Detailed Numbers
While we strive to avoid mid-season changes, the game balance is still subject to change if necessary.
For the theory crafters & spreadsheet nerds, this section is for you.
Gangsters
Earn [700] xGREED per day (plus more from gang wars)
Gain [2] Reputation plus [1] per day
Costs $GREED, and price fluctuates based on avg seasonal player demand:
Price = AvgDailyPurchase^[2] / TargetDailyPurchases^[2] * TargetPrice + Starting Price
StartingPrice = [1000]
TargetPurchases = [1500]
TargetPrice = [5000]
Upgrade your Gangster level to increase your daily earning by [1]% per level
Cost to level = [Level] ^ [1.4] * [500]
Goons
Earn [500] xGREED per day
Gives [0] reputation
Costs $GREED or XGREED, and price fluctuates based on avg seasonal player demand:
Price = AvgDailyPurchase^[2] / TargetDailyPurchases^[2] * TargetPrice + Starting Price
StartingPrice = [0]
TargetDailyPurchases = [2000]
TargetPrice = [2000]
Safehouses
Worth [7] reputation plus [1] per day
Costs XGREED, and price fluctuates based on avg seasonal player demand:
Price = AvgDailyPurchase^[2] / TargetDailyPurchases^[2] * TargetPrice + Starting Price
StartingPrice = [0]
TargetDailyPurchases = [2000]
TargetPrice = [2000]
Pistols & Shields
Costs [1500] $greed or xgreed
Pistols give [1] attack power (split equally between Gangsters that attack)
Shields give [1] defence power (applies regardless of Gangster deployment)
Gang Wars
Players must deploy Gangsters between Earn, Defend or Raid (default is earn)
Earn: Receive [700] xGREED per Gangster
Defend: Add [1] to defence power
Raid: Attack a player with [1] attack power
Successful attacks will steal rewards:
Steal up to [65%] of defenders xGREED that they would have earned during that gang war
Steal up to [1%] of defenders reputation
Steal up to [100%] of the defenders raid power as raid points
"Success" happens if Total Attack Power (from all players) > Total Defence Power
Note: Multiple attackers will share rewards proportional to contribution
Unsuccessful attackers will lose [3%] of their gangsters and also lose raid points equal to their attack
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
Reputation stolen from successful attack = min(attacker_reputation, defender_reputation) * [1]% * % attack_power contribution
Raid points stolen from successful attack = min(total_attack_power, raid_power) * % attack_power contribution
Total attack_power = # gangsters + # pistols sent by all players
Raid_power = (# gangsters + # shields + # pistols owned by defender) / 2
Raid points stolen from successful defence = total_attack_power
Example Reputation and Raid Points stealing calculation
Assume there are 3 players:
Player A: 100 Reputation, 20 Pistols, 20 Gangsters
Player B: 200 Reputation, 100 Gangsters, 50 Shields
Player C: 500 Reputation, 200 Gangsters
If Player A + B fully attack Player C and wins:
Player A steals:
min(100,500) * 1% * (40/140) = 100 * 1% * 4/14 = gains 0.28 reputation
min(,200/2) * (40/140) = 100 * 4/14 = gains 28.57 raid points
Player B steals:
min(200,500) * 1% * (100/140) = 200 * 1% * 10/14 = gain 1.43 reputation
min(40+100,200/2) * (100/140) = 100 * 10/14 = gains 71.42 raid points
Player C loses what others gained:
lose 1.71 reputation
lose 100 Raid Points
If Player A + C attacks player B with 40 & 100 attack power respectively and loses:
Player A will lose:
140 * (40 / 140) = loses 40 Raid Points
Player C will lose:
140 * (100 / 140) = loses 100 raid points
Player B will gain 140 raid points
There is no reputation loss for unsuccessful attacks
Auction House
Players can spend xGREED to win $GREED by playing a blind bidding game every [24] hrs
[30%] of all $GREED spend goes into auction house rewards, which is divided equally into auction house rewards over the next [5] days:
[100] players can win Pouch of Greed
[25] players can win Bag of Greed
[10] players can win Stash of Greed
[2] players can win Hoard of Greed
Players make non-refundable bids with xGREED and the highest bids win the prizes
Spin to win
Players get 1 spin every [1] hours up to a maximum of [99]
Cost per spin and $GREED rewards both increase based on reputation
Cost = [5000] + [0.4] * Reputation
Reward multiplier = 1 + [0.00009] * Reputation
Potential Rewards:
Reward | Base Amount | Probability |
---|---|---|
Safehouse | 1 | 4.50% |
Safehouse | 2 | 1.00% |
Safehouse | 3 | 0.40% |
Safehouse | 5 | 0.08% |
Safehouse | 20 | 0.02% |
Goon | 1 | 4.50% |
Goon | 2 | 1.00% |
Goon | 3 | 0.40% |
Goon | 5 | 0.08% |
Goon | 20 | 0.02% |
Pistol | 1 | 4.50% |
Pistol | 2 | 1.00% |
Pistol | 3 | 0.40% |
Pistol | 5 | 0.08% |
Pistol | 20 | 0.02% |
Shield | 1 | 4.50% |
Shield | 2 | 1.00% |
Shield | 3 | 0.40% |
Shield | 5 | 0.08% |
Shield | 20 | 0.02% |
$GREED | 1500 | 12.00% |
$GREED | 3000 | 20.00% |
$GREED | 4000 | 25.00% |
$GREED | 5000 | 8.00% |
$GREED | 8000 | 7.00% |
$GREED | 15000 | 3.00% |
$GREED | 50000 | 0.70% |
$GREED | 100000 | 0.20% |
$GREED | 500000 | 0.10% |
U Points
U points is calculated every 30 minutes based on player reputation and raid score.
Reputation gain per day = [1] x reputation + [1] x raid score (minimum = 0)
Leaderboards
Top 100 Reputation ranking and Raid score ranking players will receive a share of rewards
1 | 18.00% |
2 | 14.00% |
3 | 10.00% |
4 | 7.00% |
5 | 6.00% |
6 | 5.00% |
7 | 4.00% |
8 | 3.00% |
9 | 2.00% |
10 | 1.50% |
11-15 | 1.25% |
16-20 | 1.00% |
21-25 | 0.80% |
26-30 | 0.50% |
31-35 | 0.40% |
36-40 | 0.30% |
41-50 | 0.20% |
51-75 | 0.15% |
76-100 | 0.10% |
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