Tip of the Day
Pay attention to the specifics of an achievement - some only count toward the unlock if a drop comes from an activity directly.

No Materials Consumed (Mechanics): Difference between revisions

From Walkscape Walkthrough
m Text replacement - "{{Version|B}}" to "{{Version|A}}"
Tag: Manual revert
m Text replacement - "{{Version|543}}" to "{{Version|546}}"
 
(4 intermediate revisions by the same user not shown)
Line 16: Line 16:


=== Example with a No Materials Consumed Bonus ===
=== Example with a No Materials Consumed Bonus ===
If we want to cook a [[Raw Pike]] with the [[Measuring Spoons Necklace]], and we complete the cooking action.
If we want to cook a [[Raw Pike]] with the [[Amulet of Measuring Spoon]], and we complete the cooking action.


# Cook a Pike consumes one [[Raw Pike]] material and gives one [[Cooked Pike]] consumable.
# Cook a Pike consumes one [[Raw Pike]] material and gives one [[Cooked Pike]] consumable.
# Measuring Spoons Necklace gives a 4% bonus to no materials consumed.
# Amulet of Measuring Spoon gives a 3% bonus to no materials consumed.
#* No materials consumed = 0.04
#* No materials consumed = 0.03
# We complete the cooking action and the game rolls for no materials consumed and we succeed with our 0.04 no materials consumed chance (4%).
# We complete the cooking action and the game rolls for no materials consumed and we succeed with our 0.03 no materials consumed chance (3%).
#* We receive one Cooked Pike, but the one Raw Pike is not removed from our inventory.
#* We receive one Cooked Pike, but the one Raw Pike is not removed from our inventory.
#* On a larger scale if we cook 100 Raw Pike we'd gain 100 Cooked Pike but still have on average 4 Raw Pike left in our inventory.
#* On a larger scale if we cook 100 Raw Pike we'd gain 103 Cooked Pike once we ran out on average.


{{Version|A}}
== 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 (Mechanics)|Double Action]], DR for [[Double Rewards (Mechanics)|Double Rewards]] and NMC for [[No Materials Consumed (Mechanics)|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:
{| class="wikitable sortable" style="text-align:center;"
|- style="vertical-align:middle;"
! DA Trigger !! DR Trigger<br>First Action !! NMC Trigger<br>First Action !! DR Trigger<br>Second Action !! NMC Trigger<br>Second Action !! Material<br>Inputs Used !! Recipe<br>Outputs Received !! Note
|- style="vertical-align:middle;"
| ✗ || ✗ || ✗ || N/A || N/A || 1 || 1 || Normal outcome with no attributes.
|- style="vertical-align:middle;"
| ✗ || ✗ || ✓ || N/A || N/A || 0 || 1 ||
|- style="vertical-align:middle;"
| ✗ || ✓ || ✗ || N/A || N/A || 1 || 2 ||
|- style="vertical-align:middle;"
| ✗ || ✓ || ✓ || N/A || N/A || 0 || 2 ||
|- style="vertical-align:middle;"
| ✓ || ✗ || ✗ || ✗ || ✗ || 2 || 2 ||
|- style="vertical-align: middle;"
| ✓ || ✗ || ✗ || ✗ || ✓ || 1 || 2 ||
|- style="vertical-align:middle;"
| ✓ || ✗ || ✗ || ✓ || ✗ || 2 || 3 ||
|- style="vertical-align: middle;"
| ✓ || ✗ || ✗ || ✓ || ✓ || 1 || 3 ||
|- style="vertical-align:middle;"
| ✓ || ✗ || ✓ || ✗ || ✗ || 1 || 2 ||
|- style="vertical-align: middle;"
| ✓ || ✗ || ✓ || ✗ || ✓ || 0 || 2 ||
|- style="vertical-align: middle;"
| ✓ || ✗ || ✓ || ✓ || ✗ || 1 || 3 ||
|- style="vertical-align:middle;"
| ✓ || ✗ || ✓ || ✓ || ✓ || 0 || 3 ||
|- style="vertical-align: middle;"
| ✓ || ✓ || ✗ || ✗ || ✗ || 2 || 3 ||
|- style="vertical-align: middle;"
| ✓ || ✓ || ✗ || ✗ || ✓ || 2 || 3 ||
|- style="vertical-align:middle;"
| ✓ || ✓ || ✗ || ✓ || ✗ || 2 || 4 ||
|- style="vertical-align: middle;"
| ✓ || ✓ || ✗ || ✓ || ✓ || 1 || 4 ||
|- style="vertical-align: middle;"
| ✓ || ✓ || ✓ || ✗ || ✗ || 1 || 3 ||
|- style="vertical-align: middle;"
| ✓ || ✓ || ✓ || ✗ || ✓ || 0 || 3 ||
|- style="vertical-align: middle;"
| ✓ || ✓ || ✓ || ✓ || ✗ || 1 || 4 ||
|- style="vertical-align:middle;"
| ✓ || ✓ || ✓ || ✓ || ✓ || 0 || 4 || Golden roll, maximum outputs for no input.
|}
 
The combined amount of expected outputs is ((1 + DA) &times; (1 + DR) &divide; (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).
 
{{Version|546}}
[[Category:Game Mechanics]]
[[Category:Game Mechanics]]

Latest revision as of 02:13, 16 November 2025

No Materials Consumed Calculation

  1. No materials consumed has a chance to occur on every activity completion that consumes materials.
  2. No materials consumed percentage bonuses from attributes are calculated.
  3. The no materials consumed percentage chance is rolled to see if it occurs on this action.

Example without a No Materials Consumed Bonus

If we want to cook a Raw Pike with no equipment, and we complete the cooking action.

  1. Cook a Pike consumes one Raw Pike material and gives one Cooked Pike consumable.
  2. We have no equipment, so we don't have a no materials consumed percentage.
    • No materials consumed = 0.00
  3. We complete the cooking action and the game rolls for no materials consumed which fails as we have 0.00 no materials consumed or a 0% chance.
    • We receive one Cooked Pike, and one Raw Pike is removed from our inventory.
    • On a larger scale if we cook 100 Raw Pike we'd gain 100 Cooked Pike and have no Raw Pike left in our inventory.

Example with a No Materials Consumed Bonus

If we want to cook a Raw Pike with the Amulet of Measuring Spoon, and we complete the cooking action.

  1. Cook a Pike consumes one Raw Pike material and gives one Cooked Pike consumable.
  2. Amulet of Measuring Spoon gives a 3% bonus to no materials consumed.
    • No materials consumed = 0.03
  3. We complete the cooking action and the game rolls for no materials consumed and we succeed with our 0.03 no materials consumed chance (3%).
    • We receive one Cooked Pike, but the one Raw Pike is not removed from our inventory.
    • On a larger scale if we cook 100 Raw Pike we'd gain 103 Cooked Pike once we ran out on average.

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:

  1. You walk until the steps are reduced to 0.
  2. An action is triggered.
  3. 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.
  4. 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"⌚🏃‍➡️.