those % are completely set dependant, if you compare someone with no clothes, or simply 0% more bonuses, of course the diference is very small, currently the diference is greater the more you have clothes, it is true %, lets use the same comparison you did, lets say in 100 jobs a non adventurer is getting 50 items, and adventurer would be getting 60 in same 100, of course at some point will reach 1 item per job, but even in this, adventurer would get the 1 item in each job much faster (i doubt InnoGames will let we reach that level of luck, before changing something)... not to mention the simply math that is 20% more drop chance, it is simply, each 10 items droped, an adventurer drops 12, however like i told about the luck, the more drop you have in clothes greater is the diference (in numbers), not to mention that by being adventurer you can get 20% more drop to end quests faster, craft more items, upgrade profession... a lot of advantages, it literally 20% more money doing same thing... imagine you like to craft cake deco to sell? if you make 20% more, what does that means? 20% more money bruh... and the money in jobs, as even da portuguese noob said, luck is more important than money bonus, you get waaaaaaaaay more money selling the goods than in each 15s, of course need a very good luck set, such as krampus, spirit, nuka, mossman... however each % these sets give, adventurer receive 20% more, thats a fact, the same can be said about an ratatouille
View attachment 4215 as example, to non adventuers wil get 50% luck and drop, meanwhile from that buff, an adventurer will get 60% on each, thats 10% more in both statuses for 24 hours.
now comparing the money from the job, and from the luck founds... of course we cant compare it properly cuz is RNG based as i already have told before, but by only doing the math if i get 30 items in 100 jobs, with 6k-20k (12k average drop) luck, and in each job i earn 500$ then...
500$ x 100 jobs done =
50.000$
12.000$ x 30 drops = 360.000$/2 =
180.000$
total money:
230.000$
then... same numbers but with the adventurer 20% luck
500$ x 100 jobs done =
50.000$
12.000$ x 36 drops = 432.000$/2 =
216.000$
total money:
266.000$
in that comparison the adventurer made 15,6% more money in 100 jobs, and the diference gets way higher the more luck we consider the adventurer has on gear.
that seems also be the case, but if you are comparing with no sets equiped, the diference is the
10%, if you have no exp on gear basicaly, however the more exp you have on your equipment the less is the diference, nowadays is common newbies have
300% exp on gear, then would be
310% for worker right? thats
3,33% more exp!
3,33% exp of someone level
250 (
1.366.043.299 exp) is
45.534.321 exp
if we remove that amount of
45kk exp from someones level
250...
it would be
1.320.508.978 exp which is equal to? level
248...
and the diference get lower the more exp you have equiped, like my max exp is
409%, would be
419% as a worker... thats
2,4% diference, if the % was real
10% ALLWAYS... here is the math...
10% exp of (
1.366.043.299 exp) is
136.604.330 exp
if we remove that amount of
136kk exp from someones level
250...
it would be
1.229.438.969 exp which is equal to? level
245...
so no, the exp is only effective when nobody have any gear equipped, besided that, not an advantage at all nowadays.
the point is not exactly they being useless it self, but basic everything aged poorly, or has something better, then it turned useless.
no one is saying that adventurers shouldnt get a buff aswell, but workers arent diferent, they have nothing besides the ff bonus which is being outperfomed by a lot by soldiers and duelers, which in case makes me like more being adventurer than worker. (things that i already said before, more than once)
it is almost 20% more basicaly (depending the luck in the set)... whats better almost 20% more money or 4% less fee?
we are not talking about 1% versus 1% of each bonus, we are comparing the diference that 10% flat have versus the exponential 20% an adventurer has in 2 distinct bonuses, which makes diferences bigger the more you have, it is very simple,
1000 droped items would be 1200, 10000 would be 12000, meanwhile the exp is only in the base value, is too weak as i already proved several times, unless you are naked doing jobs, then yes, it is exactly 10% more.
you seem to be forgeting a simply fact, we can only reach till a limit level (250), so even if you get like i said previously, 3,33% faster the level limit (250), there are nothing more to do beyond that with that skill, meanwhile more money means more equipment, more product means more bonuses, more bonuses means more buffs... the point of we being asking for a fix on the exp, is to see if make more people choose it, and to really gives a diference.
this makes no sense, cuz you will always get the same amount of exp in percentage in the daily login, unless you are considering the total amount of exp, which also makes no sense, cuz sometime an non worker would also reach same level, and not that much amount of time after, not forgeting also that 250 level is the cap, so nothing to do with exp after that, however the unique thing i can see that maybe has a difference is from items that have exp per level, but still very low amount to be that real significant.
no
@BigNoob it is not performing well, to have half the significancy of the soldier bonus, would need to be half the bonus, which is not the case, 100% more hp versus 40% more dodge... to be consider like half a soldier, would need to be 50% more dodge
like i already have asked before. look:
soldier damager buff a lot more the neighbours, and a dueler tank can still crit. (it is not supose to, but can)
View attachment 4216
a fake adventurer then, youre not using your advantages because you dont want.
buy better gear to play fort fight as tank in defense?
buy better gear to play fort fight as tank in attack?
buy better gear to play fort fight as damager in defense?
buy better gear to play fort fight as damager in attack?
buy gear to upgrade it to play fort fight as tank in defense?
buy gear to upgrade it to play fort fight as tank in attack?
buy gear to upgrade it to play fort fight as damager in defense?
buy gear to upgrade it to play fort fight as damager in attack?
BUY BETTER GEAR TO FARM EXP?
BUY GEAR TO UPGRADE IT TO FARM MORE EXP?
buy better gear to church?
buy gear to upgrade it to do church better?
buy better gear to drop more often?
buy gear to upgrade it to drop more often?
buy better gear to make more money?
buy gear to upgrade it to make even more money?
but better gear to move faster?
buy gear to upgrade it to move even faster?
ill not write about any type of duel, but also buy better things to duel? or upgrade duel gear?
as it seems you need to start from somewhere, you cant make your money out of nowhere, need to start at jobs, and jobs still a very good way to make money, actually is the only one, the money you earn from your selling people get or by selling other stuff or got by doing jobs, and those that got money by selling things have sold to someone that maybe farmed it doin what? not to mention about christmass.
to you maybe is true cuz you dont do 15s, but like i proved earlier, the money from luck and drop from jobs is higher than what you save from the fee, not forgeting that half the 4% fee are still saved in treasury to be used later, so tecnically is not a that big loss, and cmon is only 4% the fee, if you have a lot money to deposit nothing that 10 nuggets save you.
befalling ofc
already said why we shouldnt compare that, but proly you dont read so, the fort fights have 3 roles, damage, tank and ghost... ofc who ghost is adv so whats left? both tank and damage worker is being outperformed, thats why i was asking the 20%-40% to be 25%-50%, would still be worse doing damage and tanking, however would lower the diference, and make things more equal, like i said about the hp buff being 100% versus only 40% dodge... hp has way more value than the dodge.
they're allways on WT also, allways, which only makes it seems they are performing better, meanwhile in all towers have duelers and soldiers, and if dont doubt also an adventurer waiting to see if need hold it, not forgeting that when talk about battle perform we cant simply compare a few amount of battles due to the RNG, however if you compare hundreds of battles, it have a pattern.
workers on their towers are a very good tank and they *
CAN* outperform a soldier
that is not in the ST.
(90% of cases soldiers not in ST are outperforming workers in WT)
maybe to
you isnt important cuz you dont use your class the right way, however if you want anything besides that, and you start again RN from 0 i can only see you choosing or dueler or soldier, and not even considering choosing worker.
the point is that these 30 workers you can swap it for 15 duelers and 15 soldiers, they will perform better, but you cant swap these adventurers, they are still crucial to their specific fuction.
thats also true, no premium soldier performed better than worker with premium in same scenario in the comparison we did.
and these 9 workers can be easily swaped by soldiers or duelers, that 9 adventurers still needed
and soldiers and duelers allways in all towers, and even outperforming them not in their own tower, las awesomia in colorado, the top 2 dodges were soldier, they did the most dodges on WT.
to me the answer is very simple, the worker class is weak (all skills are whatever), and the only "good" thing it has (20%-40% dodge hit), have something better.
it loses it eficiency if you do that, or has less diference between other classes, however it also means that an adventurer dont need that much the swap between sets, and also less need to use hp buffs that often.
yes i already said same, there is no reward to ghost, which should have, and where battles are shit no need at all to use an adventurer, which could easily mean 50% soldier and 50% dueler in battles
like
@Uchiha Madara said, it would be extremely fair you get 550% instead of 500%, is what it should give, the text in the class page is exactly the same as the adventure one, so why it works diferently?
im very sorry for that but, why?
bro didnt have read the posts...
actually the more you have, the more distant it become, 1000% would be 1200%, thats a 200 diference!
back then i tought was 20% flat, i even mocked back then, that an ratatoule was like 5 adventurers without premium, it turns that i was wrong, an ratatoule for an adventurer is actualy better than from a non adventurer (60% drop and 60% luck).
then the checkmate...
ill ask to chat gpt make a conclusion for me:
Conclusion
After reading every argument and checking the numbers myself, I don't think the discussion should be about which class is the strongest. It should be about whether each class bonus actually works as its description suggests and whether it remains meaningful as the game evolves.
The Worker XP bonus currently loses value the more XP equipment you obtain because it is applied differently from the Adventurer's drop and luck bonuses. If two class bonuses are worded in the same way, they should follow the same mathematical logic. Consistency is important, regardless of which class benefits from it.
At the same time, I also agree that Worker could use improvements to its Fort Fight bonus. Increasing it from 20%/40% to 25%/50% would not make it outperform Soldiers or Duelers in their specialties, but it would make the class more competitive instead of always feeling like the weaker alternative.
None of these suggestions are intended to make one class mandatory. The goal is the opposite: to give players a real reason to choose every class based on preference rather than feeling that some bonuses have become outdated over the years.
In the end, class balance should not be based on opinions or personal playstyles, but on how the mechanics actually work. If a bonus scales correctly for one class, it should scale correctly for the others as well. Consistency, transparency and meaningful choices are what make a class system healthy in the long run.