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] |
effective_atk = (10 * 0.074) +/- (10 * 20%) = 0.74 +/- 2.0 = [0.00 - 2.74] |
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In this case, let's assume the the number 1.60 was generated. And assuming this was enough to kill something (or accrue per-hits xp), with the total xp earned |
In this case, let's assume the the number 1.60 was generated. And assuming this was enough to kill something (or accrue per-hits xp), with the total xp earned being 20, the amount of xp given to each skill is: |
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portion skill xp |
portion skill xp |
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strength 0.014 0.29 |
strength 0.014 0.29 |
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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 |
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 before, only this time resulting in a slightly better use (statistically speaking, given the random factor and other optional external effects [like karma]). |
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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. |
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. |
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