Recombinator success exalt sink

Make the recombinator increase the success by 5%*(0.5^x) per 10 exalted orbs where x is the number of times theyve pumped exalts into it. Additive each time they do it of course. +2.5% -> 3.75% -> etc decaying return.

Did this for you in c++ cuz I'm bored

"
double calculateSuccess(int selections = 1, double initialSuccessRate) {

// Iterate through each selection and apply the formula additively
for (int i = 1; i <= selections; i++) {
initialSuccessRate += 0.05 * pow(0.5, i);
}

return initialSuccessRate;
}


Results would look like this

Iteration | Total Success Rate (%)
---------------------------
10 ex | +2.5%
20 ex | +3.75%
30 ex | +4.375%
40 ex | +4.6875%
50 ex | +4.84375%
60 ex | +4.92188%
70 ex | +4.96094%
80 ex | +4.98047%
90 ex | +4.99023%
100 ex | +4.99512%

As you can see it starts to converge around 5% max. So it would also be a good Exalt sink. The 5% was picked arbitrarily however whatever number you pick for it will converge to that percentage. So if you want the max to be 10% just change that to .10.

You could make the cost go up for the first 5 iterations if you wanted the value of convergence to be higher something like 30% or 40%. Iterations after 5 are much less valuable anyway so you wouldn't need to increase the cost past that.
Last edited by DankWeebTrash#7386 on May 2, 2025, 12:59:57 PM
Last bumped on May 2, 2025, 4:44:18 PM
If they did this we would just buy ourselves perfect items.
It's not viable and would kill the game.
"
If they did this we would just buy ourselves perfect items.
It's not viable and would kill the game.


Do you not understand convergence? That 1.76% chance becoming 6.2% chance isn't going to change that much. However, it gives the illusion of control and it's an exalted sink that balances the economy long term.
Last edited by DankWeebTrash#7386 on May 2, 2025, 4:45:15 PM

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