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EvolveTbar







The following is an example of Discrepencies in the evolution process in Reign of Dragons that make it impossible to exactly predict the Base ATK/DEF at each evolution stage.  It is not difficult however, to predict Base ATK/DEF to within 2% of its actual value using the  1.2 / 1.4 / 1.8 rule given earlier.


  • Card #1:
    • Volcano Dragon Chaos-small Circle-small
    • Rarity: Star.smallStar.small
    • Deck Cost: 5


  • Card #2:
    • Basilisk Chaos-small Sword-small
    • Rarity: Star.smallStar.small
    • Deck Cost: 5



Card Base ATK/DEF

ATK/DEF Ratio vs Previous Evolution

ATK/DEF Ratio vs Base Card
Bas1
880 / 1080 1.0000 / 1.0000 1.0000 / 1.0000
Bas2
1060 / 1290 1.2045 / 1.1944 1.2045 / 1.1944
Bas3
1240 / 1510 1.1698 / 1.1705 1.4091 / 1.3981
Bas4
1610 / 1950 1.2984 / 1.2914 1.8295 / 1.8056


Card Base ATK/DEF ATK/DEF Ratio vs.  Previous Evolution ATK/DEF Ratio vs Base Card
Vol1
960 / 1160 1.0000 / 1.0000 1.0000 / 1.0000
Vol2
1150 / 1390 1.1979 / 1.1983 1.1979 / 1.1983
Vol3
1350 / 1630 1.1739 / 1.1727 1.4063 / 1.4052
Vol4
1740 / 2100 1.2889 / 1.2883 1.8125 / 1.8103

Even if we assume that Rounding causes the difference between the 1.8295 multiplier in Card #1 and the 1.8125 multiplier in Card #2, fleshing out that idea shows that either Card #1 should have final base attack of 1600, or that Card #2 should have a base attack of 1750.  There is no magic number between 1.8000 and 1.8300 that would produce results that round to 1610 for Card #1 AND produce results that round to 1740 for Card #2.

Due to this discrepancy we must assume that either not all of the information used to calculate these values is given to the player, or that the numbers are chosen arbitrarily by Reign of Dragons Staff.

  • It does deserve mention that while both of these cards have the same cost, realm, and rarity... one is a Melee attack card and one is a Magic attack card.  It is quite possible that different Type cards have different evolution mathematics, but I find it odd that they would go to the trouble of programming multiple evolution scales that are less than 1% different from each other.
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