Mechanics

## Cancel Mining

Cancel mining is a way of mining that prioritizes money over time.

It focus on hitting resources with critical hits only (100%s), to minimize the amount of hits per resources, thus providing more resources for the whole life of a tool.

### How to

If the player hits a 100%, he does nothing and let the swing complete.

If the player hits less than a 100%, he either turns around and let the swing not hit the resources or he jumps and cancels the whole action.

### Pros

Since critical hits are doing twice the damage (impact) for the normal cost of durability, they provide 2x more resources over the lifetime of the tool.

This process does more than double the net income of the player.

### Cons

It takes some time to being used to this process and hit 100% frequently.

### Math proving the net income is doubled

#### the set up

A player who does not practice cancel mining will get resources worth

X

{\displaystyle X}

 money over the lifespan of his tool. His repair cost for the tool are

R

{\displaystyle R}

.

The net income is

X
−
R

{\displaystyle X-R}

.

A player practicing cancel mining will get get resources worth

2
X

{\displaystyle 2X}

 money over the lifespan of his tool. His repair cost for the tool are also

R

{\displaystyle R}

.

The next income is

2
X
−
R

{\displaystyle 2X-R}

#### Worst case

For repair costs that are extremly small comparing to the income (

X
≫
R

{\displaystyle X\gg R}

) , we can approximate :

n
o
r
m
a

l

i
n
c
o
m
e

=
X
−
R
≈
X

{\displaystyle normal\_{income}=X-R\approx X}

and :

c
a
n
c
e

l

i
n
c
o
m
e

=
2
X
−
R
≈
2
X

{\displaystyle cancel\_{income}=2X-R\approx 2X}

and then conclude that the income doubled because :

c
a
n
c
e

l

i
n
c
o
m
e

n
o
r
m
a

l

i
n
c
o
m
e

=

2
X

X

=
2

{\displaystyle {\frac {cancel\_{income}}{normal\_{income}}}={\frac {2X}{X}}=2}

#### Best case

For repair costs that are almost as big as the value of the resources mined (

X

/

a
p
p
r
o
x
R

{\displaystyle X/approxR}

), we can approximate :

n
o
r
m
a

l

i
n
c
o
m
e

=
X
−
R
≈
0

{\displaystyle normal\_{income}=X-R\approx 0}

and :

c
a
n
c
e

l

i
n
c
o
m
e

=
2
X
−
R
≈
X

{\displaystyle cancel\_{income}=2X-R\approx X}

and then conclude that the income increased significantly because :

c
a
n
c
e

l

i
n
c
o
m
e

n
o
r
m
a

l

i
n
c
o
m
e

=

X
0

→
∞

{\displaystyle {\frac {cancel\_{income}}{normal\_{income}}}={\frac {X}{0}}\to \infty }

#### Conclusion

In conclusion, if the repair costs takes a huge portion of the gross income, cancel mining will multiply the earnings significantly. In the worst case it doubles the income.

## Cancel Fishing

Cancel fishing is the act of maximizing the experience, increasing the monetary gain and accelerating the time ite takes to catch a rare fish from the act of fishing by cancelling the action after the 1st click of the fishing minigame.

### Explanation

During the minigame of fishing, once the yellow bar appears, everytime the player clicks it removes X durability from the fishing rod. This value can be calculated easily by a player above 8 years. If that value is low (ie under 6 durability) then the player cancels the action and starts again. This allows the player not spend time finishing the minigame and restarting the process faster.

## Upgrading smartly

When upgrading at the blacksmith, the player should avoid to upgrade randomly, without a goal.

### Impact

Only upgrade the tool until you are sure that the upgraded tool will break a resources in at least 1 less hit.
Otherwise it is money spent unwisely as it does'nt provide advantages but increases the repair costs.

#### Example

A resource has 100 hitpoints. The player's tool has 25 impact and let's say the player consistantly hits at 80%, thus leading to 20 hitpoints per hit.

The player then needs 5 hits to break the resource :

(
100

/

(
25
∗
80
%
# )
100

/

# 20
5
h
i
t
s
.

{\displaystyle (100/(25\*80\%)=100/20=5hits.}

The player has money and upgrades the tool to 26 impact. He thinks he hits harder with his tool.

Even if true, this doesn't change the amount of hits requires :

(
100

/

(
26
∗
80
%
# )
100

/

# 20.8
4.81
h
i
t
s

{\displaystyle (100/(26\*80\%)=100/20.8=4.81hits}

 round up to 5 hits.

The impact required for a player with 80% accuracy to hit in 1 less hit (4 hits) is :

(
100

/

4
)

/

80
# %
31.25
i
m
p
a
c
t

{\displaystyle (100/4)/80\%=31.25impact}

 = rounded up to 32 impact.

The player has to upgrade impact from 25 to 32 to feel a real difference.

If the player had only upgraded to impact 31, he would hit for 24.8 hitpoints per hits, and after the 4th hit the resource would stand at 100 - 4\*24.8 = 0.8 hitpoints. So the last hit would be only usefull for less than 1 hitpoint. This is why it's inneficient to upgrade randomly.

### Durability

Only upgrade the tool until you are sure that the upgraded tool willhit one more time.
Otherwise it is money spent unwisely as it does'nt provide advantages but increases the repair costs.

#### Example

A resource has 10 durability. The player's tool has 31 durability. The accuracy of the player doesn't matter. Neither does the imapct of the tool.

Regardless of the impact and accuracy, the tool usually breaks in 4 hits

31

/

# 10
3.1
h
i
t
s

{\displaystyle 31/10=3.1hits}

 rounded up to 4 hits.

The player has money and upgrades the tool to 40 durability. He thinks he will gather more resources with his tool.

This could be true for different resources, but this doesn't change the amount of rsources he will gather with his tool :

40

/

# 10
4
h
i
t
s

{\displaystyle 40/10=4hits}

.

The durability required for the player to hit that resource one more time (5 hits) with this tool is :

x
>
10
∗
(
5
−
1
)
=>
x
>
40
d
u
r
a
b
i
l
i
t
y
.

{\displaystyle x>10\*(5-1)=>x>40durability.}

The substraction by 1 in the equation above is to counter the rounding up. This is coupled with the comparison sign "strictly superior to >".

The player has to upgrade durability from 31 to the 1st value superior to 40 to feel a real difference.

If the player had only upgraded to 39 durability, he would hit the resource 3 times and be left with 9 durability. The 4th hit would consume 10 durability, bringing the tool to -1 durability that the game rounds to 0.