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Trying to make sense of the logic[edit source]
can't go negative, seems to grow depending on difference.
- Formula is Agent new = Agent old + Max(Re-agent - Agent old, 0)*0,25 --Darcduck 15:29, 20 July 2010 (UTC)
Seems to reward a minimum of 50exp and a maximum of 1000exp if levels are equal.
seems to be a straight level difference formula, need more data.
1000 / ((Agent-Level - Re-agent-Level) + 1)
1:1 no conversion
level 1-10 seem to start with 50 training
11-? with 100
- Element pets add 50 training (at least the low ones) and rune ghosts add 100 training. And all former Training is also added of course. formula: training agent new = training agent old + training re-agent + if(rune ghost, 100, 50)
Other stats[edit source]
Other stats are the influence of value with the donor his values, this is not affected by aptitude
The value (middle column) rises by base value * Aptitude% / 2.
Holy water pet with currently 10 wisedom and 70% aptitude gets a level up:
new wisedom = 10 + 6 * 70% / 2 = 12.1
--Darcduck 15:37, 20 July 2010 (UTC)
How to calculate the assist value[edit source]
I'm can't agree to the formula on the page. At least on the European/German servers this doesn't match. Have a look at the screenshot here: http://alptraumelite.iphpbb3.com/forum/84039545nx41752/fragen--und-amp-antworten-f65/ein-kleiner-anfaenger-guide-zum-pet-t69.html
This formula is given: basestat * color-multiplier * aptitude% * loyalty% * nourishment%,
When you look at the screenshot example you see that the assist value is not zero when the base stat may be zero!
So the formula is more like this:
Assist = basestat * X + value * Y (value is the middle column)
for this formula you can calulate X and Y taking one attribute with eigther basestat or value being zero or by taking two attribs (which are not similar - like wisedom and intelligence in the example).
For the example we get:
- Y ~ 1,872
- X ~ 4,744
from other pet i know that X is roughly linear related to the level
- X/Level ~ 0,6777
Lets go on. I have a pet now with 100% loyality and nearly 100% aptitude. This gave me a hit for how to calculate the Y value.
- Y = 2/3 * (1 + 5*Loyality) * Aptitude
For X i'm not this far but in case loyality is 100% then you can calculate X with this formula:
- X = level * 3/4 * (1 + Aptitude)
So for the case of 100% loyality the final formula is:
- Assist = basestat * level * 3/4 * (1 + Aptitude) + value * 4 * Aptitude
nourishment i think is only a final multiplier and it can be seen in the attributes frame how much it influences the really used value. The value listed as assist is however not influenced by this. --Darcduck 01:01, 28 July 2010 (UTC)
Here's a formula that I found:
Lo = Loyality
Lv = Level
Ap = Aptitude
At = Attribute(Sta,Dex,Str....)
Bs = Basestat
Assist = ( 2 + 10*Lo )( Ap * At / 3 + Lv * Bs * ( Lo + Ap ) / 16 )
It looks fine to me. --天天黑黑 02:02, 3 November 2010 (UTC)
Element needs to be removed[edit source]
Whoever putted element in there needs to remove that column. Element for a given pet is generated independent of the pet type.
with the exception of rune ghosts