Guide to Math in PIMD

Discussion in 'Strategy' started by FemaleUserNameTaken, Jun 21, 2012.

  1. This might be a long one...but this is my attempt at a guide for people who are interested in the mechanics of this game and for those who enjoy a sense of how things work. I've broken it down into three main sections. First being tutors, second fights and finally jobs.

    Before I begin, I'd like to give a minute to the VIP ranking system. If anyone has tried to reduce how they form the ranking system, please let me know what info you've pulled from it so far. As far as I can tell, I'm missing key variables which are preventing any progress.

    Well...let me begin

    1. Tutors

    A. Profit earned from tutors can be calculated by taking the price of the tutor you own and multiplying it by .0150562. This is the profit close to the exact dollar amount.

    B. The price increase from buying a tutor is 5%. This means before you buy a tutor, multiply the price by .5

    C. The refund you get from dropping a tutor is 57.04762% I've heard a lot of people say it was 60 or 70 percent but that extra 3% is a huge difference when it comes to dropping a 100b tut

    D. Doing drop volleys can be expensive. To save money (depending how big your drop volleys are) doing smaller drop volleys is cheaper. A volley from 1b to 10b gets the receiver 1.4b but costs the giver 2.59b. This is an overhead cost of 1.15b (all rounded for sake of readability). If we move up to 1b to 20b, the overhead cost is 2b.

    2. Fighting

    A. After each attack, you lose 5% more health. So the 2nd is 10% of your total health, 3rd is 15% of total health and so on. There are stages where you lose more but I'll speak on that when it comes to jobs.

    B. The money you gain from any person is the same on EVERY first hit. I'm sick of people telling me they get different amounts from each first hit on the same person. From that base amount, each hit you get 5% less from tutors and from your own plunder.

    3. Jobs

    A. The following is the % of successes obtained over each difficulty level
    1. Easy - 99%
    Normal - 93%
    Difficult - 76%
    Very Difficult - 49%
    Extremely Difficult - 25%

    B. The amount of health taken away from you by doing jobs is set in stages.
    1. The first stage is when you're doing an easy job (using easy as a relative term here, not as the difficultly level) and near max health. You will lose 3% each attempt
    2. Stage 2 is the most common and it's after the first few attempts and the difficulty increases. Here you lose 4%
    3. Stage 3 is also common. It's between 60% and 25% of health and you're losing 5%.
    4. The final stage is between 25% and 0% health where you're losing 6%.


    Ok that's everything I have! I created this because I enjoy to discover how things work. I hope this helps others as its helped me. Best of luck PIMD'in!
     
  2. I like PIMD cause I don't like math.



    PL0X DON'T MAKE IT LIKE SCHOOL 
     
  3. I like that you made a thread for these things to combine it all.

    Using fight takes up the least 5% health
    6% for dance
     
  4. Sry Laura, I'm a computer science major...it's what I do!
     
  5. Love the guide gray :) but you put .5 for 5% when it should be .05 ;) just lettin ya know haha
     
  6. Lol damnit. You're right.
     
  7. My Pupil doing his very own thread

    Bump!!


    ~
     
  8. already went over this lol
     
  9. Very convenient, summative guide to many useful figures and formulae 

    This has answered a lot of the questions I have been seeking answers to  But there's still a couple more things I've been searching the forums for..

    Have you had any luck figuring out a formula or even a rough estimate as to max tutor bonus at any stage of growth or how much plunder will increase with each tier of crew member?

    If anybody could give me an answer or direct me to someone who could / a past thread that already has it would be greatly appreciated 

    Thank you 