Summary
Why are we voting when we could be using our loot items to wage war for the future of loot?
The project is called loot afterall, not diplomacy.
Abstract
Loot is currently using a traditional governance model in which each ERC721 grants the owner one governance vote. With the latest revelations of item rankings, greatness, and categories, we have the foundation for a contract that uses our loot items as weapons for a battle. Instead of 1bag = 1vote, the governance contract would calculate the total hit points of each loot item, broken down into the three-item categories {Magic, Dexterity, Power}
See here for more details about item categories and rankings: Item Rankings, Materials & Attunements
Details
Calculating item HPs
Item categories {Mage/Magic, Hunter/Dexterity, Warrior/Power} will be based on Item Rankings, Materials & Attunements.
The hit points for an item will be governed by the following simple formula:
greatness*item_ranking
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Greatness is derived from the loot contract and was recently made more accessible by the loot exchange team. Source code available here: https://github.com/lootexchange/lootexchange/blob/main/apps/web/services/getGreatness.js and public API here https://www.loot.exchange/api/metadata/6986 (note the /api/greatness/# endpoint appears to be down at the time of this writing but metadata endpoint provides greatness too)
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For item ranking, the item at the top of its respective category will receive a ranking of 5 with each subsequent item being decremented by 1. For example, for chest mage items: {Divine Robe = 5, Silk Robe = 4, Linen Robe = 3, Robe = 2, Shirt= 1). For Rings: {Platinum/Power= 5, Titanium/Magic = 5, Gold/Dexterity= 5, Silver/Dexterity= 4, Bronze/Dexterity= 3}
This formula provides each item with a power rating between 0-100. For example, a greatness 15 Divine Robe would be credited with 5*15 = 75HP for battle. Each item’s power rating will be associated with one of the three item types: {Magic, Dexterity, Power} so in the Divine Robe case, it would be 75HP of Magic.
When an owner offers their loot in support or opposition to a proposal, they will be providing a certain amount of Magic, Dexterity, and/or Power.
A few technicalities to point out in this formula:
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The proposed formula results in items with a greatness 0, regardless of item ranking, being credited with 0HP. While it’s tempting to modify the formula to give all items minimum greatness of 1, please consider the following:
1.1 The loot contract assigns items a greatness 0
1.2 By sticking to the basic formula of greatness*item_ranking, the contract provides a compelling range from 0-100
1.3 This proposal includes a leveling component in which items with greatness 0 would be able to level up to greatness 1 (or higher) after their first appearance in battle
1.4 There are a growing number of us who feel compelled to view greatness as a function of age and/or experience in battle. Viewed through this lens, greatness 0 items are effectively “new in box”, therefore we can’t be certain how well they will perform in battle.
How to Win the Battle
A proposal will be deemed won in battle if it achieves one of the following:
- Greater than 99% dominance in any single item category (i.e Magic)
- Greater than 66% dominance in any two item categories (i.e Power and Stealth/Dexterity)
- Greater than 50% dominance in all three item categories (i.e Magic, Power, and Dexterity)
These percentages will be configurable via on-chain voting/battle to ensure they maintain proper balance
Calculating XP from each battle
At the end of each battle, XP is awarded to the items that participated in the battle. The allocation of XP will be as follows:
- The total amount of XP allocated to the winning side will be based on the following formula:
xp_for_winning_side = total_items_staked_by_losing_side * 10
Using the above formula, in a battle where all 64k items are used in battle, with exactly half used for each side, the winning side would receive a total of 32k * 10 = 320k XP.
Allocating XP from each battle
- The author of the proposal receives 0.5% of the total amount of XP allocated, applied evenly to the items they staked in support of the proposal. (This percentage will be configurable via on-chain voting/battles)
- If the war is won by a single category such as magic, those items will receive all of the XP for the battle (except the % given to the author of the proposal)
- If the war is won by two categories such as dexterity and power, those items will receive all of the XP for the battle (except the % given to the author of the proposal)
- If the war is won by all three item categories, all of the items on the winning side will receive an equal share of XP
- Items staked for war earlier in the proposal process will receive more XP than those staked at the end of the battle. This prevents people from gaming the system and staking late for the winning side in every battle.
Leveling up items XP
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Items will level up via their greatness score. Items will level up in a manner consistent with how the contract issues greatness, meaning that Divine Robes will level up via the following greatness levels: {0,3,6,9,12,15,18,21,etc}. For the purposes of this proposal, leveling up from greatness 3 to 6 is considered one level upgrade.
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The amount required to level up will be:
xp_for_next_level = current_level * 2
So for example, leveling up a Divine Robe from greatness 0 to 3 would require 0xp which means it could level up to greatness 3 simply by participating in governance. The subsequent upgrade from 3 to 6 would require 6xp.
Expanding the loot items via the +1 modified
When you level an item to greatness 20 or higher, the item receives a +1 modified per the original loot contract. This event results in a new item of that type being created but with a greatness of 0. The new item will be auctioned off nouns-style with some portion of the proceeds going to the owner of the +1 item and some portion going to the community treasury.
I am publishing this as a work in progress and welcome any/all feedback. I intend to continue updating this draft weekly to work out the finer details.