So currently i’m working on an grind game which heavily plays with chances, now i need to make important formula , when player chance is >= 100% for an object, it should increase how much object player will get. My current formula works very bad. Because it multiples all objects with >= 100% chance to same amount. But literally 1st object must have a lot more than like 10st object earnings. So i would really appreciate if someone could help me with making this formula good.
Formula(very simple and works bad):
if 1/odds * BasicMulti >= 1 then
PlayerManager.AddLuck(player, genName, 1 * (BasicMulti))
elseif 1/odds * BasicMulti < 1 then
PlayerManager.AddLuck(player, genName, 1)
end
Please make a table with what you want the input and output to be? For example I assume you want an 100% chance to always give the player 1 item, and a 50% chance to give the player 1 item half the time?
Well you are slightly right, but no, if chance is less than 100% player get 1 always(if he is lucky enough in rng), but if chance literally >100%(that’s impossible, but yes), player get some multiplier which increase by each chance % upgrade. So like
With 1 upgrade and chance 100% - +10 amount
With 10 upgrade and chance 100% - +100 amount
As you can see i already done it in video, but each gen amount become same when get higher amount and that’s clearly wrong, there should be something which will define each higher gen. Here is what it should be
Gen1 - Let’s say 100B
Gen2 - Then should be not same as Gen1, let say it is 100M
Gen3 - 1M
Gen4 - 500K
and etc.
But in my situation because there is no definer, the numbers become almost same from each lgen, so i’m asking for some help with that formula