This is compared to current active proposal of https://snapshot.org/#/decentralgames.eth/proposal/0x7334319ac3cb229c180e2ae3f2f63f30c47d2e22e4f34f2c4d7b4bf9b82f02bd.
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Instead of looking to increase stacking wearables we should be looking to stack and upgrade wearables at the same time.
Following proposal: Change the multiplier from static to dynamic based on the total bonus % from multiple wearable bonus. This will help upgrading wearables and burning more ice.
Below a table where we have the total bonus multiplier from wearables followed by the extra multiplier it would give. The idea is that the median for 5 wearables would be 5 level 4's making it 145, minimum 125%. For each upgraded wearable this would add 0.1 to the multiplier (example: 4 level 4's and 1 level 5 would be an average of 160% ({30x4}+40).
225%-210% - 2.5x 209%-200% - 2.4x 199%-190% - 2.3x 189%-180% - 2.2x 179%-170% - 2.1x 169%-160% - 2x 159%-145% - 1.9x 144%-130% - 1.7x 129%-115% - 1.6x 114%-100% - 1.5x 99%-80% - 1.4x 79%-60% - 1.3x 59%-40% - 1.2x 39%-16% - 1.1x
Examples explained below:
3 level 3s, 2 level 4. Median would be 120%. However the multiplier should be 1.8x - 0.3 so a 1.5x (-0.3 because 3 level 3s). so 115-125 would be 1.5x.
4 level 4s would give you 120%. static is 1.6 dynamic also 1.6 4 level 5s would give 160% so should give 2x which it does.(1.6x+0.4)
3 level 4s would be 90% and should give 1.4x 2 level 4s would be 60% so 1.2x (in this case 1.3)
Data table:
Rank 5 Max bonus 5 x 45% => 225% Med bonus 5 x 40% => 200% Min bonus 5 x 35% => 175%
Rank 4 Max bonus 5 x 34% => 170% Med bonus 5 x 29% => 145% Min bonus 5 x 25% => 125%
Rank 3 Max bonus 5 x 24% => 120% Med bonus 5 x 20% => 100% Min bonus 5 x 16% => 80%
Rank 2 Max bonus 5 x 15% => 75% Med bonus 5 x 12% => 60% Min bonus 5 x 8% => 40%
Rank 1 Max bonus 5 x 7% => 35% Med bonus 5 x 4% => 20% Min bonus 5 x 1% => 5%