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@MightyW0lf
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Baseline

  • My own configuration
    • Note: My perception of item score is purely to use them as a tool to see who in the team is behind with items (in some cases, this affects how I score items).
  • Woolie's item tier list

Common rules

  1. Items with a team effect have 25% of the same tier scrap's item score (0 for void items).
    • Essentially worse scrap in terms of item score.
  2. Items with focus on getting money/items have 50% of the same tier scrap's item score (0 for void items).
    • Main focus of such items is getting other items, which then are the main source of item score.
  3. If an item is stronger on some survivors than others, the item's score is closer to its stronger potential.
    • This is just to promote sharing such items to others if they can utilize it better.

Edge cases

  • Objective items have 0 score.
  • Captain's red item has 0 score (it's basically his passive, we don't give item score for abilities).
  • Keys (both rusted and void) don't follow rule 2, as they are lost when obtaining the item.
  • Skipped all lunar and noTier items as they all should have item score 0, which is their tier's default value.

Miscellaneous

  • Adjusted default tier score to be more consistent.
    • Now jump between each tier is ~80% of bazaar's cauldron conversion rate.
      • Before jump from white to green was 100% of that, while jump from green to red was 80%.
    • Boss items have same default score as greens.
  • Improved item tier score configuration fields descriptions a bit.

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github-actions bot commented Apr 1, 2022

CLA Signature Action: All authors have signed the CLA. You may need to manually re-run the blocking PR check if it doesn't pass in a few minutes.

@MightyW0lf
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I have read the CLA Document and I hereby sign the CLA

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