Ideas:chad3f:SkillsSystem: Difference between revisions

Jump to navigation Jump to search
Content deleted Content added
imported>Chad3f
imported>Chad3f
Line 125: Line 125:
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).
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).
Now let's say that many days (or weeks/months) have passed with the player constaintly using only their knife and improving their associated skills.. so much so, they have maxed out all those skills to their full potential (1.0) and finally decide to upgrade to a short_sword with a full atk of 20.

As before, here are the calculated proportions/player skills/totals for the sword:

portion player final
attacking 0.118 1.000 0.118
sword 0.235 0.000 0.000
short_sword 0.235 0.000 0.000
slash 0.118 1.000 0.118
stab 0.035 1.000 0.035
range_close 0.118 1.000 0.118
range_medium 0.024 0.000 0.000
agility 0.059 1.000 0.059
strength 0.059 1.000 0.059
+ =====
0.507

In this case all the common skills have been transfered, but the ones not related to a knife as still their untrained defaults. So the final scale is 50.1%, or an effective atk of 10 +/- 4.

Now the values shown may not be very realistic, as they were just needed to demonstrate the algorithm.