Effects of skills, esp. Magical Efficiency
Author  Topic: Effects of skills, esp. Magical Efficiency 

Apprentice
Member # 1982

written Tuesday, August 1 2006 23:56
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I did some tests to find out the effect of certain skills on your character and I thought, I'd share my findings: The hit points of a character are given by 7+[(4+L)*E/2], where L is the level of the character, E his endurance, and [x] denotes the largest integer less or equal x, i.e. rounding down. Only base and bought skill levels do affect the hit points. The carry capacity of a character is given by max{50+40*S, 450}, where S is the strength of the character, including all external boni (items, divinely touched,..). The trait "Strong Back" increases the carry capacity by a factor of 4/3 so the maximum cc of a character with that trait is 600 (which makes strong back one of the best traits, imho) To deduce the percentage that quick strike grants +2 AP, I went into combat mode and counted the number of turns the character got 6 AP over 100 turns. Quick Strike level / number of turns with 6 AP 1 / 1 2 / 8 3 / 6 10 / 23 40 / 81 50 / 100 (and the ratio stayed at 100% many many turns more) All the data nicely supports my claim that each level of quick strike gives a chance of 2% to get +2 AP. I tried the same for magical efficiency. I casted Divine Host (normal casting cost 30) a number of times and noted the effective casting cost. effective cost / number of occurences ME 1  30 / 13 29 / 15 28 / 5 27 / 1 26 / 1 ME 2  30 / 4 29 / 10 28 / 9 27 / 7 26 / 2 25 / 2 24 / 1 ME 4  30 / 1 29 / 1 28 / 9 27 / 10 26 / 5 25 / 6 24 / 3 23 /2 ME 10  30 / 0 29 / 0 28 / 0 27 / 2 26 / 4 25 / 2 24 / 3 23 / 5 22 / 7 21 / 6 20 / 8 19 / 1 18 / 1 17 / 1 While there is a definite trend in the data, I was unable to extract the formula due to the bad statistic (some kind of binomial distribution looks promising). If you think that it would be interesting to know the formula (unless it is already known in which case I apologize for having bothered you with lots of numbers), it would be very nice if you could do some tests yourself and post the results to improve the statistic. The Mad Scientist Posts: 23  Registered: Tuesday, October 1 2002 07:00 
...b10010b...
Member # 869

written Wednesday, August 2 2006 02:00
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This is all really interesting stuff, and I for one am grateful for the time and effort you spent experimenting with QS and ME. Good job! I might collect some data myself when I have the time, which, at the moment, I don't. [ Wednesday, August 02, 2006 02:01: Message edited by: Thuryl ]  The Empire Always Loses: This Time For Sure! Posts: 9973  Registered: Saturday, March 30 2002 08:00 
Apprentice
Member # 1982

written Thursday, August 3 2006 04:10
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Some new results: To buy n levels of a skill that has a base cost b one has to invest n*b+(n*n2*n+n mod 2)/4 skill points, where (n mod 2) is 0 if n is even and 1 if it is odd. For example 6 ranks of melee weapons cost 6*3+(6*62*6+6 mod 2)/4=18+24/4=24 skill points, 17 ranks of mage spells cost 5*17+(17*172*17+17 mod 2)/4=85+256/4=149 skill points. The base cost of the special skills are: Quick Strike 3 Parry 3 Blademaster 5 Anatomy 4 Gymnastics 4 Pathfinder 1 Magery 4 Resistance 5 Magical Efficiency 4 Lethal Blow 4 Riposte 5 Sharpshooter 4 It is also possible to calculate the number of skill points that have to be invested to have access to the special skills: Quick Strike 60 Parry 54 Blademaster 84 Anatomy 58 Pathfinder 48 Magery 78 / 72 (depending if mage or priest is at 6) Resistance 116 Magical Efficiency 166 / 160 (as above) Lethal Blow 214 Riposte 226 Sharpshooter 50 The Mad Scientist Posts: 23  Registered: Tuesday, October 1 2002 07:00 
BANNED
Member # 4

written Thursday, August 3 2006 14:07
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This sorta reaffirms what we already know Riposte is worthless trash.  * Posts: 6936  Registered: Tuesday, September 18 2001 07:00 
Law Bringer
Member # 6785

written Tuesday, January 15 2008 23:10
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*bump* To preserve material Posts: 4643  Registered: Friday, February 10 2006 08:00 