Sticker stats
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Our target is to give the following power increase per sticker:
4% as a base power increase to the Pookyball for a Level 0 Common Sticker
Increased by a 1.25% multiplier to the base number per level
Max level of a given rarity has the same boost of Level 0 of the next rarity
Common, lvl0
+4%
Common, lvl40
+6%
Rare, lvl0
+6%
Rare, lvl60
+9%
Epic, lvl0
+9%
Epic, lvl80
+13%
Legendary, lvl0
+13%
Legendary, lvl100
+18%
To achieve this, we have looked at the probabilities of given events happening (for random stickers) or have looked at how often you can deterministically benefit from the sticker
Example 1 : a Club sticker benefits in 1 match out of a matchday of 10 matches. As such, it has a deterministic rate of 10%.
Example 2 : a sticker giving extra points if the score ends up being 1-1 has a 11% probability of activating
However, variance is quite powerful in Pooky. As such, we’ve applied a variance correction formula to the points given. We calculate it by putting the event probability rate at the power (-0.5).
Example : a sticker with a 10% probability will have a variance-corrected factor of (10% ^ (-1/2) = 3,16. For a level 0 common, it means it would grant 4% * 3,16 = 12,65% extra points when it activates.
The point multiplier has a maximum, currently set at 6. This means any event with less than 2.78% chance of happening will offer the same point boost, regardless of the final probability.
Prediction point =
sum of: Base Points multiplied by their respective attributes (from both Pookyball and Attribute Stickers);
multiplied by: (1 + Sum of Pookyball Boosts)
multiplied by: (1 + Sum of Sticker Boosts)
multiplied by: (Pressure Factor)
Pooky is a game where 5% extra points can mean a lot of places in the leaderboards.
Our reward distribution is exponential, meaning that ranking 1st + Last is much better than ranking in the middle twice.
In order to take this into account, we’re giving less points to stickers that have a high variance - because when this high variance happens, you get exponentially more rewards through that matchday. As Pooky looks to reward skill, we have implemented a formula that puts the probability of a given event at a negative power, between 0 and 1.
For instance, with a 0.5 VCF, an event that has 10% of happening, will give 3.1x more points than an event that has 100% of occurring - because a lucky amount of occurrences can boost you significantly. Without this factor, just 2 of the 10% occurrences would amount to 2x the boost of the “guaranteed” sticker… and getting 2/10 correct at 10% probability is 19.3% proba, 3/10 is still 5.7%!
We will heavily monitor the factors, notably the VCF, to ensure that all stickers have a close power level when used optimally..
For simplicity, this spreadsheet contains the latest data about stickers. It will be updated on a regular basis up until the release of Stickers.