User talk:Lizz/Findings: Difference between revisions

From Dreamlight Valley Wiki
Jump to navigation Jump to search
(pregenerated --> predetermined, other minor tweaks)
Line 156: Line 156:
When you do actions in the game that are capable of producing a critical hit, an invisible counter is running in the background. Each time an action is performed, the counter increases by a specified amount. It then checks against a predetermined list of numbers, conditions, and rewards. If your counter hits an indicated number and the current gameplay conditions meet the requirements, a reward will be yielded - in this case, a critical hit.
When you do actions in the game that are capable of producing a critical hit, an invisible counter is running in the background. Each time an action is performed, the counter increases by a specified amount. It then checks against a predetermined list of numbers, conditions, and rewards. If your counter hits an indicated number and the current gameplay conditions meet the requirements, a reward will be yielded - in this case, a critical hit.


The "Well Fed" Bonus significantly increases the number of critical hits - both red and gold. However, this appears to be a boolean - NOT a sliding scale of "more energy-->more critical hits". Being at 5 energy over the energy threshold into the Well Fed Bonus will yield the same results as being 3000 energy over, at the maximum 5000 energy. Test results have shown that there appear to be 2 separate Critical Hit Counters for Well Fed vs. not Well Fed.
The "Well Fed" Bonus significantly increases the number of Luck Events - both red Critical Hits and Golden Harvests. However, this appears to be a boolean - NOT a sliding scale of "more energy-->more critical hits". Being at 5 energy over the energy threshold into the Well Fed Bonus will yield the same results as being 3000 energy over, at the maximum 5000 energy. Test results have shown that there appear to be 2 separate Critical Hit Counters for Well Fed vs. not Well Fed.


Items collected from Gold critical hits count as additional collects (both for the purposes of Duties, and also for impact of the Companion Bonus, if Hanging Out with an appropriate Role of Villager), but items collected from red Critical Hits do not (NEED VERIFICATION). It is currently unclear exactly how items collected during a Golden Harvest increment the counter.
Items collected from Golden Harvests count as additional collects (both for the purposes of Duties, and also for impact of the Companion Bonus, if Hanging Out with an appropriate Role of Villager), but items collected from red Critical Hits do not (NEED VERIFICATION). It is currently unclear exactly how items collected during a Golden Harvest increment the counter.


Suspicion 1 (Needs further testing): If an item is capable of a Gold critical hit, whether it will be Gold or Red depends on whether it overlaps the indicated reward count on its first or second count (as all Gold crit items increment the counter by 2).
Suspicion 1 (Needs further testing): If an item is capable of a Gold critical hit, whether it will be Gold or Red depends on whether it overlaps the indicated reward count on its first or second count (as all Gold crit items increment the counter by 2).

Revision as of 23:24, 26 July 2023

This is a workspace for TENTATIVE findings from Discord communities that are not yet verified.

(Some content commented out to prevent page links)


Bonus Impact Summary

Icon Action Memory Shard
Counter
Critical Hit
Counter Value
Well Fed
Bonus Impact
Elixir
Bonus Impact
Hang Out
Bonus Impact
Menu Icon Cooking.png Cooking Shared n/a none n/a none
Menu Icon Digging.png Digging Unique n/a none Increase Rewards, i.e.
Memory Shards and Green Reward Chest.png

(Reward Condition)
Companion Bonus Formula
limit 2 Green Reward Chests
Menu Icon Critters.png Feeding Critters Unique n/a none n/a none
Menu Icon Fishing.png Fishing Shared 1 Increase Critical Hits[1] normal Companion Bonus Formula
Foraging.png Foraging from ground Shared 1 Increase Critical Hits[1] n/a Companion Bonus Formula
Foraging.png Foraging from trees/bushes Shared 2 Increase Critical Hits[1] n/a Companion Bonus Formula
Menu Icon Ingredients.png Gardening (Harvesting) Shared 2 Increase Critical Hits[1] normal Companion Bonus Formula
Mining.png Mining Shared 1 Increase Critical Hits[1] normal Companion Bonus Formula
Menu Icon Thorns.png Removing Night Thorns Unique n/a[2] none n/a none
Menu Icon Watering.png Watering Dried Flowers Shared n/a none n/a none
  1. 1.0 1.1 1.2 1.3 1.4 A separate Critical Hit counter seems to be used based on whether the Player is currently Well Fed.
  2. While visually it resembles a red Critical Hit, the limited-time red highlighted coin collection that can yield a Yellow Reward Chest upon success is limited to once every 12 hours.

Memory Shard Mechanics

Shared Memory Shard Counter: Cooking, Fishing, Foraging, Gardening, Mining, Watering Dried Flowers. When you do these Activities in the game that are capable of producing Memory Shards, an invisible counter is running in the background. Each time an Activity is performed, the counter increases by one. It then checks against a predetermined list of numbers, conditions, and rewards. If your counter hits an indicated number and the current gameplay conditions meet the requirements, a reward will be yielded - in this case, a Memory Shard.

A specific piece of a specific Memory will always result next from doing that particular Activity, and this value is predetermined. However, since these Activities have a shared Memory Shard counter, this can be exploited to have a better chance at gaining desired Memory Shards. For example, if you know that a Memory Shard is in your action queue and you desire a different type of Memory Shard value, you can save right before you are supposed to get the Memory Shard, quit without saving, restart, then swap to a different type of Activity. The Memory Shard properties seem to be unrelated depending on Activity —- i.e. the orb color, Memory Universe, or specific piece of the Memory Shard will not be the same if you change activity to acquire a different Memory Shard. The counters are consistent, and each action of the activities listed counts as one (1). However, it is currently unclear how or if collects from Red Critical Hits or Golden Harvests are counted. "Miracle" Elixirs have no impact on these activities.

An example use case: a player plants 50 Wheat, which is a fast-growing (Menu Icon Ingredients.png 1 min) and cheap (Star Coin icon.png 1) crop. They harvest the crops, manually saving their game every 10 actions. They encounter a yellow Memory Shard on their third crop harvest after a save point. They have already completed all of their yellow Gardening/Foraging Memories, so they want to get a different Memory Shard. They immediately quit the game, restart, and go to a biome where they saw a Dried Flower. They forage from 1 tree, and 1 bush, and on their third action, they water the Dried Flower to yield a pink Memory Shard.

Digging: Unique Memory Shard counter. Elixir (Shovel Varnish), DOES impact, as does location (i.e. Beach vs. Non-Beach). See Digging section for more details.

Feeding Critters: Unique Memory Shard counter. Critter does not matter. Like/Love food does not matter. "Failed" feedings increase counter, failed feeding will not yield Memory Shard.

Night Thorns: Unique Memory Shard counter.

For all of the above, the "Well Fed" Bonus has no impact. Having a Villager Companion has no impact.


Critical Hit/Golden Harvest Mechanics

Luck Event Definitions

2 types of luck-based events in game:

- Red Critical Hits: 1 item collected initially, and 7 additional items highlighted in red shoot out from initial collection item to run over in limited time window. Applicable for: Crops, Foraged Fruit (Trees and Bushes), Foraged Spices/Mushrooms, Mined Rock Spots, Fishing

- Golden Harvests: Multiple collects from 1 item in place that is highlighted golden for a limited time. Applicable for: Crops, Foraged Fruit (Trees and Bushes)

Luck Event Mechanics

When you do actions in the game that are capable of producing a critical hit, an invisible counter is running in the background. Each time an action is performed, the counter increases by a specified amount. It then checks against a predetermined list of numbers, conditions, and rewards. If your counter hits an indicated number and the current gameplay conditions meet the requirements, a reward will be yielded - in this case, a critical hit.

The "Well Fed" Bonus significantly increases the number of Luck Events - both red Critical Hits and Golden Harvests. However, this appears to be a boolean - NOT a sliding scale of "more energy-->more critical hits". Being at 5 energy over the energy threshold into the Well Fed Bonus will yield the same results as being 3000 energy over, at the maximum 5000 energy. Test results have shown that there appear to be 2 separate Critical Hit Counters for Well Fed vs. not Well Fed.

Items collected from Golden Harvests count as additional collects (both for the purposes of Duties, and also for impact of the Companion Bonus, if Hanging Out with an appropriate Role of Villager), but items collected from red Critical Hits do not (NEED VERIFICATION). It is currently unclear exactly how items collected during a Golden Harvest increment the counter.

Suspicion 1 (Needs further testing): If an item is capable of a Gold critical hit, whether it will be Gold or Red depends on whether it overlaps the indicated reward count on its first or second count (as all Gold crit items increment the counter by 2).

Suspicion 2 (Needs MUCH further testing): Critical hits seem to have an impact on each other, but the exact relationship is unclear. For instance, a if a critical hit is lined up in action 4 and 14, having a red crit in 4 can cause the second gold crit to be a varying number of actions later. If the red crit in 4 happens on a red-crit-only item, and action 14 is also a red-crit-only item, no second crit will occur.

Villager Companions do not affect Luck Event Mechanics.

Critical Hits and Golden Harvests are independent of Memory Shards; it is possible to get a Luck Event and a Memory Shard from the same action. In the case of a Golden Harvest, the Memory Shard will pop out at the end of the golden visual effect. In the case of a red Critical Hit, the Memory Shard pops out at the same time as the limited-time items in highlighted red spurt out from the origin harvest item (TODO - VERIFY).

There is 1 shared Memory Shard counter for: Cooking, Fishing, Foraging, Gardening, Mining, Watering Dried Flowers.

Additional Critical Hit Notes

It is possible to get both a Golden Harvest and then a Red Critical Hit from the same plant (crop).

Digging has no equivalent of a Critical Hit - either from digging holes or removing obstacles with the shovel, like Sparkling Holes.

Removing obstacles (including Night Thorns) has no equivalent of a Critical Hit - whether or not a Night Thorn yields a Yellow Chest is from a predetermined list of rewards, independent of the specific obstacle that is cleared. See Night Thorns section for more details.

Digging Reward Mechanics

When you do digging actions in the game in the Valley, an invisible counter is running in the background. Each time a hole is dug, the counter increases by 1. It then checks against a predetermined list of numbers, conditions, and rewards. If your counter hits an indicated number and the current gameplay conditions meet the requirements, a reward will be yielded - in the case of Digging, one of the following: Star Coins, Crafting Materials, Memory Shards, Green Reward Chests.

The "Miracle Shovel Varnish" Bonus significantly increases the number of obtainable rewards. This is one of the boolean conditions that is checked as a reward criterion.

Location also impacts whether and what reward is yielded - but only to the extent of whether or not the Biome that the hole is dug is Dazzle Beach. The exact impacts of this criterion are currently unclear, and are not included in the example below.

Digging has a unique Memory Shard counter that is not shared with any other Activity. There is no way to exploit the Memory Shards from Digging to swap them out for a different type - you are stuck with the specific piece of the specific Memory that you get at the time it is dug up, and this value is predetermined.

Contrived Example

Hole # Required Conditions Reward
varnish? appearOnBeach?
1 yes yes pink Memory Shard
(Wreck-It Ralph #3, Vanellope's face piece)
2 no yes green Memory Shard
(The Little Mermaid Memory #2, top right corner piece)
3 yes no Green Reward Chest
4 no no pink Memory Shard
(Wreck-It Ralph #3, Vanellope's face piece)

Results if the same above action queue was conducted under the following different conditions:

  • Plaza, Varnish on: 1 pink orb (piece when opened), 1 green orb, 1 green chest, 1 pink orb (coins when opened)
  • Beach, Varnish on: 1 pink orb (piece when opened), 1 green orb, nothing, nothing
  • Forgotten Lands, No Varnish = nothing, 1 green orb, nothing, 1 pink orb
  • Beach, No Varnish = nothing, 1 green orb, nothing, nothing

While there are not exact statistics available, both Memory Shards and Green Reward Chests that do not require varnish are QUITE rare - particularly Chests. Numbers of over 950 holes between any rewards have been experienced while digging without a "Miracle Shovel Varnish" Bonus active.

The "Well Fed" Bonus has no impact on Digging rewards.

Having a Villager Companion has no impact on the number of instances of digging rewards, or whether or not rewards will appear.

Whereas Crafting Materials are subject to impact of the Companion Bonus equation (up to 290% chance of additional resources per hole, if all 25 Villagers are Friendship Level 10 and assigned the Digging Role), Green Reward Chests will only ever produce a maximum of 2. (NEEDS UPDATE 5 VERIFICATION) It does not benefit you to have more than 5 Digging Companions if your intent is to maximize Green Reward Chest yield from Digging.

Crafting Materials/Digging Artifacts

The number of coins and crafting materials that will be yielded from digging (without a Companion or Varnish) appears to be consistent across all biomes (adjusting for number of possible materials per biome), suggesting that these values are also predetermined. However, more testing may be needed, especially on the impact of Varnish and Companions.

Biome Item 1 Item 2 Item 3
Plaza Soil (Star Coin icon.png 3) - -
Peaceful Meadow Soil (Star Coin icon.png 3) - -
Dazzle Beach Pebbles (Star Coin icon.png 10) ?? Sand (Star Coin icon.png 8) ?? Clam (Star Coin icon.png 45) / Scallop (Star Coin icon.png 50)
Forest of Valor Pebbles (Star Coin icon.png 10) Soil (Star Coin icon.png 3) -
Glade of Trust Clay (Star Coin icon.png 20) Soil (Star Coin icon.png 3) -
Sunlit Plateau Soil (Star Coin icon.png 3) Clay (Star Coin icon.png 20) Pebbles (Star Coin icon.png 10)
Frosted Heights Snowball (Star Coin icon.png 25) Soil (Star Coin icon.png 3) -
Forgotten Lands Soil (Star Coin icon.png 3) Clay (Star Coin icon.png 20) Pebbles (Star Coin icon.png 10)

Of all of the Crafting Materials that are yielded from Digging, the only items that can be viably converted into something that can be sold for a higher profit than the raw materials are Sand (turn into Glass or Empty Vial) or Clay (turn into Brick). Clam and Scallop can also be used in cooking for increased value, but refined materials have the benefit of being able to be crafted in bulk.

For example, say that you dug X number of holes, these might be your results in 2 key biomes:

Biome Item 1 Item 2 Item 3
Dazzle Beach Pebbles (Star Coin icon.png 10) x 52 Sand (Star Coin icon.png 8) x 30 Scallop (Star Coin icon.png 50) x 3
Glade of Trust Clay (Star Coin icon.png 20) x 55 Soil (Star Coin icon.png 3) x 30 -
Frosted Heights Snowball (Star Coin icon.png 25) x 55 Soil (Star Coin icon.png 3) x 30 -

Raw materials

  • Dazzle = (10*52) + (8*30) + (3*50) = 910
  • Glade = (20*55) + (3*30) = 1190
  • Frosted = (25*55) + (3*30) = 1465

Convert to Glass

  • Dazzle = (10*52) + (-5*30/5) + 50*(30/5) + (3*50) = 940

Convert to Empty Vials

  • Dazzle = (10*52) + (-5*30/5) + 180*((30/5)/3) + (3*50) = 1000

Convert to Bricks

  • Glade = (-5*55/5) + 130*(55/5) + (3*30) = 1465

Additional Digging Notes

Digging in Realms does not increment the counter - only Digging in locations that have the potential to spawn rewards.

It is currently unclear when the predetermined list of numbers, conditions, and rewards related to Digging is generated, and if it ever refreshes.


Pre-Determined Lists

Chez Remy Customer Orders

The Meal requests from customers in Chez Remy pull from a predetermined list; a specific Meal is not tied to any specific Character, rather, it is always <<given to the player>> in a predetermined order. There is no purpose in entering the Restaurant, seeing the requested orders, not saving, and restarting the game in hopes that you will randomly be assigned another set of Meal requests -- the Meal values are already determined and will not change until they have been removed from the queue.


Dreamlight Duties

Rewards from Green and Yellow Reward Chests

The rewards yielded by Green and Yellow Reward Chests pull from a predetermined list of rewards; a specific reward is not tied to any specific Chest, rather, it is always given to the player in a predetermined order. There is no purpose in opening a Clothing, Furniture, or Motif bag, seeing the result, not saving, and restarting the game in hopes that you will randomly get a different item -- the value is already determined at the time it is spawned. Green Chests yielded from digging, Green Chests that spawn daily, and Yellow Chests from Night Thorns or yielded from obstacles all function the same way - that is, they all pull from the same predetermined list of rewards.

Rewards from Night Thorns

The rewards yielded by Night Thorns pull from a predetermined list of rewards; a specific reward is not tied to any specific Night Thorn, rather, it is always given to the player in a predetermined order. The specific type of Seed will vary based on the Biome that the Night Thorn is cleared in. In practice, this means that if you remove a Night Thorn that spawns limited-time coins to collect in order to obtain a Yellow Reward Chest and do not collect all of the coins in time (for example, a coin shoots to a hard-to-reach location), you can restart the game if it has not saved, and try again with a Night Thorn that has more clearance around it.

The limited-time Critical Hit-esque mini-game has a chance of occurring when removing Night Thorns once every 12 hours.

Rewards from Feeding Critters

Critter Favorite 1 Favorite 2 Favorite 3 Liked 1 Liked 2 Liked A Liked B Liked C Liked D
Squirrel 1 DS Motif Bag Memory Shard 1 DS Memory Shard 1-3 Oregano
Rabbit 1-2? DS Motif Bag Memory Shard 1 DS Memory Shard 1-4 Lettuce Seed
Sea Turtle 1-2? DS Motif Bag Memory Shard 1 DS Memory Shard 1-3 Coconut
Raccoon 1-2? DS Motif Bag Memory Shard 1 DS Memory Shard 1-3 Garlic
Crocodile 1-2 DS Motif Bag Memory Shard 1 DS Memory Shard 1-2 Cucumber Seed
Sunbird 1-2 DS Motif Bag Memory Shard 1 DS Memory Shard 1-3 Cherry 1-2 Crystal 1-4 Cocoa Bean
Fox 1-2 DS Motif Bag Memory Shard 1 DS Memory Shard 1 Iron Ingot
Raven 1-3 DS Motif Bag Memory Shard 1 DS Memory Shard 1 Gold Ingot

"Miracle" Crafting Materials Bonus Impact Summary

Rich Soil, Red Algae, and Onyx are all on the same reward counter, and Biome, "Well Fed" Bonus, crop type, or ripple color does not seem to have any impact. If you save right before you are supposed to get one of these items, quit, then restart, you can get a different item by changing your activity type.

Image Item Action Counter Well Fed
Bonus Impact
Elixir
Bonus Impact
Hang Out
Bonus Impact
Onyx.png
Onyx Mining Shared none none none
Red Algae.png
Red Algae Menu Icon Fishing.png Fishing Shared none none none
Rich Soil.png
Rich Soil Menu Icon Ingredients.png Gardening (Harvesting) Shared none none none

It is possible to get Rich Soil during a Critical Hit. If during a Red Critical Hit, it will shoot out at the same time as all of the other items. Unknown if Rich Soil can also be rewarded during a Golden Harvest.

Miracle Elixir Recipes

Bonus Image Name Uses Ingredient 1 Ingredient 2 Ingredient 3
Miracle Growth Elixir Bonus.png
Miracle Growth Elixir.png
Miracle Growth Elixir 20 Vitalys Crystal (10)
Rich Soil (10)
Dreamlight (500)
Miracle Growth Elixir Bonus.png
Even More Miraculous Growth Elixir.png
Even More Miraculous Growth Elixir 50 Vitalys Crystal (20)
Rich Soil (20)
Dreamlight (1000)
Miracle Fishing Bait Bonus.png
Miracle Fishing Bait.png
Miracle Fishing Bait 10 Vitalys Crystal (10)
Red Algae (5)
Dreamlight (500)
Miracle Fishing Bait Bonus.png
Even More Miraculous Fishing Bait.png
Even More Miraculous Fishing Bait 25 Vitalys Crystal (20)
Red Algae (10)
Dreamlight (1000)
Miracle Pickaxe Polish Bonus.png
Miracle Pickaxe Polish.png
Miracle Pickaxe Polish 10 Vitalys Crystal (10)
Onyx (5)
Dreamlight (500)
Miracle Pickaxe Polish Bonus.png
Even More Miraculous Pickaxe Polish.png
Even More Miraculous Pickaxe Polish 25 Vitalys Crystal (20)
Onyx (10)
Dreamlight (1000)
Miracle Shovel Varnish Bonus.png
Miracle Shovel Varnish.png
Miracle Shovel Varnish 10 Vitalys Crystal (10)
Dry Wood (10)
Dreamlight (500)
Miracle Shovel Varnish Bonus.png
Even More Miraculous Shovel Varnish.png
Even More Miraculous Shovel Varnish 25 Vitalys Crystal (20)
Dry Wood (20)
Dreamlight (1000)