Resulting Percentile:0.00%(Shifted by +0.000) Specific Roll Weight:0.00kg
Hardware Physical Limits
True 0% to 100% Range
True Min:0.00kg(0.00%)
True Max:0.00kg(100.00%)
How this affects your catches: With 0 points, your catches will naturally span the entire database range. You have no artificial floor or ceiling limits applied.
Luck & Drop Rate Analyzer
Expected Catch Yields
This table shows the estimated number of fish you will catch of each rarity over a set number of total catches based on your current luck.
Rarity
100 Catches
250 Catches
500 Catches
1,000 Catches
Rarity Probabilities
XP Efficiency & Farm Forecaster
XP / Hour
0
XP / Minute
0
Cycle Visualizer (Average)
0.0s Total
Wait:0.0s
Reel:6.0s
Cast:1.5s
Scrap Loot Simulator
Based on community sample data (103 Total Rolls).
Item
Drop Rate
Expected Yield
Simulated Results
Fish Name
Rarity
Weight Range
Base Sell Range
Catch XP
Perfect XP
> STATS_FOR_NERDS // Math Engine
For Spreadsheet Maintainers and Data Miners. The underlying physics and math of the Fish! engine.
1. The Core Equation (Sine Curve)
The game does not use flat random numbers for weight. It rolls a hidden decimal (0.0 to 1.0), applies your Big Catch points as a shift, and plots it on a Sine wave.
Shift = Big Catch Points / 300
EffectiveRoll = clamp(Roll + Shift, 0.0, 1.0)
Percentile = Math.sin(EffectiveRoll * (π / 2))
FinalWeight = MinW + ((MaxW - MinW) * Percentile)
2. The "Ceiling Effect" (Negative Penalties)
Because the effective roll hard-caps at 1.0, negative points make it mathematically impossible to reach the top of the curve.
If you have -90 Big Catch, your maximum possible effective roll is 0.7 (1.0 - 0.3). Math.sin(0.7 * (π / 2)) = 0.8910.
Conclusion: At -90 Big Catch, you can never catch a fish larger than 89.10% of its true maximum size.
3. The "Floor Effect" (Positive Buffs)
Because the effective roll floor-caps at 0.0, positive points make it mathematically impossible to reach the bottom of the curve.
If you have +90 Big Catch, your minimum possible effective roll is 0.3 (0.0 + 0.3). Math.sin(0.3 * (π / 2)) = 0.4539.
Conclusion: At +90 Big Catch, you can never catch a fish smaller than 45.39% of its potential size range.
4. Reverse-Algebra (Solving for True Stats)
You do not need to remove stats to find a fish's true values. By logging your extreme highs and lows, we can reverse the math for both the Ceiling and the Floor.
// SCENARIO A: Solving Max Weight (Using a Negative Penalty) // Ex: Caught a 1.00kg max fish at -90 Penalty (Min is known 0.1kg)
1. MaxPercentile (-90) = 0.8910
2. TrueBaseMax = ((ObservedMax - BaseMin) / MaxPercentile) + BaseMin > ((1.00 - 0.1) / 0.8910) + 0.1 = 1.11kg (True Max)
// SCENARIO B: Solving Min Weight (Using a Positive Buff) // Ex: Caught a 0.56kg min fish at +90 Buff (Max is known 1.11kg)
1. MinPercentile (+90) = 0.4539
2. TrueBaseMin = (ObservedMin - (BaseMax * MinPercentile)) / (1 - MinPercentile) > (0.56 - (1.11 * 0.4539)) / (1 - 0.4539) = 0.10kg (True Min)
5. The Economy Engine (Solving True Prices)
The developer confirmed price scales linearly between baseFloor (at Min Weight) and baseCeil (at Max Weight). By catching a "Tiny" mutation (which forces weight to 0.0kg), we force the price equation to extrapolate backward, revealing the exact coin-value per kilogram.
// SCENARIO: Caught a 0.0kg Tiny ($29 value) and a 0.1kg Normal ($31 value) // The fish has a known Base Max Weight of 0.5kg
1. Weight Difference = 0.1kg - 0.0kg = 0.1kg
2. Price Difference = $31 - $29 = $2 3. Scaling Rate = $2 / 0.1kg = $20 per 1.0kg
// Solving True Base Floor (Price at known Min Weight: 0.1kg) > BaseFloor = $31
// Solving True Base Ceil (Price at known Max Weight: 0.5kg) 4. Remaining Weight to Max = 0.5kg - 0.1kg = 0.4kg 5. Max Weight Value = 0.4kg * $20 = $8 > True Base Ceil = $31 (Floor) + $8 = $39
6. The Hardware Cap (Rod Weight Limits)
Every fishing rod in the game has a built-in Max Weight stat (e.g., the Stick and String caps at 5kg). This acts as a hard ceiling on what you can catch.
DATA WARNING: If a fish's natural calculated weight exceeds your rod's capacity, your data will be artificially flatlined. Always ensure your rod's Max Weight is significantly higher than the fish you are testing, or your reverse-algebra equations will be solving for the rod, not the fish!
7. Mutation Mechanics (Tiny & Huge)
Mutations fundamentally alter the math engine. They do not use separate base stats.
Tiny: Forces the physical weight variable to exactly 0.0kg. The price engine then extrapolates backward normally using the established Scaling Rate.
Huge: Multiplies the fish's baseMinW and baseMaxW by 4x, and multiplies the baseFloor and baseCeil by 2x. The Sine curve roll is then applied to these expanded brackets.
8. The Luck Engine (Exponential Scaling)
Luck does not linearly add percentage points to your drops. It creates a global Multiplier that modifies each rarity's BaseWeight using an exponential ScaleFactor.
The Scale Factors:We mathematically triangulated the game's exact source exponents by anchoring them to 1,000 Luck developer constraints:
Trash (Exponent -1.0): Forces spawn rate to drop <1%.
Abundant (Exponent -1.2): Heaviest negative exponent makes it the "most nerfed" rarity.
Ultimate (Exponent +1.26): Exact factor required to hit 20x the base spawn rate.
Because common fish have negative exponents, negative/cursed luck will mathematically buff common spawns while crushing rare spawns!
9. Cycle Time & Expected Yields
To accurately forecast XP and expected catch yields per hour, the engine simulates an average "Cycle Time" consisting of three distinct phases:
Wait (Attraction): A Piecewise Linear Interpolation (Lerp) from 14.0s (0% Attraction) down to 0.0s (100% Attraction).
Reel Time: A dynamically weighted average based on the specific reel times of the current Luck Pool.
Cast Delay: A static 1.5s human/animation penalty applied to every cycle.
CycleTime = WaitTime + AvgReelTime + 1.5
CatchesPerHour = 3600 / CycleTime
Credits & Disclaimer
Engine Accuracy:The Luck Scaling, Big Catch Limits, and Economy Pricing algorithms in this tool have been mathematically triangulated to perfectly match explicit constraints and hints provided directly by the TrickForge Developers.
Note:While the core physics engine is exact, community-sourced Database values (like specific fish weights) may still contain slight UI rounding errors.