How is arcane odyssey so mathematically perfect?

What formula is this game using for its armor bro, it can’t be a coincidence that both the dark bronze boots and sunken warrior have 36 attack speed at exactly level 125. Then there’s cernyx armor which gives 18 speed at level 125. And it certainly can’t be a coincidence that all the balancing stats are like .725x and .775x. Even the imbue calculations are so specific and legit everything is put through organized functions. Hell they even use functions with those silly curved graph thingies for exponential substat scaling like what is going on someone explain what functions this game is using

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he uses calculators to calculate the stats what else do you expect?

it might sound impressive, but take it from me:

what you’re doing is trying to calculate the formula with the answer.

what the balance team is doing is making the formula.

and as for the .725 stuff: it’s not that specific, the maximum is 1 and nothing in the entire game has ever been below like 0.7
damage multipliers are really simple stuff, and as for stat falloff: p sure they just have a % subtractor off efficiency based off your level and how much of the stat you have. Can’t bother to write out a theory, but it’s at most like 5 operations in the expression

Wait until they learn about rounding down means and how it’s done in code.
(Still organized but there is still some variation, also this is technically at level 120 since levels work in orders of 10. eg. 10, 20, 30, …)

I may be going schizo but dont sunken warrior boots give 26 attack speed or is the mandela effect kicking in

technically, level 120 as armor levels are only in multiples of 10 (excluding level 1 items)

If only just my math skills were this mathematically perfect.

Join the meth side

i was always told substats were logarithmic am i bugging

yeah they are logarithmic.

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vetex is a nerd confirmed

bro hes coding a game what did you expect?

I never use those kinda functions in my games i just do “every 10 levels give 3 stat”

that’s technically how armor and enchant stat scaling works in AO.

for example:
The Powerful enchant gives 1 power for each 10 levels, rounded down.

The Same applies to armor, every 10 levels, the stat amount of gives increases by a pre-set amount, rounded down, of course.

The funny thing with this games balancing is that no matter how hard I try to make an OP build ratio-wise it always ends up being balanced out by some lack of stat or ends up being worse than the one before idk how this game does that lol

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