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Found 3 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. Crafting: General Guide

    Following the change log record dated 18/01/2016, the time has come to share some more information about the new crafting skills and the associated processes. There are currently 6 core crafting skills that allow to create new in-game items and 2 accessory skills that apply to most of the core skills. Some of the core skills utilize a "sub-skill" needed to obtain their crafting ingredients (e.g. mining for blacksmithing). However, some crafting skills work on their own (e.g. Alchemy). The core skills are: 1) Blacksmithing 2) Leatherworking 3) Tailoring 4) Carpentry 5) Alchemy 6) Cooking And the 2 accessory skills that interact with the existing items are: 7) Disenchanting 8) Enchanting Although each skill requires a similar number of crafting ingredients (a base item, a catalyst and at least one effect item or an "extra"), crafting ingredients come from a variety of sources and some of them are a result of another crafting skill. Therefore, some crafts are more "layered" than the others, and some of them are easier to master without performing other crafts. For example, all ingredients for Alchemy can be found in gardens and public farms; this skill does not relate to another craft, even though it has a sub-skill of "herbalism", and can therefore be considered "easy". Blacksmithing, on the other hand, is the most complex skill in the game as it touches two other crafts (disenchanting and enchanting), utilizes a sub-skill of mining and requires the catalysts to be processed (ore transformed into ingots). More on each skill in the separate threads in this forum! There is a cap of 10 skill levels per character level, so a level 50 character can raise any craft to 500 by practising it. However, you can exceed that maximum via the skill bonuses from magical items, plus you receive 5 skill points to allocate wherever you like upon each level up (skill points are manually added on top of the skill levels obtained via practice and ignore the skill cap). One character can master every single craft, there is no restriction. But it will take a while, as the more skill levels you have in total, the more experience it takes to get to the next skill level. E.g. for a character with no skills it takes around 100xp to get to the second level of carpentry. However, if I have 500 in blacksmithing and enchanting, it would take a lot more than 100xp for level 2 carpentry. And one more thing I should probably mention in relation to crafting is what the skill levels actually affect and stand for: Your crafting level does *not* limit the core items you can create (i.e. you can equally attempt to create any kind of armour or weapon even with 1 skill level, provided that your blueprint's level is lower or equal to your character's level), but it does affect the chances of item creation and maximum quality you can build (and for enchantment/alchemy/cooking the skill level allows to add more effects to the crafted item). For example, with level 1 blacksmithing you can craft Junk quality weapons and armour, with 15% success chance. Attempting to craft items of higher quality (common, uncommon etc.) is possible, but the success chance drops to 1% and below, so without a bit of practice on the Junk items you're likely to just waste the resources. And most importantly, skill levels allow you to "improve" the final values of your items by "[skill level] / 3". For example, if you're building a sword that would initially deal 10-15 damage (initial value defined by the item's level on the blueprint), which is increased to 20-30 by the rare metal that you decide to use, and your blacksmithing level is 300, you can improve this item by x100, meaning that the final damage of this sword would be 2000-3000. As you can see, buffs and item enchantments increasing your blacksmithing level become really useful here, as with a skill level going beyond the allowed maximum you can potentially craft some really powerful weapons and a very strong armour (possibly better than what you could get from the quest rewards or looting). Almost: blueprints will remain of the same quality (which depends on the quality of item you're disassembling: disassembling a legendary item will charge the State Capsule with a "Legendary" quality and produce a better blueprint in general), but the higher level disenchanting allows to detach more special effects from the item: for example, if you only have 1 level in Disenchanting, you can use only 1 Property Container gem in the process, so if an item you're disenchanting has 3 enchantments your Property Container will be charged with one random effect (and all others will be lost). However, if you have 300 levels of disenchanting, you can use 3 Property Containers which will absorb all enchantments from the item you're disassembling. Of course, if you're not worried about the enchanting you can omit the Property Containers entirely and just obtain the blueprint with a charged State Capsule. In this case you're only worried about disenchanting levels because they increase your general chances of success (attempting to process a Legendary item on level 1 disenchanting would probably be unwise and lead to a complete disaster :)). Please do not hesitate to post if there are any other questions you'd like me to answer!