, 874 LP on grave robber gives range of possible drop item value $ 2500 .. 7500.The complete formula will then become:

With premium you just need to multply it all with 1.5Code:`motivation% * value * (900 * luck% + 50)/2 * (LP + 1)`

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.

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?

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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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.

Motivation

While the injury chance grows, the drop chance lowers.