Ideas:chad3f:SkillsSystem: Difference between revisions

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imported>Chad3f
imported>Chad3f
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effective_atk = (10 * 0.074) +/- (10 * 20%) = 0.74 +/- 2.0 = [0.00 - 2.74]
 
In this case, let's assume the the number 1.60 was generated. Assuming this was enough to kill something after(or a fewaccrue per-hits (perhaps a rat"xp"), and the total xp earned was 20, the amount of xp given to each skill is:
 
portion skill xp
 
portion xp
attacking 0.147 2.94
knife 0.294 5.88
Line 123 ⟶ 122:
agility 0.102 2.06
strength 0.014 0.29
 
These dived xp points are then added to each skill (this example assumes skill is stored as xp and converted to [0-1] skill values when needed). The next time the weapon is used, the new skill values contribute to it's potential as done above resulting in a slightly better use (statistically speaking, given the random factor).
 
Now let's say that many days (or weeks) have passed with the play constaintly using only their knife and improving their associated skills.. so much so, that have maxed out all those skills to their full potential (1.0).