Chess Zombies Whitepaper (ENG)
  • Information
    • ๐Ÿš€Roadmap
    • โšกEnergy Cells ($ENRG)
      • $ENRG Tokenomics
      • SAFT ENRG
        • Tocenomics / LP
    • ๐Ÿซ‚Community
    • โ“FAQ
  • ๐ŸงŸChess Zombies
  • Story
    • ๐ŸงSetting
    • ๐Ÿ‘ฅCast hierarchy
    • โšกQuantum Rift
  • Gameplay
    • ๐ŸŒ€General description
    • โ™Ÿ๏ธChess
      • ๐Ÿ–ผ๏ธGame interface
      • ๐Ÿ“Arrangement of pieces on the board
      • ๐Ÿ‘ฃMoving and Attacking Pieces
      • ๐ŸŽฎModified chess gameplay
    • ๐Ÿฆธโ€โ™‚๏ธRPG
      • ๐Ÿฆธโ€โ™‚๏ธShape classes and subclasses
      • ๐Ÿฅ‡Pumping figures
      • ๐Ÿ’ชPiece Power
      • ๐Ÿ’ŽResources
        • ๐ŸŽResources drop
        • ๐Ÿ”ฅAmmunition Disassemble
        • ๐Ÿ›’Buying Resources in the in-game market
        • ๐Ÿ’ธResources on external marketplaces
      • ๐Ÿ‘ฅSquads
    • ๐Ÿง TBS
      • ๐Ÿคผโ€โ™‚๏ธMini Duel
      • ๐Ÿ’€Who participates in the mini-duel
      • โš”๏ธStart of the mini-duel
      • ๐Ÿ“œMini-duel rules
      • ๐Ÿณ๏ธCapitulation of the figures
    • ๐Ÿ†Rating system
      • โ›น๏ธActivity Ratings
      • ๐Ÿฅ‡Tournament Ratings
    • ๐Ÿซ‚Clans System
    • ๐Ÿ“ขGame communication
  • Structures
    • ๐Ÿ™CIVIL
      • ๐ŸฐCitadel
      • ๐Ÿš‡Portal
      • ๐Ÿ’ฐMarket
      • ๐Ÿ’ŽJewelry workshop
      • โš’๏ธForge
      • ๐ŸชจOre storage
      • ๐ŸชตWood storage
    • ๐Ÿ’ฅMILITARY
      • ๐Ÿ—ก๏ธBarrack
        • ๐ŸงชAlchemy laboratory
      • ๐ŸŸ๏ธArena
        • ๐ŸŽStable
      • โ›ชTemple
        • ๐Ÿ“šLibrary
      • ๐ŸขStronghold
        • ๐Ÿ—ผTower
  • Chess Pieces
    • โ™Ÿ๏ธPAWN
      • โš”๏ธPawn Warrior
      • ๐ŸนPawn Archer
      • ๐Ÿช„Pawn Mage
    • ๐Ÿ‡KNIGHT
      • โš”๏ธKnight Warrior
      • ๐ŸนKnight Archer
      • ๐Ÿช„Knight Mage
    • ๐Ÿง™โ€โ™‚๏ธBISHOP
      • โš”๏ธBishop Warrior
      • ๐ŸนBishop Archer
      • ๐Ÿช„Bishop Mage
    • ๐Ÿ›ก๏ธROOK
      • โš”๏ธRook Warrior
      • ๐ŸนRook Archer
      • ๐Ÿช„Rook Mage
    • ๐Ÿ‘ธQUEEN
      • โš”๏ธWarrior Queen
      • ๐ŸนQueen Archer
      • ๐Ÿช„Queen Mage
    • ๐ŸคดKING
      • โš”๏ธKing Warrior
      • ๐ŸนKing Archer
      • ๐Ÿช„King Mage
    • ๐Ÿ‘พNFT/SFT Warriors
  • Ammunition
    • ๐Ÿ“ŒGeneral info
      • โ˜ ๏ธDrop
        • Random ammo characteristics values
          • Health
          • Regeneration + Speed
          • Mana + Stamina
          • Attack (physical, magical)
          • Evasion + Defense (physical, magical)
      • โš’๏ธCraft
      • ๐Ÿ’ฐIn-Game Purchase
      • ๐Ÿช™Purchase of NFT ammunition
    • โ˜ƒ๏ธAmmunition types
      • ๐Ÿ›ก๏ธArmor
      • โš”๏ธWeapon
      • ๐Ÿ’Jewelry
      • โšงClass
        • ๐ŸงชBottles of Energy
        • ๐ŸดBridle
        • ๐Ÿ“–Spellbooks
        • ๐Ÿ“ฟTalisman of the Wall
        • ๐ŸฅผCloak of invisibility
        • ๐Ÿง Cast of Consciousness
      • ๐Ÿ‘พNFT ammunition
  • Chess Boards
    • ๐ŸStandard Boards
    • ๐Ÿ‘พNFT/SFT Boards
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  1. Ammunition
  2. General info
  3. Drop

Random ammo characteristics values

The algorithm described below is used to determine the values of constant and random characteristics of ammunition as a result of its Drop and Craft

The value of the characteristics depends on several factors:

  • Ammunition level

  • Rarity of ammunition

  • Number of random steps

The level and rarity of ammunition affect the base values โ€‹โ€‹of characteristics:

  • Minimum characteristic value

  • Random step value

The minimum value of the characteristics and the value of the random step are always tied to the level of ammunition.

Each subsequent minimum value of the characteristic and random step is 10% more than the previous one.

Those, if the minimum value of "Health" for level 1 common ammunition is 20, then for the same ammunition of level 5, the minimum value of "Health" will be 29.3.

20+2010%=22 (level 2), 22+2210%=24.2 (level 3), 24.2+24.210%=26.6 (level 4), 26.6 +26.610%=29.3 (level 5) and so on up to level 15.

Similarly for the random step.

The number of random steps depends on the rarity of the ammunition and determines how much the base values โ€‹โ€‹will increase.

The final value of the characteristics is calculated by the formula:

RC = MRV + RSV * RS

Where:

RC - the final value of a random characteristic

MRV - the minimum value of a random characteristic

RSV - the value of the random step

RS - number of random steps

The number of random steps is determined randomly, while the more random steps, the lower the probability of this value falling out.

For example, if you get a level 5 common helmet with the "Health" characteristic, then "Health" will have the 5th minimum value (29.3) and the 5th randomness step value (1.5). Let's say this helmet has 15 random steps. In this case, the final value of "Health" that this helmet will give will be 29.3 + 1.5 * 15 = 51.8.

Below are tables of basic values โ€‹โ€‹of characteristics depending on the level and rarity of ammunition.

PreviousDropNextHealth

Last updated 2 years ago

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