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  • I've typed up the full document we were given at Fan Faire for tradeskills and reproduced the graphs / data tables from it.

    http://eq.crgaming.com/viewarticle.asp?Article=9023

    (and here: http://mboards.eqtraders.com/eq/showthread.php?t=22246)
    Last edited by Ngreth Thergn; 06-13-2005, 10:44 AM. Reason: added in this site link for people that would want.

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    • Originally posted by Gemdiver Myrcide
      I've typed up the full document we were given at Fan Faire for tradeskills and reproduced the graphs / data tables from it.

      http://eq.crgaming.com/viewarticle.asp?Article=9023

      i read it

      basicly the number of combines per skilup increases from around 20 combines per skillup at skill level 175 to 40 combines per skillup level at lvl 300

      HOWEVER- judging from the boards and my own experiences at around the 290-ish level, the number of combines for some tradeskills seem substantially higher than the stated skillup path- Either there is a problem with the rng/skillups or the formula does some weird stuff that's not been clarified.

      I am at 130-ish combines on fletching at 191 without skillrise and it has been generally painfull. Same goes for jewelcraft. I think somewhere there seems to be a glitch with the difficluty level 4 tradeskills that might need a closer look

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      • Originally posted by Qualan
        basicly the number of combines per skilup increases from around 20 combines per skillup at skill level 175 to 40 combines per skillup level at lvl 300
        Not quite. The number of combines per skillup (actually, the number of combines that get past the "first check") is much less than 20 at level 175. It's 8, just as it used to be. It used to go to 20 at level 190; now it doesn't get as high as 20 until level 269, and continues increasing to 40 at 300 (not that you can get a skillup when you're at 300).

        I have two comments from having read it. First and foremost, they didn't include the difficulty level for Pottery! Given that that's where I've been having horrible skillup rates lately, I wish the formula had included that info. Maybe someone who posts on the Sony boards can ask for this to be filled in?

        Second, they intended to leave things exactly the same for levels 0-175. (So the "15% savings" in going from 0-300 is all in the 175-269 part.) The data collection thread hasn't gotten a lot of data for those levels, so it's hard to judge whether they might've introduced a bug in that part of the code.

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        • Originally posted by Gemdiver Myrcide
          I've typed up the full document we were given at Fan Faire for tradeskills and reproduced the graphs / data tables from it.

          http://eq.crgaming.com/viewarticle.asp?Article=9023
          Gemdiver your second check formula is wrong. You have an open statement at the end with the second parethesis added. Please go back and correct it. It is confusing.

          I believe the correct version is:

          12.5-((10/125.0)*(rawskill-175)) = %chance

          whereas the blue parenthesis closes your open statement and returns a logical value.

          Your current version when skill 213 is added returns a value of 471.96% skill chance, wish it was true lol. The correct version returns a 9.46 chance at skill 213, more realistic.
          Last edited by Aethn; 06-13-2005, 09:54 AM.
          Gherig McComas
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          • It is also here: http://mboards.eqtraders.com/eq/showthread.php?t=22246

            By KryosKane
            Ngreth Thergn

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            • Originally posted by Aethn
              Gemdiver your second check formula is wrong. You have an open statement at the end with the second parethesis added. Please go back and correct it. It is confusing.

              I believe the correct version is:

              12.5-((10/125.0)*(rawskill-175)) = %chance

              whereas the blue parenthesis closes your open statement and returns a logical value.

              Your current version when skill 213 is added returns a value of 471.96% skill chance, wish it was true lol. The correct version returns a 9.46 chance at skill 213, more realistic.
              And where's the dificulty listing for pottery, spell research, JC, brewing, and whatever else may be missing, did they not list them? ...
              Xislaben The Rising Sun - Crimson Tempest


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              • Originally posted by Qualan
                Either there is a problem with the rng/skillups or the formula does some weird stuff that's not been clarified.
                The formula clearly does some bad, bad things every time you fail, especially on fletching. Unfortunately, with the lack of recipes in the high 200's and right around 300, I think in reality, you're probably getting a non-trivial number of failures. That may mean considerably higher number of combines per skillup until the recipe trivials are adjusted.

                BTW, Hi, Qualan! (I think I've benefited from some of those fletching combines, if you play on Saryrn)

                I think fletching in particular needs an adjustment. The 4 rating is appropriate for the vendor-bought route to 202, but after that, it should be lowered to a 2. Yes, that means someone has to change code to select the difficulty number based on current skill, but I don't see a way to make fletching fair without it.
                I tried combining Celestial Solvent, a Raw Rough Hide, Rough Hide Solution and a Skinning Knife. But the result was such an oxymoron, it opened a rift into another universe. I fell through into one of Nodyin's spreadsheets and was slain by a misplaced decimal.

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                • Originally posted by Neebat
                  The formula clearly does some bad, bad things every time you fail, especially on fletching. Unfortunately, with the lack of recipes in the high 200's and right around 300, I think in reality, you're probably getting a non-trivial number of failures. That may mean considerably higher number of combines per skillup until the recipe trivials are adjusted.
                  ...
                  I think fletching in particular needs an adjustment. The 4 rating is appropriate for the vendor-bought route to 202, but after that, it should be lowered to a 2. Yes, that means someone has to change code to select the difficulty number based on current skill, but I don't see a way to make fletching fair without it.
                  Actually, I think that's exactly the sort of thing they hope to handle with the up-coming feature of "individual recipes may be given a higher chance of generating a skillup". They can take the high-end fletching recipes and give them a boost.

                  As for hard recipes meaning more failures and thus more combines per skillup, I do take that into account in estimating how many skillups to expect. That is, given my skill and the triv, we have the other formula that tells us the chance of success, so I can plug the numbers together and figure out the true chance of a skillup per combine.

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                  • Any objections to unstickying this? Is the info we have in our FAQs and/or on the site up to date? I'm not going to leave it stickied indefinitely, as that would defeat the purpose of the more permanent homes for these sorts of things.
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                    • The info in our FAQ about chance to succeed is correct, but the info on the chance to skill up isn't posted yet. I'll work on adapting Tanker's handout from the Fan Faire into a FAQ.

                      On a related note, I'll also look at rewriting the success FAQ to something a little cleaner.
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