BTP - Drop stats layout testing page

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**Guide, to understand the table.**

#### Spawn types:

**Activation spawn**: manual spawn when you have to click on generator to produce items. Consumes energy.

**Auto spawn**: items are dropped automatically when there is free space around the producer. Doesn't require energy.

#### Recharges:

Each generator has two values defining how many items it produce. The first is the **Drop count** which defines the number of items are generated in each recharge cycle.
The second value is the **Recharge count** (or **Recharges**) which defines how many cycle is performed before the generator is full. You can collect items after the first recharge and the production halts after it reaches the max recharges. The **Maximum capacity** of a generator is the maximum number of items it can hold. The **Maximum capacity**
is the product of **Recharges** and **Drop count**.

Each generator has different **Recharge time**, the time it needs to perform one recharge cycle. Therefore the **Fill-up time** is the total time it needs to top up the whole capacity. The **Daily production** is the theoretical maximum of the production without applying any speed ups. However, not many players play all the time, so **activity production** is a reference value if an active player could check in periodically 14 hours a day. (Naturally, the frequency one has to check in and deplete the generator depends on the **Fill-up time**.)

#### Drop rates:

Drop rates are detailed information on how many of each possible items probably one will get. The information is grouped by **Merge chains**, each of it may hold different level items of that chain. Each has **Odds** telling the probability to drop that item. To see the average income of each item, you can check the **Drop rates**. It tells how many items you will get in each recharge, from full capacity, daily or for the active hours. For example, 4.5 per recharge means, for each recharge, you will get 4.5 items (of course, you won't get half item, it means you will get 4 or 5, or sometimes less or even more, but in average it will be 4.5).

#### Drop value:

Although **drop rates** holds valuable information, mostly one would like to merge these items to higher level. So what you are interesting in: how many drops I need to complete an item? **Drop values** help you to calculate it. Drop values are calculated per merge chain and it is the equivalent value of the drops on the common 'currency': the L1 item. So, if you have a drop of a L3 item, it is technically four L1 items. **Drop value** tells you how much value you will gain (in average) in one recharge or daily.

#### How many energy do we need for an item and how much time will it take?

Now you have all the information you need to answer the question.
First you have to calculate the L1 value of the target. It is easy: take the level of the target item and raise 2 on one less power. (So L1: 1, L2: 2, L3: 4, L4: 8, L5: 16, L6: 32, L7: 64, L8: 128, L9: 256, L10: 512, L11: 1024, L12: 2048, L13: 4096 and L14: 8192)
*Let's say, it's a L10 item, so we need 512 of the L1 item.*

So, how many energy we need? First, let's calculate, how many items we will need. For this, simply take the **Drop value** (value per drop) of the merge chain and divide the requirement with it. *For example, if the drop rate is 2.4/drop, we will need 512/2.4=213,33, so about 214 items.* However, our producer will drop items from other chains, so to find out the energy requirement, we have to divide by the total odds of the merge chain. *Let's say it is 30%, so we will need an average of 214/30%=214/0.3=711 taps to get the item.*

Now, let's determine the time we will need! This is less exact as each player active differently. So we have two ways to determine this:

1. Take the **drop count** of each generator, sum it and divide the required tap count by it. (*In our example, if we have 3 generators, two having 20 and one 16 drops per recharge, the drop count is 20+20+16=56 per cycle, so the result will be 711/56=12.7, so it would take 13 recharges.*) Theoretically the required time would be the product this recharges and the recharge time. (*So in our example, if the recharge time is 1 hour 20 minutes, 13x80 minutes = 17 hour 20 mins.*) For slow producers with lot of recharges, this is the real value, but for fast producers with small capacity, the real time would be more (the generator won't be in production 24 hours a day).

 **Professional Broom Cabinet (L11)**

### Activation spawn

 Daily production | 7 recharges, 140 drops