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Make sure you equip your items to get their effects, most don't work from inventory alone.
Double Rewards (Mechanics): Difference between revisions
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The combined amount of expected outputs is ((1 + DA) × (1 + DR) ÷ (1 - NMC)). Where each attribute is expressed as a decimal (i.e. 15% as 0.15) and the output is a multiple of the inputs (so a result of 1.5 means you'd get 50% more outputs than inputs). | The combined amount of expected outputs is ((1 + DA) × (1 + DR) ÷ (1 - NMC)). Where each attribute is expressed as a decimal (i.e. 15% as 0.15) and the output is a multiple of the inputs (so a result of 1.5 means you'd get 50% more outputs than inputs). | ||
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[[Category:Game Mechanics]] | [[Category:Game Mechanics]] | ||
Latest revision as of 02:13, 16 November 2025
Double Rewards Calculation
- Double rewards has a chance to occur on every activity completion.
- Double rewards percentage bonuses from attributes is calculated.
- The double rewards percentage chance is rolled to see if it occurs on this action.
- Note: This attribute has a cap of 100% which would result in a Double Rewards for every action.
Example with No Double Rewards Percentage
If we want to go Lake Fishing with no equipment, and we complete a fishing action.
- Lake Fishing has two drop tables one for fish and another for a fishing chest.
- We have no equipment, so we have no double rewards percentage.
- Double rewards percentage = 0.00
- Our 0.00 double rewards odds gives us a 0% chance per action completed.
- We will not get any double rewards.
- We receive one fish loot table roll and one fishing chest roll as normal.
Example with a Double Rewards Bonus
If we want to go Litter Looting with a Pointy Shears, and we complete a foraging action.
- Litter Looting has two drop tables one for items and another for a foraging chest.
- Pointy Shears gives 2% bonus to double rewards
- Double rewards percentage = 0.02
- Our 0.02 double rewards odds gives us a 2% chance per action completed.
- We roll for our double rewards and get it.
- We receive 1 stone from the first roll and 1 Smelly Socks from the second roll on the main drops table.
- We do the first chest roll according to Chest Finding (Mechanics) but don't happen to receive a foraging chest, we do the second chest roll and receive a Foraging Chest.
- We roll for our double rewards and get it.

Note that each loot table is rolled twice but each roll is independent for what loot you receive. This is very similar to the Double Action Mechanic but only gives the second loot table roll. They can work well together though. Double action gives twice the chance for double rewards to occur so in rare chances you can have four loot rolls from one completed action. See below for more information.
Interactions Between Double Action, Double Rewards and No Materials Consumed
Let's first go over the high level of what each attribute does especially in the context of transformation recipes. I will use the abbreviation DA for Double Action, DR for Double Rewards and NMC for No Materials Consumed.
- DA works by triggering a second action for 0 steps, this rolls all tables again, awards Skill XP, and can re-trigger all attributes except DA itself.
- DR works by re-rolling all loot tables again, this includes main/recipe outcome, chests, collectibles, etc. Importantly each roll (both first and DR induced) can have separate outcomes and are independent of each other.
- NMC works by not consuming materials for a recipe action. Those items still stayed queued for further recipes. On non-recipe activities NMC has no effect.
The basic flow of a crafting action is:
- You walk until the steps are reduced to 0.
- An action is triggered.
- Attributes are checked:
- The check for NMC occurs and if it procs you do not use a recipe input.
- The check for DR occurs and if it procs you roll loot tables twice.
- The check for DA occurs and if it procs then you go back to step 2 for a new action skipping the check for DA on the second action.
- Sum and display results.
This results in the following possible outcomes:
| DA Trigger | DR Trigger First Action |
NMC Trigger First Action |
DR Trigger Second Action |
NMC Trigger Second Action |
Material Inputs Used |
Recipe Outputs Received |
Note |
|---|---|---|---|---|---|---|---|
| ✗ | ✗ | ✗ | N/A | N/A | 1 | 1 | Normal outcome with no attributes. |
| ✗ | ✗ | ✓ | N/A | N/A | 0 | 1 | |
| ✗ | ✓ | ✗ | N/A | N/A | 1 | 2 | |
| ✗ | ✓ | ✓ | N/A | N/A | 0 | 2 | |
| ✓ | ✗ | ✗ | ✗ | ✗ | 2 | 2 | |
| ✓ | ✗ | ✗ | ✗ | ✓ | 1 | 2 | |
| ✓ | ✗ | ✗ | ✓ | ✗ | 2 | 3 | |
| ✓ | ✗ | ✗ | ✓ | ✓ | 1 | 3 | |
| ✓ | ✗ | ✓ | ✗ | ✗ | 1 | 2 | |
| ✓ | ✗ | ✓ | ✗ | ✓ | 0 | 2 | |
| ✓ | ✗ | ✓ | ✓ | ✗ | 1 | 3 | |
| ✓ | ✗ | ✓ | ✓ | ✓ | 0 | 3 | |
| ✓ | ✓ | ✗ | ✗ | ✗ | 2 | 3 | |
| ✓ | ✓ | ✗ | ✗ | ✓ | 2 | 3 | |
| ✓ | ✓ | ✗ | ✓ | ✗ | 2 | 4 | |
| ✓ | ✓ | ✗ | ✓ | ✓ | 1 | 4 | |
| ✓ | ✓ | ✓ | ✗ | ✗ | 1 | 3 | |
| ✓ | ✓ | ✓ | ✗ | ✓ | 0 | 3 | |
| ✓ | ✓ | ✓ | ✓ | ✗ | 1 | 4 | |
| ✓ | ✓ | ✓ | ✓ | ✓ | 0 | 4 | Golden roll, maximum outputs for no input. |
The combined amount of expected outputs is ((1 + DA) × (1 + DR) ÷ (1 - NMC)). Where each attribute is expressed as a decimal (i.e. 15% as 0.15) and the output is a multiple of the inputs (so a result of 1.5 means you'd get 50% more outputs than inputs).
| This page has been updated to reflect information in game version 🏃⌚ 0.3.0-beta+546 "Android Wearables Update"⌚🏃➡️. |
