Breaking Down Dino Stats 2


I didn't include some information on the "Breaking Down The Stats"  page because I thought it would be too much and just confuse people.  For most people the infomation on the above mentioned page seems to have done the trick in the year and a half or so since I first published it, helping many people turn tournament loses into wins and prompting many appreciative "thank you's"  for the informative breakdown via my Facebook page and Facebook Messanger.  But there have been some people that have P.M.ed me or commented their objections to the information given stating various reasons. So, I am adding this as an extension to the original breaking down dino stats page.  We are about to dig even further.... 

Dinosaur Leveling System

The dino leveling system is just that,  a means of indentifying a dinosaurs progression as it evolves. Because I have had people argue that a dinos level is part of what determines it max ferocity. Ludia does, after all, say that a dinos ferocity is derived from attack, defense and level (click here for a screenshot of this). Not true.  Think of it this way.  A speedometer in a car tells you how fast your going, but it has absolutely no influence on how fast the car can actually go. It simply represents how fast your traveling but has no actual influence on the vehicles maximum rate of speed.  Its a gauge.  A dinos level is much the same.  Its a gauge representing its progression towards full evolution.  


Heres the technical bit,  which is actually quite simple. Level 40 = 100% or fully evolved...  makes sense right? So if we divide 100 by 40, the result is 2.5%. So,  each level a dino achieves is a 2.5% gain of its maximum stats.  Knowing this,  we can now determine what a creatures stats will be at any given level.  Lets take the king himself,  T-Rex.  3888 max attack,  8400 max health & 1200 max ferocity.  Divide each of those numbers by 40 and you now know how much attack,  health & ferocity are gained for each level of evolution.  see diagram below for examples of this concept with matching screenshots from the game. Please note that due to fractional results in some places (i. e.  a decimal point)  some stats may vary slightly from what is seen in the game. 

Applying The Math

Level Attack Health Ferocity Screenshot
Baseline 3888÷40=97.2 8400÷40=210 1200÷40=30
Level 5 97.2×5=486 210×5=1050 30×5=150 20160328 042451
Level 8 97.2×8=777.6 210×8=1680 30×8=240 20160328 210644
Level 27 97.2×27=2624.4 210×27=5670 30×27=810 20160328 210522

That having all been said,  if anybody still wants to argue that a dinos level has any kind of influence on its ferocity or other stats,  I invite you to a virtual deathmatch.  I'll take a level 5 trex,  which if level had any bearing on... well... anything, level 5 must mean its pretty weak.  You bring your level 40 fully evolved Triceratops.  Should be a killer because its at 40 right? No, Trex will stomp the trike,  everytime.  Regardless of what Ludia says, level is a simple gauge,  nothing more. 


This seems to be what confuses  people the most.  What I mentioned about tier in the original breaking down dino stats page is that between a gold,  silver and bronze creature of equal ferocity,  bronze will have the strongest stats.  This still remains very true.  That being said,  I presented "tier"  as being gold,  silver and bronze in the original post and I presented it in that way because that is how Ludia presents it to us, the players.  Now for the full,  complete definition of tier, forget gold, silver and bronze entirely. In actuality there are 9 different tiers of creatures in the main park and 8 tiers in both the aquatic and glacier parks. 




The explination is simple.  Have you ever noticed the far righthand column on the creature stats pages? Those attack health ratios are there because those are the tiers. Each different ratio is a tier. 


Confused yet? That is why this wasn't included in my original post. Hopefully this will help.... 


Those tiers and exactly how they influence stats is actually easy if you put some thought into it.  Lets pretend you had every single creature in the main park and every one of them had identical ferocities. Now,  with those identical ferocities,  if you were to look at each individual creatures stats (attack & health only) you would see that the creatures had an obvious pattern.  The creatures with ratios 32:1 would be the weakest and as you progress through each tier (i. e.  each change in the attack:health ratio)  the creatures would become increasingly stronger. Again,  these creatures would all have identical ferocity levels,  but a wide range of attack & health stats. So,  in short,  if creatures like the triceratops or velociraptor had maximum ferocities similar to Trex's,  T-Rex wouldn't have a snowballs chance in hell.  


Proof of concept is clearly outlined on the original page.  I spent literally a couple dozen hours crunching numbers to determine this as being the majority influence of what a creatures stats are.  So if you want to sit and cram some numbers,  I invite you to do so because I am not about to do it again myself.  It's this tier system that proves ferocity is worthless (except when building perfectly balanced teams as seen here. 


If your more confused now than before.  I apologize.  I left the fine details out for a reason,  but due to trolls that keep popping up every few weeks, I wanted to shut them up. If people still want to troll my FB page or website,  then I'll point out that Ludia themselves were dumbfounded that stats had been deciphered to this extent.  Ferocity remains a mystery to myself and all other players.  But with the knowledge I've shared with you,  ferocity is worthless.  I earned,  yes earned, well over 100,000 dino bucks with this knowledge.  My parks are litterally filled to maximum with nothing but decorations costing dino bucks (costing over 25000 dino bucks per park)  I'll add a few screenshots as proof soon... 

A Note To The Trolls

Stop trolling,  your only making idiots out of yourselfs.  HA!