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This article will explain the mathematics and mechanics of levelling up cats in battle cats. Some elementary algebra will be used to explain points, though conclusions in plain English will also be given. This will be of interest to you if you have ever had questions like:
The results here are a combination of common knowledge, datamined information from the game’s code, and mathematical analysis. Information is believed to be correct as of October 17th, 2020, and based on BCEN 9.9.
Every form of every cat in the game has base stats; initial damage per hit and HP values. These are the stats a cat would have at Level 1, with no EoC treasures at all. Note that I said every form of every cat. These values can change from form to form of the same cat, and when a unit’s evolved/true form improves it stats, it is because these values change. For these purposes, different forms of the same cat are hence unrelated, and are as different to one another as unrelated cats.
We will call these base stats D and H, for damage and HP respectively.
When you obtain EoC treasures, or level up your cat, you are increasing its stats above these base values. The higher a cat’s base stats are, the more levelling/treasures increase them - it is a proportional increase. This is why it is more important to level up cats with large stats, rather than those with status effects but poor raw stats.
First let us discuss how much EoC treasures increases stats. Legendary Cat Sword treasures increase damage, and Legendary Cat Shield treasures increases HP.
A level 1 cat without treasures has D damage and H hp.
For x% completion of Legendary Cat Sword, a level 1 cat will have (1 + 1.5x / 300) × D damage.
For x% completion of Legendary Cat Shield, a level 1 cat will have (1 + 1.5x / 300) × H HP.
What this algebra means is the following:
This is a significant difference and these are some of the most important treasures to get very early on in the game as a result. These extra stats continue to multiply your stats after levelling up too. At 200% treasure completion, a cat at any level will have double the HP and damage as it would without any treasures.
Note that Catbot (as well as sites like mygamatoto) show stats of cats with x = 300% treasure for both sword and shield.
...which leads into the next question. How much does levelling up improve your cats?
At low levels, levelling up a cat once increases its stats by 20% of the base stats (+0.2). That is, without treasures for now:
and so on.
This means that a Level 6 cat is twice as strong as a level 1 cat, and a level 11 cat is three times as strong as a level 1 cat.
We will now assume full EoC treasures for all following discussion, so all stats are multiplied by 2.5. As a result, the 20% increase with each level is now a 2.5 × 20% = 50% increase.
and so on.
We still observe that a level 6 cat will be twice as strong as a level 1 cat, and a level 11 cat three times, as before.
A general formula for the stats of a cat at level L, would then be:
Level L → |2.5 + 0.5(L — 1)| × D damage and |2.5 + 0.5(L — 1)| × H HP.
or, with some simplification:
Level L → (2 + L / 2) × D damage and (2 + L / 2) × H HP.
That is, a Level 30 cat (with full treasures) would have (2 + 30 / 2) = 17 times its base stats (level 1, no treasures). Level ups due to XP, due to + levels from dupes, and catseye level ups all increase L by one as usual.
This is not the end of the story, however. At higher levels, the amount of stats gained becomes smaller (or in one special case, higher!)
For example, if we look at the damage Glorious Amaterasu (D = 1000) does at different levels, we observe the following:
You may notice that the increase between 60-70 is half the size of the increase from 30-40, or 40-50, or 50-60. Yes, after a certain point, if you are lucky enough to have a +20 uber, Amaterasu starts to get less benefit from levels. However, this doesn’t just affect ubers, and can affect almost all cats to some extent, including many that you will realistically get to such levels. This is called a Levelling Curve. There are three main types of Levelling Curves in the game:
Gain normal increase (+0.5D/+0.5H) per level up to lv 60 then half thereafter (+0.25D/+0.25H)
Gain normal increase (+0.5D/+0.5H) per level up to lv 60 then half (+0.25D/+0.25H) up until lv 80 then a quarter thereafter (+0.125D/+0.125H)
Gain normal increase (+0.5D/+0.5H) per level up to lv 70 then half (+0.25D/+0.25H) up until lv 90 then a quarter thereafter (+0.125D/+0.125H)
There are three exceptions to these rules.
Gain normal increase (+0.5D/+0.5H)) per level up to lv 30 then half thereafter (+0.25D/+0.25H)
Gain normal increase (+0.5D/+0.5H) per level up to lv 20 then half thereafter (+0.25D/+0.25H)
Gains normal increase (+0.5D/+0.5H) per level up to lv 20 then 3× (+1.5D/+1.5H) up to lv 30 then 6× (+3D/+3H) up to lv 40 then 9× (+6D/+6H) up to lv 50
See the following post for a breakdown of the discovery and calculation of this.
The main takeaway of this is that levelling stuff past a certain level (usually 60) gives diminishing returns. For rares, super rares, ubers and legend rares, a further soft cap at 80 or 90 for rares exists.
The stat formula in equation is only valid for cats in the first part of their levelling curve. It is possible to write down more general formulae which account for the levelling curve, but this adds no further intuitive understanding and only makes the algebra more cumbersome, so will be omitted here. In future calculations in this document it will be assumed that L is sufficiently low that the levelling curve does not need to be accounted for, so we can use the simple equation above.
Some notes on this:
Attack Talent Orbs also operate in terms of base stats. An S rank orb adds +5D damage to your attacks vs the relevant trait. (A = 4, B = 3, and so on). An increase in damage by 5D is quite large, comparable to ten level ups at low levels. Basically, it is equivalent to powering up a Lv 30 cat to Lv 40.
A generalisation of the equation to include an orb of level O would be:
Level L → ( + O) × D damage,
where O = 0 for no orb, O = 1 for a D-orb, and so on until O = 5 for an S-orb.
Because of levelling curves, however, it is not always just “plus 10 levels”. Orbs always add the same amount of stats, but additional levels become less valuable as you level up more. It is hence also the equivalent of 70 to 90 on a rare, or 60 to 80 on a super rare, as the orb still adds the same amount of stats (5D) but the level ups are worth less (0.25D, 1/20 of the orb) than at lower levels. Indeed, very high levels, an S-Rank attack orb is worth 40 levels (0.125D = 1/40 of an S orb). A level 90 rare with an S rank orb has the attack power of a level 130 without, and a level 80 super rare becomes as strong as a level 120 with no orb. Ubers are unlikely to reach this level even for the most hardcore (legitimate) players so are not considered here, but they follow the same curve as super rares, as mentioned above.
Defense orbs do not directly work in terms of base stats, but instead based on a % reduction in damage, and are beyond the scope of this work.
Damage multipliers like Massive Damage do not stack with orbs, and only affect the part of damage which comes from levels. That is, for a damage multiplier M,
Level L → ( M + O) × D damage.
Beyond level 30, it costs 1 catseye per level to power up a cat. Beyond level 45, it costs 2 catseyes per level instead.
The first thing to note, is that if you were to spend 10 catseyes, you could do either of the following power ups:
It is hence inefficient to use catseyes on powering up cats from Lv 45 to Lv 50, when there are still stat focused cats at lower levels, as the stat gain per catseye diminishes by half.
However, this is further complicated by rares and super rares with enough + levels to reach their levelling curve.
Consider a Level 30+25 rare. We could then do the following upgrades with rare catseyes, paying attention to the levelling curve C rules.
Notice that the last 5 power ups hit the levelling curve and add only half the stats, at the same time the catseye cost doubles, therefore the catseyes becomes only one quarter as valuable as before. The lesson to learn here is that boosting with catseyes can very quickly become very cost-inefficient with gacha rares/supers with many + levels. Be careful when deciding if it is truly worth it; for something with immense base stats like Can Can, it surely still is. For something more moderate, it might be worth considering if something less boosted is worth the investment.
Similarly, it is commonly advised to sell duplicate cats for NP if they are not stat-oriented units like Psychocat or Stilts. Meanwhile, it is worth adding a + level to attackers or high HP units like Cameraman or Ramen. This remains the case. However, there are also “borderline” cases where it could go either way. Cats like Vaulter with some respectable stats but also often used as a proc unit, for example. The levelling curve might be important to consider here, as the stat value of + levels eventually drops, but the NP returns remain constant.
Consider a Level 30 super rare with ok stats. You could
Now consider a Level 50+10 super rare of the same species. You could
If you were unsure before, know that at this point the gain is halved if you choose to use vs sell. If user rank is your main concern, or if you don’t need NP, this will likely not concern you. If you are interested in performance vs cost, however, this may be worth keeping in mind.
Uber rares are worth a special mention. It is widely recommended to sell ubers for NP as they give a massive 50NP. If you are the type of player to + your stronger ubers, though, note again that at Lv 50+10, further dupes will give half the benefit, and the 50NP should now look more appealing.
As a general rule, I’d say the mere 5NP for a rare is never a game changer, and you can continue to + stat-based rares indefinitely, or at least up until the second soft cap at Level 90, comfortably. Super rares and ubers with their higher NP value are worth slightly more careful concern, however.
In a previous section we derived the base stat multiplier of a low level (before the curve) cat at level L with full treasures: We found the damage of a cat with full treasure at low Level L. We can also show that without any treasures, a cat at low level (before the curve) K, this is:
Level K → (0.8 + K / 5) × D damage and (0.8 + K / 5) × H HP.
We can then ask the question, at what level K does a treasureless cat need to be at, to be equal in stats to a level L cat with treasures?
This is the solution of
2 + L / 2 = 0.8 + K / 5
or
K = 6 + 2.5L
So a treasured cat with L = 4, is equivalent to a treasureless cat at K = 6 + (2.5 × 4) = 16. An Eraser at Level 4 with treasure has 2400 HP. An Eraser at Level 16 with no treasure also has 2400 HP.
At higher levels, this gets more complicated due to the levelling curve, but here is a graph showing the value of K on the x-axis and the corresponding value of L on the y-axis for rare (green), normal (blue) and uber (orange) cats.
To interpret this, draw a line from the level of the treasureless cat on the x axis up to the plotted graph, then draw a line across to the y axis to see what level that is equivalent to with treasures.
If we look at a Lv 100 normal cat with no treasure, we see it’s a bit weaker than a Lv 30 normal with treasures. A level 130 rare cat with no treasure is between lv 33 and lv 34 with treasures.
A level 120 treasureless uber doesn’t even reach lv 30 treasured stats.
Don’t neglect treasures!
It is commonly stated that "manics at a given level have roughly the same stats as basics at double the level". Knowing what we now know about levelling curves, this merits some further investigation.
Let us consider King Dragon (D = 400) vs Manic King Dragon (D = 880). As a function of level (x-axis), the damage per hit of these cats with full treasure (y-axis) then looks like this.
Now, let us look at the ratio of these damage values (manic/normal, y axis) vs the adjusted level (x-axis) such that x = 40 means Lv 40 manic and Lv 80 normal (double) and so on.
We see an interesting curve. At low levels, the manic is actually far better than the double-level normal.
This is because at low levels, a big percentage of the damage is from the initial level 1 value of 2.5D, and the normal cat only has a few extra levels on the manic. At higher levels, the difference becomes smaller as the normal takes a bigger lead in level, starting to balance out the huge initial stat difference.
At x = 20 (lv 20 manics, lv 40 normals), the normals start to close the gap even more as the crazed hit their levelling curve soft cap.
This trend continues until x = 30 (lv 30 manics, lv 60 normals) by which point, normal King Dragon (12,800 damage) has even taken a slight lead over Manic King Dragon (12,760 damage).
After this however, the soft cap for normals kicks in, and the manics take a slight lead again, but the ratio stays mostly flat until x = 50 where MKD has 17,160 damage, and normal KD has 16,800 damage.
Essentially, it is true at high levels that manics are comparable to double level normals. At lower levels, they are better than double level normals, and for a brief moment around Lv 30 manics/Lv 60 normals, you might even see the normals pull ahead a tiny bit.
Levelling up cats is one of the most central and important parts of the game, but it is rarely understood in detail. A simple "higher is better" interpretation works for most purposes, but for your curiosity, or to optimise your late game decisions about where to invest your resources, a deeper mathematical treatment as detailed above may prove useful.
Corrections, questions and suggestions for future topics to cover are welcome can be pinged or DM’d to the original author (@ThanksFëanor#3087) at any time, or he can be found on the r/battlecats discord server.
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Red Dead Redemption 2 is finally here, and with it the chance to get up to all kinds of wild west shenanigans. Doing so requires the player to know how to use their arsenal of cowboy tools and equipment though, so today we’re here with some tips to help you figure out how to hog tie, lasso and tie NPCs to horses in Red Dead Redemption 2.
To execute any actions with a rope, the player must first select it from the weapon wheel. To do this, press and hold the L1 button. Afterward, move the analogue stick toward the lasso to select it and equip it by releasing the L1 button while it’s highlighted.
This will equip the player with the lasso, and when the player aims by pressing the L2 button they will begin to spin the rope above their head or to their side.
The rope can be thrown at people or animals with the R2 button, and if they are successfully hit with it, they will than be snared by the Lasso.
From here, the real fun begins. After a person or animal is snared by the lasso, players must hold down the L2 button to maintain their grip, moving toward their target with the left analogue stick.
After they get close enough to their snared target, they can then press and hold the Circle button (if on PS4) or B (if on Xbox One) to hog tie and incapacitate them.
If the player would like to drag an NPC behind them instead of hog tie them, they can forgo hog tying them in favor of dragging them behind their horse as it runs by holding down L2 after they mount their steed again. Fun!
From here, the player has a few options of what to do with their tied-up targets.
If they’re an NPC that needs to be taken somewhere for mission or story purposes, they can be stowed onto the back of the player’s horse.
This is done by lifting them up, carrying them to the back of your horse and holding down the Square button (PS4) or X button (Xbox One).
Once the player reaches their destination, or if they just get bored and want to see their bound riding companion left to the elements, they can remove hog tied NPCs from the back of their horse by pressing and holding the Square or X buttons again while behind their horse.
Hopefully this tells you all that you need to know about how to hog tie, lasso and tie NPCs to horses.
Red Dead Redemption 2 is currently available on PlayStation 4, Xbox One and PC. For more on the game, check out our official Red Dead Redemption 2 wiki for everything you need to know on your adventure into the wild west.
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Regardless, even if the extent of the time you spend on the internet is spent on places like Instagram or Twitter, you're bound to have stumbled across stuff that disgusted, flummoxed, or just straight up confused you. Up now? The word "suh."
But what does "suh" mean? Is there a "suh" meaning we don't know about? I spotted a bunch of folks posting this on different Instagram photos and I was baffled. A quick Google search revealed that it was a version of "sir" as spoken by slaves during the Civil War.
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I could not believe this was how the kids are using it, so I dug a little deeper and here's what I found: "Suh" is the new "'sup." It's that simple.
"Suh" is a combination of the words "'sup" and the words "huh." The idea is that when you "suh" someone, you're not just saying hello, you're expressing interest in whatever it is they happen to be doing at the time. It's also considered to be stoner speak. Like, you're so high from toking the marijuana that you mix up your words.
Still a little confused? I got you, boo. Here are 17 examples of how "suh" has been used in memes and other extraneous dank (that means good) internet content.
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Rebecca Jane Stokes is a writer living in Brooklyn, New York with her cat, Batman. She hosts the love and dating advice show, Becca After Dark, on YourTango's Facebook Page every Tuesday and Thursday at 10:15 pm Eastern. For more of her work, check out her Tumblr.
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Expertise won't explain why you no longer recognize your house or car, As a neuroscientist and director of the Human Brain Collection
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Compare the distances and find out how far are we from Barstow by plane or car flight distance in miles From: To: How far am I? Travel time to Barstow , CA
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