public List <string> GetExtraInfoForLevel(int whichLevel, int luckLevel) { double nextCoefficientCost = (Alchemy.GetTransmutationMarkupPercentage(whichLevel) - Alchemy.TRANSMUTATION_BONUS_PER_LEVEL) * 100D; double nextCoefficientValue = (Alchemy.GetLiquidationValuePercentage(whichLevel) + Alchemy.LIQUIDATION_BONUS_PER_LEVEL) * 100D; string coefficientCost = $"Cost: {nextCoefficientCost.ToString()}% Value: {nextCoefficientValue.ToString()}%"; double luckyTransmuteMinimum = ((Alchemy.GetLuckyTransmuteChanceWithoutDailyOrProfessionBonuses(whichLevel, luckLevel) + 0.01) * 100); double luckyTransmuteMaximum = ((Alchemy.GetLuckyTransmuteChanceWithoutDailyOrProfessionBonuses(whichLevel, luckLevel) + Alchemy.LUCK_NORMALIZATION_FOR_FREE_TRANSMUTES) * 100); string luckyTransmuteChance = $"Lucky transmutes: {luckyTransmuteMinimum.ToString()}-{luckyTransmuteMaximum.ToString()}% Stamina drain -{ ((1 - Alchemy.GetAlchemyStaminaCostSkillMultiplierForLevel(whichLevel)) * 100).ToString() }%"; string distanceFromTowerImpact = $"Leyline distance negated by { (whichLevel) }."; List <string> extraInfoList = new List <string>(); extraInfoList.Add(coefficientCost); extraInfoList.Add(luckyTransmuteChance); extraInfoList.Add(distanceFromTowerImpact); return(extraInfoList); }