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33 bytes added ,  18:21, 19 May 2017
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The general formula is:  
 
The general formula is:  
<code>Minimum Gold per Day = ((Max Harvests &times; Sell Price per Harvest) &minus; Seed Price )/ Growing Days </code>  
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<code>Minimum Gold per Day = ((Max Harvests &times; Sell Price per Harvest) &minus; Seed Price) / Growing Days </code>  
    
'''Growing Days''' = <code>Days to Maturity + ((Max Harvests &minus; 1) &times; Days to Regrow)</code>
 
'''Growing Days''' = <code>Days to Maturity + ((Max Harvests &minus; 1) &times; Days to Regrow)</code>
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In the case of plants that always give >1 item per harvest (''e.g.'', Coffee Bean, Blueberry, Cranberry) the '''Sell Price per Harvest''' = # of crops per Harvest &times; Sell Price for one item.
 
In the case of plants that always give >1 item per harvest (''e.g.'', Coffee Bean, Blueberry, Cranberry) the '''Sell Price per Harvest''' = # of crops per Harvest &times; Sell Price for one item.
      
{| class="wikitable"
 
{| class="wikitable"
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<p>Gold per Day = 5 &times; 150 &minus; 240 / 27 = {{price|18.89}}</p>
 
<p>Gold per Day = 5 &times; 150 &minus; 240 / 27 = {{price|18.89}}</p>
 
|}
 
|}
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 +
====''Alternate Calculation''====
    
The following formula takes farming level's influence on crop quality into account:
 
The following formula takes farming level's influence on crop quality into account:
   −
<code>Average Gold per Day = ((Farming Level Multiplier &times; Max Harvests &times; Sell Price per Harvest) &minus; Seed Price )/ Growing Days </code>
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<code>Average Gold per Day = ((Farming Level Multiplier &times; Max Harvests &times; Sell Price per Harvest) &minus; Seed Price) / Growing Days</code>
    
'''Farming Level Multiplier''' = <code>.02 &times; (Farming Level) + 1.01</code> represents the ''average'' multiplier for revenue, <code>(Max Harvests &times; Sell Price per Harvest)</code>, based on expected amount of quality crops harvested.  
 
'''Farming Level Multiplier''' = <code>.02 &times; (Farming Level) + 1.01</code> represents the ''average'' multiplier for revenue, <code>(Max Harvests &times; Sell Price per Harvest)</code>, based on expected amount of quality crops harvested.  
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