Originally Posted by

**X~Calibur**
I think we agree on what your method does. The question is the degree to which it is relevant and useful. You already had to hedge by suggesting that people collect double the number of gems outlined in you presentation. I simply wrote an equation that builds that "hedge" into the equation. In other words, from a practical gameplay standpoint, the player wants to know how many gems should I have in my possession if I want to make an attempt at level 11, and still be assured of making it back to 10 should I fail. My equation gives them an exact number. Your equation requires them to look at your average gem cost, and then do the fudge factor in their heads.

Compounding isn't an issue because my own assumptions more rigorously treat the problem of compounding than those in the method above. By rounding up, I require a greater number of expected attempts at the high levels, which is then factored into every single level below it.

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