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Found 5 results

  1. With the recent issue concerning general XP and skills being resolved, I decided to do a little investigating into exactly how general XP distribution works for skills with invested points. (From character levels.) Disclaimer: I am terrible at forum formatting, so don't expect lots of pretty colors... just some explanatory text, numbers, and what I think of those numbers. =Intro= If you're already aware of how investing skill points and general XP works, feel free to skip this. Just a short 'newbie' guide to the situation. The long and short of it is this: if you invest skill points (from character levels) into any skill, it receives an amount of experience from all 'general' XP sources, which essentially allows you to level skills without grinding those skills. General XP sources, off the top of my head, are: quests, daily rewards, corpses / chests in Exploration Mode, and generally anything that is not experience from killing an enemy. With this in mind, you'll often hear learned players recommending to add at least one skill point to all skills you might ever use... and after my recent experiment, I cannot stress enough just how important that first skill point happens to be. Here's why! =Testing= So I did three(3) different test series, accounting for varying skills at varying amounts of invested skill points. By 'test series', I mean that I would change the variables (invested skill points in skills), and then do 5 tests in a row to ensure continuity on the percent amounts each skill was getting from an activity. I'm going to dump this info now. I apologize in advance if anything is confusing - I've been told I have a really special thought process. Still deciding if that's good or bad. This is also VERY preliminary in nature, as I'm limited to how many different variations I can test due to respecs costing real money. Will discuss my thoughts after the test spread. Tests are chronologically ordered (First / Second / Third). They will be titled like so: X Test - X XP (Source)... X Test just which test it is, 'X XP' is how much XP was gained from the activity, and (Source) is where it came from. (A chest or a corpse. I was too lazy to do quests for this.) Inside the test itself, each line will look like this: (A) Skill: X TO Y (Z / %) A = points invest, Skill = Skill being recorded, X = start XP / Y = end XP, Z = how much was gained, Z is the percent of the source XP that was gained by the skill. Pay CLOSE attention to the percents, especially for Lockpicking. You'll see a very important pattern. === First Test - 5,610 XP (4x4 Tumbler Chest) (25) Disenchanting: 13,959 TO 14,744 (785 / 13.9%) (15) Enchanting: 2,424 TO 2,985 (561 / 10%) (1) Lockpicking: 10,280 TO 10,842 (562 / 10%) Second Test - 2,810 XP (Corpse) (25) Disenchanting - 14,744 TO 15,137 (393 / 13.9%) (20) Enchanting - 2,985 TO 3,294 (309 / 10.9%) (15) Carpentry - 7,448 TO 7,729 (281 / 10%) (1) Lockpicking - 10,842 TO 11,123 (281 / 10%) Third Test - 8,415 XP (5x5 Tumbler Chest) (30) Disenchanting - 15,137 TO 16,399 (1,262 / 14.9%) (25) Enchanting - 3,294 TO 4,388 (1,094 / 13%) (20) Tailoring - 6,453 TO 7,295 (842 / 10%) (18) Carpentry - 7,729 TO 8,571 (842 / 10%) (15) Woodworking - 8,363 TO 9,205 (842 / 10%) (1) Lockpicking - 11,123 TO 11,966 (842 / 10%) === =Thoughts & Questions= I WISH I could do more testing to confirm some of my theories, but here are some facts and thoughts I have so far, based on just this info: *Any skill with at least one point will always gain 10% XP from general sources, regardless of changes to other skills. This can be seen from Lockpicking, which always had 1 point, but always got exactly 10% of the EXP, and is a definite fact. *Falling in line with the previous point, there seems to be a '10-percent floor', and that floor raises as you invest more total points throughout ALL skills. I had about 30ish reserve SP when I started this. In the second test, we saw that Enchanting (with 20 points) got 10.9% of the source - a little more than the 'floor' of 10%. But in the third test, Tailoring (which now had 20 points, like Enchanting did before), only got 10%... likely because I added several points to other skills, which raised the 10% floor a little bit. The same happened with the 25 point mark, as Disenchanting got 13.9% in the second test, but Enchanting only got 13%. So as the floor rises, it slowly reduces the gains of the skills above the floor, as well. How is the floor affected? If I had one point to 20 skills, or 20 points to just one skill, will each scenario have a different effect on the floor? Or will they both raise the floor in the same manner? *Focusing a single skill higher, and leaving the rest lower, does seem to increase how much XP that skill gains overall... but not by a substantial amount, when compared to having several skills at higher points. In the first test, there was a 10 point difference between disenchanting, and enchanting, and disenchanting was getting 3.9% more XP. By the time we got to the third test, there was only a 5 point different between disenchanting and enchanting, and while disenchanting was getting 1.9% more xp than enchanting, enchanting was gaining a full 3% more over tailoring, which was sitting at the 10% floor with only 5 points less. Unfortunately, I cannot test the extent of this theory... though there does seem to be some kind of ideal 'efficient balance' of points, I could not even hope to glean where that balance lies. How much XP would a skill gain if all skills had one, and that single skill had 50 points? How much XP would it gain if every other skill instead had five, or ten points? What if that skill had 50, and two other skills had 30, with the rest at one? *This is a weird part, but let's try to decipher it. If you look at test one and two, you'll notice that I left disenchanting at 25, but added 5 points to enchanting in the second test. This was the only skill point change I made. Somehow, Disenchanting still received 13.9%, even though Enchanting got .9% more from the source, which was above the floor! Why was Disenchanting still receiving the same amount, despite adding more points to another skill (which brought it above the floor, no less)? Also, when we got to test three, despite me adding about 20 points to the entire pool, the 25 skill mark only lost .9%... Unfortunately, this is the extent of testing I can do for now. Respecs cost real money, so I can't do many different combinations to get exacting detail, but you get the gist. (Hopefully.) If you take nothing else from this entire post, take only this: that first point is VERY important. You are essentially multiplying your skill XP gain many times over by investing a single point in each new skill. If there's even a far-fetched chance you might one day use a skill, don't be shy - pop a point in there. The return on that investment is massive after 30 or 40 character levels. Any other theories / thoughts based on this small test is welcomed. Debate! Ciao.
  2. Right off the bat: skills that have been allocated a certain amount of skill points do not receive XP from general sources, like quests, chest unlocks, and exploration XP. Full explanation of my problem and discovery follows. So, first off, a little backstory into my game so far: I got early advice to grab every craft skill, and place at least one point into each so they gain general XP and thus levels from nearly everything but straight combat. I did this at around level 3 or 4. I'm level 33 now. So now I have a string of skills that are all even, at the same level, around 82ish for all of them, give or take a level. Pretty cool. But I just recently noticed a pretty serious irregularity: my Enchanting skill is quite a bit lower than everything else, sitting at 53, almost 30 down, despite also receiving that initial skill point investment. I use enchanting often, but it's a skill that doesn't see much 'training' since I only enchant what I need. It is also a skill that I wanted to advance very fast, to obtain 300+ for three effects on items, so I put a lot of points into it... yet its base level is still much lower than all of the other skills, which I thought was odd, since it should at least be even (and even a little higher) than all of the 'low skills' I haven't used yet / much, but were getting general XP. I tested it, and sure enough: my Enchanting is not gaining XP from anything, except direct Enchanting. It took me a while to figure it out, but I confirmed it on other skills, too. Mining and Disenchanting were two other skills I invested a lot of points into early on. I did not notice the problem with them, because I use them a LOT, so they are a way higher level than other craft skills. But they also receive no XP from general sources. Now, the lowest skill point investment I've made, that is not receiving XP, is 25. Everything at or above 25 is not receiving XP. The highest I've made that is still receiving XP, is 15. So somewhere between 16 and 25 invested points is where the break occurs. I obviously cannot effectively test this, since respecs cost real money, but that's the data I've got on the problem for now.
  3. Long time no news! Mostly that's because of all my efforts being focused on developing the Flamefrost's 2nd edition, which is now almost complete (should be with us quite soon! ). However, there's still been an important adjustment to the crafting system made following your suggestions & feedback: base items of all crafts are no longer restricted by your character's level. In other words any level character can disenchant items of any level, as well as enchant/craft blueprints of levels higher than theirs. However, the base item's level is no longer considered in the craft's XP reward calculation; current character level and the item quality are used instead. Additionally, improving items via the "Improve" button now awards even more XP than the non-improved items. The new XP formula looks approximately as follows: [base XP for the selected craft] x [quality modifier] where: [quality modifier] = [character level / 10] x [item quality] Quality modifier can be increased by up to 100% depending on the amount of skill points applied to "Improve" this particular item. Additionally, base chances to create Junk, Common and Uncommon quality items have been increased to make it easier to start crafting. From now on, you have to have 20 skill levels for a 100% chance to craft Junk items, 100 skill levels for 100% chance to create Common items, 200 - for Uncommon items. Rare and Legendary item creation chances remain unchanged. As always, please let me know if you have any questions, feedback or concerns. P.S. Answering some of the questions I've been asked in the game below: 1) Success chance update affects all crafts except Salvage, which still follows its own independent rules. 2) This update does affect Alchemy and Cooking. However, it is planned to review and re-balance the Cooking/Alchemy items, as at the moment there's very little difference between "Junk Food/Potions" and "Legendary Food/Potions"; Junk will be made weaker, higher quality items - more powerful. So stay tuned for another update somewhere in the near future.
  4. Experience distribution

    I have about combat experience. How is it allocated? Vindicator lvl 32 fighting a Cedrela Animatis, lvl 33 elite. It tried this: looked at my melee weapon skill, had 8000 exp, out of 20k for next level. Went into battle, fought and took at most a few thousand points of damage. Used no potions to deal damage, or any the defensive heavy armor skills, just me and my trusty monster slicer. Oh, and the cleric. When the battle ended, it said I received ~7000 exp. Checking my melee weapon skill, it increased from 8000 to just 8900. I need to understand how the experience is allocated, because it's going to take me a very very long time to level up my melee skill at this rate. Oh, and ... my weapon deals 100% fire damage.
  5. Good morning everyone, Our skill XP requirement formula has just been updated in order to address a high-level problem: experience requirements for the high level characters (level 40+) used to grow exponentially, making it impossible to achieve the maximum skill level in more than a couple of skills, as having a level total of 2000+ required an astronomic amount of experience to advance any further. The new formula makes the experience requirements slightly higher (by approx. 25%) for the low level characters with skill total below 200, but after that the requirements will be a lot lower: upon achieving the skill total of 1000 your XP requirement will now be around 57,550xp (as opposed to the previous value of approx. 101,000xp). Additionally, after the skill requirements reach 90,000xp the formula changes and becomes more linear: on a 2500 skill level total the requirement is now 115,000xp per skill level (as opposed to the old value of 781,300xp). I'm hoping that this will make life a bit more enjoyable for our "skillers" and open some doors for those willing to try a new skill. As always, please do not hesitate to post if you have any questions, feedback or suggestions in regard to the new formula.