Tip of the Day
Attributes involving a percent symbol % are multiplicative (For Example: +10% Fine material finding gives 1.1/100).
No Materials Consumed (Mechanics)
No Materials Consumed Calculation
- No materials consumed has a chance to occur on every activity completion that consumes materials.
- No materials consumed percentage bonuses from attributes are calculated.
- 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.
- Cook a Pike consumes one Raw Pike material and gives one Cooked Pike consumable.
- We have no equipment, so we don't have a no materials consumed percentage.
- No materials consumed = 0.00
- 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.
- Cook a Pike consumes one Raw Pike material and gives one Cooked Pike consumable.
- Amulet of Measuring Spoon gives a 3% bonus to no materials consumed.
- No materials consumed = 0.03
- 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:
- 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+543 "Android Wearables Update"⌚🏃➡️. |
