Average Blocks (Rocks) per Tool (unforged)

This past weekend, prior to patch, I was wondering how the changes to Silver and Gold tools would affect me, as I’m just getting to the point where I’m trying to gather diamonds to make coils to then move onto Titanium tools. So I started hand-calculating the number of strikes per block on different world tiers with my current stats and the given crit chances and effect for Gold tools. Then I wanted to expand it for more than just Gold tools out of curiosity, so I started putting together an Excel sheet to help with the math; that wasn’t going so well, so I decided to make a program to do it all for me. Below are the average number of blocks you’d be able to get per tool (based on standard durability for that tool) at a few different stat configurations as of patch 205:

No Stats
Tool		T1/T2	T3	T4	T5	T6
Wood		75	33	12	0	0
Stone		200	100	50	0	0
Copper		233	116	58	0	0
Iron		449	299	180	77	23
Silver		600	300	200	80	12
Gold		733	400	308	160	78
Titanium	833	749	506	262	147
Amethyst	1333	1199	799	403	214
Diamond		2000	2000	1000	666	500
Emerald		2000	1111	999	666	499
Topaz		1200	1200	800	400	240
Ruby		2200	1100	1100	550	366
Sapphire	2200	1099	833	549	318

8/8 Power + 5/5 Attributes
Tool		T1/T2	T3	T4	T5	T6
Wood		100	50	27	0	0
Stone		202	150	85	30	0
Copper		236	175	100	35	0
Iron		505	450	300	151	81
Silver		600	405	304	181	81
Gold		743	550	402	263	165
Titanium	1500	842	750	431	285
Amethyst	2400	1200	1200	619	421
Diamond		2000	2000	2000	1000	675
Emerald		2000	2000	2000	1000	677
Topaz		2400	1212	1200	608	480
Ruby		2200	2200	1100	743	550
Sapphire	2200	1235	1100	745	551

8/8 Power + 8/8 Agility + 5/5 Attributes + 5/5 Tool Mastery + Tool Epic	+ Damage Epic
Tool		T1/T2	T3	T4	T5	T6
Wood		150	101	75	38	17
Stone		329	300	199	120	67
Copper		384	350	233	140	79
Iron		900	900	450	315	244
Silver		1200	659	600	404	300
Gold		1100	1100	833	523	427
Titanium	1500	1500	1500	750	629
Amethyst	2400	2400	2400	1200	1006
Diamond		2000	2000	2000	2000	2000
Emerald		2000	2000	2000	2000	1234
Topaz		2400	2400	2400	1200	1200
Ruby		2200	2200	2200	1208	1100
Sapphire	2200	2200	2200	1358	1100

So why did this matter to me? I’ve still been using Iron Hammers to get diamonds and mostly chisel mining to find them. I wanted to know if I should take the time and forge myself a gold hammer to break more blocks per hammer. The numbers above are only relative to breaking rocks on the various worlds, not resource blocks. I can re-run this if I know the resource block health per world, but I assume it’d be ratio-metric (before applying the block armor).

I’d like to expand upon this again when I can actually forge and see all the different effects (since a thread I’d seen showed power-less forging to be mostly useless). I didn’t do anything relative to action speed as I don’t have a good gauge on how to measure that without doing it empirically. If there’s a formula for it, I could do that as well and include some measure of how many blocks per minute since that’s the only other major variable that might be of interest tool-wise.

If somebody sees a number that looks off, let me know.

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This was helpful. Thank you! I’m probably just a little behind you. I haven’t stared looking for diamonds just yet but have noticed that my iron hammer does almost as well as silver/gold especially on my home T2 planet. So I stick with iron there as well as on my semi-frequent trips to T3 planets. Thanks again for the info.

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Very sciency! Nice. As for iron vs alloy on lower worlds; as soon as you can 1shot with a lower tier tool anything stronger is irrelevant.

Theres some interesting areas where 2 shotting with a heavy (iron, gold) tool is slower than 3 shotting with a swift one, and in some instances where iron /gold almost 1shot a block, its usually better/faster/cheaper to 2shot with the lighter tool equivalent.

Are block hp values listed anywhere? We could then formulaically derive the number of swings needed and, by taking durability into account, see how many rocks you get per tool. Would be easy to maintain in a spreadsheet and would help us further conclude the optimal skill points and builds for 1shotting.

My home internet is out today, otherwise I’d copy/paste from there.

For rock: On T1/T2, block health is 1200. T3 is 1800, T4 is 2400, T5 is 3600, T6 is 4800.

Added onto that is block armor at T3 and above. Block armor is a straight reduction in damage based on the world level. T1/T2 is 0, T3 is 100, T4 is 200, T5 is 400, T6 is 600.

The amount of damage done to a block is thus:

Damage = Tool_damage * (1 + Modifiers) - World_armor;

Modifiers is the culmination of damage modifiers from your stats. Maximum of 45% from Power, 25% from tool mastery and 25% from tool epic. So the max modification, just based on skill point stats is 95%.

You then have various chances of getting a critical hit; which is affected by stats and tool crit chance. Like normal damage, the critical hit damage amount is calculated before the block armor is considered.

What my program did was to determine the probabilities of getting normal or critical hits and how many strikes, given applying successive probabilities, it would take to destroy rocks on each world on average.

The table in the original post is taking the tool durability and dividing those average strike numbers by it.

So I think I’ve already done what you’re asking.

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How the heck did Emerald get more than Diamond here?

Crit chance. Diamond hammer on its own has 0% crit, but Emerald has 20% chance. Add on the crit chance from stats (18%), and you’re nearly twice as likely to crit with Emerald. A crit from either would destroy the block in one strike with full skill stats.

On T5 world, the average strikes to destroy a block with a diamond hammer were 1.82; 1.62 for emerald.

Ah ok. Makes sense. Thanks for the data.

You should make one for the 3x damage epic if that hasn’t been accounted for. I would love to see its effect on the game tools.

Ah, I knew I missed one! I’ll update the top post with it later.

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I’ve updated the tables in the first post. The 8/8 Power + 5/5 Attributes table was calculated with the Power spec set incorrectly. The third table has been updated to include the Damage Epic.