Detailed Numbers

For the theory crafters & spreadsheet nerds, this section is for you.

Gangsters

  • Earn [1000] xGOLD per day (plus more from gang wars)

  • Gain [0] Reputation plus [1] per day

  • Costs $GOLD, and price fluctuates based on avg seasonal player demand:

    • Price = AvgDailyPurchase^[2.5] / TargetDailyPurchases^[2.5] * TargetPrice + Starting Price

      • StartingPrice = [0]

      • TargetPurchases = [1500]

      • TargetPrice = [5000]

Goons

  • Earn [500] xGOLD per day

  • Gives [0] reputation

  • Costs $GOLD or xGOLD, and price fluctuates based on avg seasonal player demand:

    • Price = AvgDailyPurchase^[2.5] / TargetDailyPurchases^[2.5] * TargetPrice + Starting Price

      • StartingPrice = [0]

      • TargetDailyPurchases = [2000]

      • TargetPrice = [1500]

Safehouses

  • Worth [8] reputation plus [1] per day

  • Costs xGOLD, and price fluctuates based on avg seasonal player demand:

    • Price = AvgDailyPurchase^[2.5] / TargetDailyPurchases^[2.5] * TargetPrice + Starting Price

      • StartingPrice = [0]

      • TargetDailyPurchases = [2000]

      • TargetPrice = [1500]

Pistols & Shields

  • Cost per pistol / shield = [300]

  • Pistols give [1] attack power for next gang war (split equally between Gangsters that attack)

  • Shields give [1] defence power for next gang war (applies regardless of Gangster deployment)

  • Players can spend up to maximum of [200]% of their daily xGOLD earnings on pistols and shields

Thugs

  • Costs [1000] POOR

  • Generates [300] POOR per day (no claim needed)

Stash

  • [50%] of ETH spent in presale and [35%] of xGOLD spent in game will go to player stash

  • ETH in presale will be divided proportional to gangsters owned by players 12 hours after season starts

  • Players can steal other players stash by successfully winning gang wars (see below)

Gang Wars

  • Players must deploy Gangsters between Earn, Defend or Attack (default is Earn)

    • Earn: Receive [500] xGOLD per Gangster

    • Defend: Add [1] to defence power

    • Attack: Attack a player with [1] attack power

  • Successful attacks will steal rewards:

    • Steal up to [60%] of defenders xGOLD that they would have earned during that gang war

    • Steal up to [15%] of the defenders stash

  • "Success" happens if Total Attack Power (from all players) > Total Defence Power

    • Note: Multiple attackers will share rewards proportional to contribution

  • Gang Wars resolve once every [12] hours

  • Players must be connected to X and have [5] Gangsters to participate in gang wars

Formulas for Gang Wars

  • total_attack_power = (#_gangsters + #_pistols + attack_augment) * attack_augment_multiplier sent by all players

  • total_defence_power = (#_gangsters + #_shields + defence_augment) * defence_augment_multiplier

  • if total_attack_power > total_defence_power then win war, otherwise lose

Formula for Stash

  • stash stolen = [stash_at_risk] * min(defence_stash, weighted_avg_attacker_stash) * [opt_out_modifier] * %_attack_contribution

    • stash_at_risk = [15%]

    • opt_out_modifier = [33%] if and ONLY IF a player has 0 raid power

    • weighted_avg_attacker_stash = sum of (% of total attack * stash) for all attackers

    • %_attack_contribution = your_attack / total_attack of all attackers

Example Gang War & Stash

Players:

  • A: 100 Attack / 100 Defence / Stash of 0.8 ETH

  • B: 10 Attack / 0 Defence / Stash of 0.3 ETH

  • C: 200 Attack / 50 Defence / Stash of 0.1 ETH

  • D: 0 Attack / 0 Defence / 0 Earn / Stash of 0.5 ETH

Scenario 1: Player B + C attack Player A and win

  • Weighted Avg attacker stash = 10/210*0.3 + 200/210*0.1 = 0.1095

  • Stash stolen by B = 0.15 * min(0.8, 0.1095) * 10 / 210 = 0.0007 won

  • Stash stolen by C = 0.15 * min(0.8, 0.1095) * 200 / 210 = 0.0156 won

  • A loses ~0.0163

Scenario 2: Player B attacks Player A and loses

  • Stash lost by A = 0.15 * min(0.8,0.3) = 0.045 lost

Scenario 3: Player A attacks B and wins

  • Stash stolen by A = 0.15 * min(0.8,0.3) = 0.045 won

Scenario 4: Player B attacks Player D (who opted out) and wins

  • Stash stolen by B = 0.15 * min(0.3,0.5) * 0.33 = 0.015 won

Scenario 5: Player A attacks Players B, C, and D and win all 3

  • Stash stolen vs B = 0.15 * min(0.8, 0.3) = 0.045

  • Stash stolen vs C = 0.15 * min(0.8, 0.1) = 0.015

  • Stash stolen vs D = 0.15 * min(0.8,0.5) * 0.33 = 0.025

  • Total = 0.085

Auction House

  • Players can spend xGOLD to win $GOLD by playing a blind bidding game every [24] hrs

  • [30%] of all $GOLD spend goes into auction house rewards, which is divided equally into auction house rewards over the next [5] days:

    • [250] players can win Pouch of Greed

    • [100] players can win Bag of Greed

    • [25] players can win Stash of Greed

    • [5] players can win Hoard of Greed

  • Players make non-refundable bids with xGOLD and the highest bids win the prizes

  • Players may also win Blast Gold in the auction house by bidding with POOR

$xU

  • Players can win $xU proportional to their reputation at the midseason and end of season snapshots

Augments

  • See below for the list of all possible Augment choices, their effects, and probability to appear

  • Initial Rolls costs [20k] $GOLD, with subsequent re-rolls costing [10k] $GOLD

Augment Name
Effect
Description
Rarity
Probability

Attack Multiplier

1.10x

Multiplies total attack power by the specified amount for the next gang war

Common

7.00%

Defence Multiplier

1.10x

Multiplies total defence power by the specified amount for the next gang war

Common

7.00%

Earn Multiplier*

1.20x

Multiplies total xGREED earnt by the specified amount for the next gang war

Common

7.00%

Attack bonus

+ 40

Adds the specified bonus amount to total attack for the next gang war

Common

7.00%

Defence Bonus

+ 40

Adds the specified bonus amount to total defence for the next gang war

Common

7.00%

Earn Bonus*

+ 20000

Adds the specified bonus amount to total xGOLD earnings for the next gang war

Common

7.00%

xGOLD bonus

+ 15000

Instantly gain the specified amount of xGOLD

Common

7.00%

Safehouse

+ 5

Instantly gain the specified amount of Safehouses

Common

7.00%

Goons

+ 6

Instantly gain the specified amount of Goons

Common

7.00%

Gangsters

+ 3

Instantly gain the specified amount of Gangsters

Common

7.00%

Attack Multiplier

1.20x

As above

Rare

1.50%

Defence Multiplier

1.20x

As above

Rare

1.50%

Earn Multiplier

1.30x

As above

Rare

1.50%

Attack bonus

+ 80

As above

Rare

1.50%

Defence Bonus

+ 80

As above

Rare

1.50%

Earn Bonus

+ 40000

As above

Rare

1.50%

xGOLD bonus

+ 30000

As above

Rare

1.50%

Safehouse

+ 10

As above

Rare

1.50%

Goons

+ 12

As above

Rare

1.50%

Gangsters

+ 6

As above

Rare

1.50%

Attack Multiplier

1.40x

As above

Epic

1.00%

Defence Multiplier

1.40x

As above

Epic

1.00%

Earn Multiplier

1.60x

As above

Epic

1.00%

Attack bonus

+ 160

As above

Epic

1.00%

Defence Bonus

+ 160

As above

Epic

1.00%

Earn Bonus

+ 80000

As above

Epic

1.00%

xGOLD bonus

+ 60000

As above

Epic

1.00%

Safehouse

+ 25

As above

Epic

1.00%

Goons

+ 30

As above

Epic

1.00%

Gangsters

+ 15

As above

Epic

1.00%

Attack Multiplier

1.60x

As above

Legendary

0.50%

Defence Multiplier

1.60x

As above

Legendary

0.50%

Earn Multiplier

1.80x

As above

Legendary

0.50%

Attack bonus

+ 320

As above

Legendary

0.50%

Defence Bonus

+ 320

As above

Legendary

0.50%

Earn Bonus

+ 200000

As above

Legendary

0.50%

xGOLD bonus

+ 120000

As above

Legendary

0.50%

Safehouse

+ 50

As above

Legendary

0.50%

Goons

+ 60

As above

Legendary

0.50%

Gangsters

+ 30

As above

Legendary

0.50%

Total

100.00%

Spin to win

  • Players can spin unlimited times

  • Cost per spin is [5000] and the house edge is [2%]

  • Potential Rewards

Reward
Base Amount
Probability

$GOLD

2000

15%

$GOLD

3000

20%

$GOLD

4000

24%

$GOLD

5000

20%

$GOLD

6000

10.5%

$GOLD

8000

6.5%

$GOLD

10000

3%

$GOLD

25000

0.7%

$GOLD

50000

0.2%

$GOLD

200000

0.07%

$GOLD

500000

0.025%

$GOLD

1000000

0.005%

Leaderboards

Top 100 Reputation ranking and Raid score ranking players will receive a share of rewards

Rankings
Total Reward percent

1

11.75%

2

10.25%

3

9.25%

4

8.25%

5

7.50%

6

6.75%

7

5.50%

8

4.75%

9

4.00%

10

3.25%

11

2.25%

12

1.90%

13

1.70%

14

1.50%

15

1.25%

16

1.00%

17

0.90%

18

0.80%

19

0.70%

20

0.60%

21 - 25

0.50%

26 - 30

0.42%

31 - 35

0.36%

36 - 40

0.30%

41 - 50

0.20%

51 - 75

0.15%

76 - 100

0.10%

Last updated