Rankings based on the statistics of each class/generation

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Rankings based on the statistics of each class/generation[各ランク/世代のステータスに基づくランキング表]

Hello, this is the leader of the Superwalk WLB Crew, Blueioi.

Hello, this is Blueioi, leader of the Super Walk WLB team.

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This is the total value of all performance, comfort, happiness, and resistance statistics in each class. It contains base statistics that are fixed and reflected in the value, as well as promotion statistics that can be freely assigned, and option statistics given additionally depending on the option.

So how are generations reflected in statistics? It is possible. The part that changes depending on the profitability of each generation is the percentage change in points. Let’s look at this part first.

This is the sum of all performance, comfort, happiness and resilience statistics for each rank. This value includes lasting base statistics, level-up statistics that can be freely assigned, and optional statistics that are added based on options.

So how does generation reflect status? Possible. The part that changes depending on the profitability of each generation is the percentage change in points. Let’s look at this part first.

Assuming that all stats associated with leveling up affect performance, you can calculate the total performance value for each rating in generation 0. You can then determine the number of points per minute corresponding to this performance value. Generation value only affects Normal/Rare/Epic ranks, as Unique/Legendary ranks are only available in Generation 0. So let’s look at the profitability each Normal/Rare/Epic class receives based on generation.

The total performance value of each rank can be calculated in generation 0, assuming that all promotion statuses have an impact on performance. You can then see the points per minute corresponding to this performance value. Generation values ​​only affect Normal/Rare/Epic ranks. This is because unique/legendary ratings are only available in Generation 0. Now let’s look at the profitability each normal/uncommon/epic receives based on each generation.

You can see the number of points per minute affecting profitability for each generation. You can easily convert these point values ​​back to statistics (performance).

You can see the points per minute affected by profitability for each generation. This point value can be easily converted back to status (performance).

Values ​​reflect performance found in similar items, including three decimal places. Here you can see that the higher the rating, the more the actual profitability percentage is reflected in the statistics for each generation. Then, by applying these values ​​to the total original stat values ​​obtained, you can check the rankings created solely from the statistics.

This value reflects the value to three decimal places and indicates similar performance. It is significant to note here that the percentage of actual profitability reflecting generation for each class is such that the higher the rating, the more status is reflected. This value can then be reflected in the original total status value to see a ranking consisting only of status.

The actual difference in profitability for each generation is the point difference, and the statistic that affects those points is just performance. Additionally, performance, comfort, happiness, and recovery have no effect across generations. Let’s list the above table using statistical values.

The actual difference in profitability between each generation is the difference in points, and the only statistic that affects these points is performance. You can assume that generation has no effect on comfort/happiness/immunity, other than performance. Let’s sort the table above by status value.

Rankings are influenced by statistics converted from points. As you can see, there are no generations worse than Normal in Rare. However, Epic Generation 8 is inferior to Rare Generation 0. (Don’t be fooled by this part. These are current rankings for total stats, including comfort, happiness, and recovery stats given as base stats, not just performance.)

The ranking is influenced by the status converted from points. As you can see, there is no generation worse than normal for uncommon ones. However, Epic Gen 8 is inferior to Rare Gen 0. (Please do not confuse this part. Currently, the ranking is based on total statistics. The ranking reflects not only the performance, but also the comfort/happiness/immunity status provided as the base statistics.)

Then, since each class gets an additional 40 stats for all stats (a total of 40 stats for Rare Rating, 80 for Epic Rating, and 120 for Unique Rating), the higher the rating, the higher the stats and the better performance if the options are used as above.

each rating adds 40 stats according to all stats criteria (uncommon ratings 40 total, epic ratings 80 total, unique ratings 120 total), so with the options used above, ratings The higher the value, the higher the status and the better the performance.

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