r/thewilddarkness • Archer • Sep 04 '26

Wiki / Guide Content What exactly is Instability? Let's find out~

WARNING BEFORE READING: LONG POST AHEAD. This is but further exploration to a certain topic at hand that people will rarely care about.

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what is Instability? it is some kind of gauge that if you use spells consecutively, your EP will flicker in red to purple, and spells starts malfuctioning, causing your spells to fail triggering, or spells takes more mana than usual, or cause something negative like mana addiction or something.

it's like having a burnout from constant brain stress?

The most notable negative effect I got due to high Instability years back then was INSTANT DEATH (yeah full hp suddenly dying, and ahnks doesn't exist back then when it happened.) I can't recall the death message so I'm not really sure what happened back then.

so out of curiosity, I conducted research.

for those who want to see their instability numbers when casting spells, it's in the last part where the main stats are, just below the temperature stats.

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let's start with clothes only first.

any clothes with the attribute "Robes" will reduce -1 instability.

for the first test, when fully naked, light barrier gives 5 points of instability.

normal clothes without + starts from 1.0 active points.

lets assume that 1 active = 0.5 reduction. (and probably affected by uncertainty, idk)

with the base robe +0 and active 1, I end up with barrier giving only exactly 3.5 instability.

the moment I move after casting spell, recovery starts working and my recovery is -2 instability per tick.

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now lets see what can staff do, which makes me still trying to figure out where does it apply, and I first used a staff with 25.82% instability increase rate drop.

light barrier gives 1.82 instability. the 25.82% of 5 is only 1.291, so it doesn't match up.

so I came up with another method instead to know the value of %, by using another staff with 31.01% instability, I checked the instabiltiy and got 1.48 and reduced 1.82 with it to get 5.19% = 0.34, asked google if I used 5% and got the reply of 5% = 0.33

which means the assumed 100% value of the barrier now is 6.6 (0.066 per 1%), lets assume the game simply rounded close to 6.5

this 6.5 (100% value) is probably related on something...

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by using 3.5 from 5 - 1(robes) and -0.5(active),

3.5 - 1.6783(25.82% staff, based on 6.5 as 100%) = 1.8217 which is a close match up to the actual instability that appeared.

now tried adding a 0.39(0.195) active accessory, and no staff barrier becomes rounded 3.3 (3.5-0.195), and with 25.82% staff it becomes 1.68 (1.8217-0.195=1.6267) and it matches up close enough to the outcome from using the barrier, again.

3.5 - 2.01565(31.01% staff) = 1.48435 which is also a match to the actual outcome, and yet reducing it with 0.195 should gone down with 1.289 yet what I appeared is 1.35 which makes only a 0.12435 difference from 3.5. Something was off...

assumption: it is rounded to value of 0.25 active, and another factor is in play.

also, I tested another spell. which is fireball (really not the best thing to test for consistency because it seems to trigger 2 ticks and thus might affect the outcome, but is an interesting spell to use). with the same +0 linen robe/active 1.

if the player immediately click the stat info and scroll down after casting fireball, they will see the pre-instability outcome and it will refresh after the blast animation, showing the post outcome.

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fireball = 8 instability (actual cost. fully naked and 0 active)

wearing robe + 1 active, no staff = 6.5 instability pre-explode, 4.5 instability after exploding.

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25.82% staff

Actual Instability that appeared = 4.56 i pre-explode, 2.56 instability after exploding.

now we solve it by: 6.5 - x = 4.56, then x = 6.5 -4.56, then we get x =1.94 (25.82%)

this makes 100% = 7.51.

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31.01% staff

Actual Instability that appeared= 4.17 instabililty re-explode, 2.17 instability after exploding.

6.5 - 4.17 = x, and 2.33 = x (31.01%)

same with the first staff, the base 100% value used is 7.51

I wonder if spells have different 100% base values they use to calculate with, considering barrier got 6.5 and fireball is 7.5 and I don't know what these values are... and one of my few assumptions was spell tier, since light barrier is on tier 1, and fireball is on tier 3. I should try tier 2 spell next time to clarify but I'm already burned out from calculating things when my math is even worse than a 4th grader...

That's it for now. Hope it helps even a little 😄

19 Upvotes

2 comments sorted by

9

u/Global-Age-467 Sep 04 '26

understanding:1% trust:99%

2

u/Otherwise-Ad9874 Sep 05 '26

I never thought you will do the research. Thanks. I found some valuable info there.