Curing Zombies

After a player captures a zombie in a battle, they can use the biolab to cure the zombie and turn it back into a human... and perhaps into an exceptionally powerful fighter.

Requirements to Cure a Zombie

Curing a zombie requires two fighters to work together, using serum tokens along with their own intact human DNA. If successful, the zombie will be cured, and return to being a fighter.

As an experiment requires the participating fighters to contribute their human DNA in an excruciating process, the amount of serum required for repeated experiments using the same fighters increases over time, and participating fighters must rest for four days after trying once. Though using more serum each time reduces the burden on the participant's bodies, there is still a maximum limit to the number of times a fighter can safely participate. Once the limit is reached, that fighter can never again participate in an attempt to cure a zombie. As for the zombie being cured, after being injected with both serum and intact human DNA, it will require 7 days for it to become human again and heal.

The amount of serum required to attempt to cure a zombie in the biolab depends on the number of times the fighters have participated in an attempt to cure zombies before.

Serum Tokens and Curing Zombies

Curing zombies requires serum tokens, as well as two fighters. The amount of serum required is based on the rarity of the zombie as well as how many times each fighter has been used to cure zombies:

Zombie Being Cured (1st, 2nd...7th)1 Star Zombie Serum Needed2 Star Zombie Serum Needed3 Star Zombie Serum Needed4 Star Zombie Serum Needed5 Star Zombie Serum NeededKnots

1

135

225

450

1125

2250

2

2

270

450

900

2250

4500

2

3

405

675

1350

3375

6750

2

4

675

1125

2250

5625

11250

2

5

1080

1800

3600

9000

18000

2

6

1755

2925

5850

14625

29250

2

7

2835

4725

9450

23625

47250

2

Curing requirements are affected by DBAS mechanism.

Results

The fighters in your shelter and incredibly varied, with their own strengths and weaknesses. Both fighters participating in the experiment will contribute their strength to the process of curing the zombie, and the strength of the resulting fighter will depend in part on the strength of the fighters that participate in the curing process. At the same time, the strength and rarity of the zombie itself plays the most important role in determining the strength of the resulting fighter.

More powerful fighters combined with more powerful zombies yield the strongest outcomes. A raging bull is stronger than a cute little bunny.

Card Frames and Backgrounds

The frame and background for the resulting fighter's card is controlled by its own set of genes that are inherit in the zombie, and are not dependent on the fighters taking part in the experiment. The frame and background will be based on the rarity of the fighter created.

Base Stats and Stat Growth

The stats of a fighter are incredibly important, and are a combination of the base stats possessed at level 1 and the stats gained through levelling up and ascending.

New fighters' base stats and stat growth is randomized around their own potential and base strength, and is not related to the strength of the fighters participating in the experiment.

Special Skills

The special skills of each fighter are set, and are not randomized by the curing process in any way.

Passive Skills

The rarity of a fighter represents their potential to grow. The passive abilities of fighters is one aspect of their potential to grow, and the rarer the fighter, the greater the chance for them to have more passive abilities. However, even fighters of the same rarity may have a large disparity:

Fighter RarityChance of 0 Passive AbilitiesChance of 1 Passive AbilityChance of 2 Passive AbilitiesChance of 3 Passive AbilitiesExpected Number of Passive Abilities

Common

100%

1

Uncommon

80%

20%

1.2

Rare

60%

35%

5%

1.45

Epic

30%

50%

20%

1.9

Legendary

10%

30%

60%

2.5

After the number of passive abilities is determined, the next step is to generate which passive abilities the fighter will receive based on fighter type and ability type, and the abilities of the fighters participating in the experiment. Assume there is a skill, Skill A, and both fighters donating DNA to the experiment have this skill. The probability that it will be passed on is:

2÷(4+0.5)=0.44,or 44%。

At the same time, when selecting the next passive skills, "Skill A" will be removed from the pool of possible passive skills to be selected. The probabilities of selected other possible passive skills will be adjusted as follows:

1÷(2+0.5)=0.22,or 22%

As you can see from above, if the two participating fighters have the same ability, the likelihood of it being passed on is quite high. But players may be wondering: why is there a 0.5 in the formula?

Simply put, curing zombies in an unstable and unpredictable process, and as good as the biolab is, humans simply cannot assemble facilities up to current OSHA standards. It is easy for small imperfections to enter the process and result in random changes during the seven days. This also makes it more likely for new fighters to receive passive skills that the original fighters did not possess. This randomness is present throughout much of the process, widening the space to appreciate those truly successful experiments and make them even more valuable.

Color

The color of the newly created fighter will be randomly selected from the two colors of the two fighters who participated.

Rarity

Since fighters of varying strengths may participate in experiments, if they are weaker than the zombie being cured, the entire experiment may be thrown into chaos.

Assume a rare zombie is being cured, and the weakest of the two fighters participating is the same rarity as the zombie (rare, or 3 stars).

The resulting fighter has the following possible outcomes:

UncommonRare

35%

65%

Yes, there is danger and uncertainty in every experiment. Especially when those experiments involve attempting to cure zombies with human DNA and specialized serum.

Let's look at another scenario: the two participating fighters are 2 stars (Uncommon) and 5 stars (Legendary). The weakest fighter in this case is 2 stars, even weaker than the zombie itself! So, the probable outcomes will shift, possibly resulting in a fighter even weaker than the zombie itself:

UncommonRare

60%

40%

Oh, the humanity! But tragedy accompanies us always. Such is life————“c'est la vie”。

But let's consider another possibility. If both participating fighters are stronger than the zombie, such as two 4 star (Epic) fighters, the possible outcome range includes the 3 star Rare zombie being upgraded:

UncommonRareEpic

9.5%

85.7%

4.7%

The rarer the fighters that participate, the greater the likelihood of the zombie maintaining its strength when it becomes a fighter, or even upgrading and becoming stronger than it ever was before.

The probabilities are calculated as follows:

If one of the two participating fighters has a low rarity, than its rarity will be compared with that of the zombie. For example, let's assume a 2 star fighter and a 3 star zombie.

  1. Difference between the zombie and figher:3-2=1

Next, as shown in the first example, if the strength of the two are equal, the default probabilities of becoming weaker and staying the same strength are weighted as 3500 and 6500 respectively, or 35% and 65%. These are then adjusted as follows.

2. Likelihood of bad outcome:3500+2500*1=6000

3. Likelihood of maintaining the same strength: 6500-2500*1=4000

Now let's look at the final example, when the weakest fighter is 4 stars, 1 higher than the zombie.

4. Fighter and zombie difference: 4-3=1

5. Likelihood of bad outcome: 3500-2500*1=1000

6. Likelihood of maintaining the same strength: 6500+2500*1=9000

7. Probability of becoming stronger: 0+500*1=500

So the final odds are 9.5%, 85.7% and 4.7%.

Rarity of curing outcome is affected by DBAS mechanism.

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