Percent chance of rolling max roll
14
equals
15
Approximate Cost (amount of luck you need to buy this Roll Curve level)
16
equals
17
The best way to get more luck is through interest-carry, which is best used when you accumulate 0.71 interest per sec (max interest). Simply let your device run with auto spin and upgrade off, and you should be seeing an ~e800 point multiplier per hour. It should be worth noting that when using scientific notation, a multiplier will add the number of digits. Ex. 100 * 100 or 1e2 * 1e2 is equal to 10,000 or 1e4. So a Xe800 multipler adds 800 place values to your score.
18
19
Chance of rolling a High-top five (all sixes)
20
equals
21
Chance of getting 100 fives in a row (If this number has a negative exponent, it's not happening)
22
equals
23
24
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