Ideas:chad3f:SkillsSystem: Difference between revisions
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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
portion skill xp▼
▲ portion xp
attacking 0.147 2.94
knife 0.294 5.88
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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).
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