Dreno33
05-04-2012, 01:40 PM
Playing with some numbers, I realized the formula to find ranges of average A/D per level depends on what is called "Expontential Growth."
Here is what exponential growth looks like, graphed:
http://graphpad.com/curvefit/28569150.gif
I have been running different percentages through the calculator over and over and finally found the right one that maintains accuracy for the most amount of levels.
I have found this percentage to be 19. Or, when used in written math, .19
I started from level 2, at 40 avg Attack and Defense (A/D)
Here is the formula (you must go in order from 2+, b/c it is a growing number):
1) Start from the base number, .04 (40 A/D) and multiply it by .19 (19%).
2) The take the value given and add it to the original base number, .04.
3) The given value will be your NEW base number for the next level.
Let's start at level 2....
.04 x .19 = .0076
.0076 + .04 = .0476
This means that from level 2 to 3, people average gaining ~8 Attack and Defense (now 48 A/D). Let's move from 3 to 4.
.0476 x .16 = .009044
.009044 + .0476 = .0566
Now at level for, the average amount of people have increased their avg A/D by 9. Once more to the next level, it should increase quicker this time.
.0566 x .19 = .0142
.0142 + .0566 = .070805
The increase from 4 to 5 was about 13. Do you see how this would follow the pattern of the graph illustrated above yet?
I haven't continued this method past level 25 yet, but the number concluded was accurate. I did the math last night and forgot to write the numbers down. As the formula continues though, It will reach a point to where the growth will become TOO dramatic. At this point, the formula will have to be lowered to a different percentage periodically to maintain decent levels of A/D averages. Doing so will slowly lean and form into what is called a "Cubic Growth."
Here is what exponential growth looks like, graphed:
http://graphpad.com/curvefit/28569150.gif
I have been running different percentages through the calculator over and over and finally found the right one that maintains accuracy for the most amount of levels.
I have found this percentage to be 19. Or, when used in written math, .19
I started from level 2, at 40 avg Attack and Defense (A/D)
Here is the formula (you must go in order from 2+, b/c it is a growing number):
1) Start from the base number, .04 (40 A/D) and multiply it by .19 (19%).
2) The take the value given and add it to the original base number, .04.
3) The given value will be your NEW base number for the next level.
Let's start at level 2....
.04 x .19 = .0076
.0076 + .04 = .0476
This means that from level 2 to 3, people average gaining ~8 Attack and Defense (now 48 A/D). Let's move from 3 to 4.
.0476 x .16 = .009044
.009044 + .0476 = .0566
Now at level for, the average amount of people have increased their avg A/D by 9. Once more to the next level, it should increase quicker this time.
.0566 x .19 = .0142
.0142 + .0566 = .070805
The increase from 4 to 5 was about 13. Do you see how this would follow the pattern of the graph illustrated above yet?
I haven't continued this method past level 25 yet, but the number concluded was accurate. I did the math last night and forgot to write the numbers down. As the formula continues though, It will reach a point to where the growth will become TOO dramatic. At this point, the formula will have to be lowered to a different percentage periodically to maintain decent levels of A/D averages. Doing so will slowly lean and form into what is called a "Cubic Growth."