Say that pre-nerf, there was a flat 5% chance of a skill-up from 200 to 300. Then the average total number of combines to get from 200 to 300 would be (1 / 0.05) * (300 - 200) = 20 * 100 = 2000.
Now suppose SoE decided to make a linear sliding scale from 200 to 300 with an average skill-up percentage of 4% (20% harder than before) and a skill-up chance at 300 of 1%. That'd work out to a 7% chance of skill up at 200, and at any given skill level x, a percent chance of skill up of (19 - (3x / 50))%.
The average total number of combines to get from 200 to 300 is now SUM[x=200,299]{1 / ((19 - (3x / 50)) / 100)} = 3200.
So the chance of skill-up only decreased by 20%, but the number of combines required to get from 200 to 300 increased by a whopping 60%. We're getting a double whammy, first from the drop from 5% to 4%, second from the sliding scale, and the effect from the sliding scale is worse than the 5% to 4% nerf. As I see it, there was NO reason to drop the average skill-up chance from 5% to 4%, the sliding scale was more than enough deterrent.
Now suppose SoE decided to make a linear sliding scale from 200 to 300 with an average skill-up percentage of 4% (20% harder than before) and a skill-up chance at 300 of 1%. That'd work out to a 7% chance of skill up at 200, and at any given skill level x, a percent chance of skill up of (19 - (3x / 50))%.
The average total number of combines to get from 200 to 300 is now SUM[x=200,299]{1 / ((19 - (3x / 50)) / 100)} = 3200.
So the chance of skill-up only decreased by 20%, but the number of combines required to get from 200 to 300 increased by a whopping 60%. We're getting a double whammy, first from the drop from 5% to 4%, second from the sliding scale, and the effect from the sliding scale is worse than the 5% to 4% nerf. As I see it, there was NO reason to drop the average skill-up chance from 5% to 4%, the sliding scale was more than enough deterrent.


Ngreth Thergn
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