Talk:Hero Merit

The formula to determine HM gain for a hero can be given by

[(0.01 * ELV) * RV] + (0.05 * LV) + Bonus - Penalty. Where RV is [0, 0, 0, 0.4, 1] for units 1*,2*, 3*, 4*, and 5* respectively.

Where ELV is the enemy level and RV is the value of the enemy based upon rarity. 5* units have a RV of 1, 4* units have a RV of 0.4, 1*, 2*, and 3* units do not contribute to the final HM count.

When the units have a mix of rarities, such as in the 8th Stratum, the best RV value is given to the highest leveled unit, even if that unit is of a lower rarity. so a level 39 3* and a level 38 4* along with some other units will contribute (0.01*39) * 0.4 HM

LV is simply the level of your hero.

The bonus begins when your hero is 7 levels away from the enemy, Bonus is 0.2. every level closer is an extra 0.2 HM, capping out at 1 HM when your hero is between 0-3 levels less than the enemy. The bonus applied is based off of the enemy which would give you the most HM. The bonus is retained as you begin to over level enemies, and dissipates at the same rate it came, but the penalty is also applied as soon as you begin to over level the enemy.

The Penalty is -0.05 HM for every level that you over level the highest leveled enemy.

YourBestFriendJ0 & Co.

Rework 1
The amount of Hero Merit awarded to a unit after a battle is primarily based on the unit's level, with modifiers based on enemy levels and rarity, and the difference in level between the player unit and the enemy units.

This calculation is performed individually for each player unit, resulting in different level player units on the same team receiving different amounts of HM for the same map.

Base
The player unit will get a base of 0.05 HM per level.

Level Bonus
This is further augmented by a bonus for being close to the enemy level. Using the enemy whose level is the closest to the post-map level of the player unit receiving HM, being within 3 levels of it awards 1 HM, every additional level difference reduces this by 0.2 HM.

This expands to the table

Level Penalty
The player unit being a higher level than the highest level enemy incurs a penalty of 0.05 HM per level difference. As long as there is at least one enemy unit of a level equal to or higher than the post-map level of the player unit, this penalty is 0.

Rarity Bonus
Finally, the combined levels and rarities of all enemy units contribute an amount of HM.

The  is   for - enemies,   for  enemies, and   for  enemies, but the sorted list of all present   values is redistributed to the sorted list of all present   values.
 * For example, on a map with two level 30 enemies, and one level 25  enemies, the sorted list of enemy levels is   and the sorted list of   values is , resulting in a final product of  , even though the  enemy was the lowest level, its modifier is applied to the highest present level.

Complete Formula
Combining all these parts into a full equation gives

Any results with more than 2 decimals are first rounded to 2 decimals, then rounded down to the nearest multiple of 0.05, for example  is rounded to , which is then rounded down to the nearest multiple of 0.05, being.

[Update 10/8/17] In maps with reinforcements, only the units which start on the map count towards HM gain.

Outstanding Questions

 * enemies seem to give a multiplier of x2 instead of the, to low level player units.
 * Saschb (talk) 17:47, 29 July 2017 (UTC)
 * Saschb (talk) 17:47, 29 July 2017 (UTC)