Affinity Upgrades — drop-rate explorer
Drag the sliders to see how affinity investment shapes the final drop distribution per individual fruit (per-drop rolls — multi-drop crops mix rarities). Math uses the cascade roll model: highest tier rolls first, if it fails fall to next, else Common. Each tier's P(tier) = base + Master Farmer floor + affinity bonus. Uncommon and Rare base values shown here are the post-ramp ceiling — the rate once a crop reaches mastery L100 / L150. Early in a crop's mastery (L25–L100 for Uncommon, L75–L150 for Rare) the base climbs from 1/10 the ceiling.
Investment level
Each crop adds a rare-drop floor from its highest mastery tier (L100 +1% · L250 +4% · L500 +9% · L750 +17% · L1000 +29%), summed across all 8 crops.
Final drop distribution
Probability of each tier per harvested tile, after cascade resolution.
P(tier) vs affinity level — single-tier view
Each line shows the raw P(tier) (independent of cascade priority) as that tier's affinity is leveled up. Base + Master Farmer floor (from your current crop tiers) is included so the lines shift when you change the MF sliders.
Cumulative Sigil cost vs affinity level
Log scale on Y. Geometric ramps (×1.10–1.20) mean late levels are dramatically more expensive — endgame grind.
cost(level N) = baseCost × multiplier^(N−1) · Cumulative = baseCost × (multiplier^L − 1) / (multiplier − 1)