The following warnings occurred:
Warning [2] Use of undefined constant SAPI_NAME - assumed 'SAPI_NAME' (this will throw an Error in a future version of PHP) - Line: 3388 - File: inc/functions.php PHP 7.4.33-nmm6 (Linux)
File Line Function
/inc/functions.php 3388 errorHandler->error
/showthread.php 116 build_archive_link
Warning [2] Use of undefined constant IN_ARCHIVE - assumed 'IN_ARCHIVE' (this will throw an Error in a future version of PHP) - Line: 3331 - File: inc/functions.php PHP 7.4.33-nmm6 (Linux)
File Line Function
/inc/functions.php 3331 errorHandler->error
/inc/functions.php 3324 build_forum_breadcrumb
/showthread.php 195 build_forum_breadcrumb
Warning [2] Use of undefined constant IN_ARCHIVE - assumed 'IN_ARCHIVE' (this will throw an Error in a future version of PHP) - Line: 3331 - File: inc/functions.php PHP 7.4.33-nmm6 (Linux)
File Line Function
/inc/functions.php 3331 errorHandler->error
/showthread.php 195 build_forum_breadcrumb






Post Reply 
 
Thread Rating:
  • 0 Votes - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Stat Gain
Author Message
Kyrbis
Journeyman
*

Posts: 54
Likes Given: 0
Likes Received: 0 in 0 posts
Joined: Mar 2012
Reputation: 0



Post: #1
Stat Gain
Hey. I don't really understand this section in sphere_skills.scp

// Generic advance rates for stats
[ADVANCE]
STR=10000,4000,600
INT=10000,4000,600
DEX=10000,4000,600

Well, i know this declares the ratio of stat gain, but in which order, and is it like the skills at0% then 50% then 100%?

I didn't find a reference, so i'd be thankful if someone could light me up.
thanks
07-25-2013 12:18 AM
Find all posts by this user Like Post Quote this message in a reply
darksun84
Sir Spamalot
****

Posts: 1,687
Likes Given: 245
Likes Received: 162 in 151 posts
Joined: Mar 2012
Reputation: 35



Post: #2
RE: Stat Gain
i think it's : 100% 50% 0%.

Even if i think they should be read as : 1000.0 , 400.0, 60.0
07-25-2013 12:55 AM
Find all posts by this user Like Post Quote this message in a reply
Myrdin
Apprentice
*

Posts: 13
Likes Given: 0
Likes Received: 0 in 0 posts
Joined: Jun 2013
Reputation: 0



Post: #3
RE: Stat Gain
(07-25-2013 12:55 AM)darksun84 Wrote:  i think it's : 100% 50% 0%.

Even if i think they should be read as : 1000.0 , 400.0, 60.0

My experience shows, it actually is 0% 50% 100%.
That's why newbie chars have a lot of work to do to gain stats (10000) and older chars fill up to maximum stats real quick (600).

The Meaning is, u need 4000 "Stat uses" to gain 1 Stat point at stat 50. how many "stat uses" a character gains depends on divers values, ie. what skill is used?(->skillgain) what max stat has this skill? what procentage of the skill is based on the stat? what percentage of it is used for the respective stat? is it a sucess or a fail?...
08-05-2013 05:34 PM
Find all posts by this user Like Post Quote this message in a reply
Ben
Sphere Developer
*****

Posts: 612
Likes Given: 2
Likes Received: 123 in 70 posts
Joined: Mar 2010
Reputation: 18

SphereCommunity

Post: #4
RE: Stat Gain
Darksun84 is right, it is // ADV_RATE=Chance at 100, Chance at 50, chance at 0

Now after looking at the source, it appears that advance rates can have any number of arguments, not just 3 (anyone want's to test?)
so 1 arg would mean (same value from 0 to 100)
2 arg (Chance at 100, chance at 0)
3 arg (Chance at 100, Chance at 50, chance at 0)
4 arg (Chance at 100, Chance at 67, Chance at 33, chance at 0)
5 arg (Chance at 100, Chance at 75, Chance at 50, Chance at 25, chance at 0)
... and so on

So if this works, we actually have more control then we originally thought Smile

AxisII's current version: 2.0.4j
AxisII SourceCode on Github
AxisII up to date changelog
08-05-2013 11:30 PM
Visit this user's website Find all posts by this user Like Post Quote this message in a reply
Rattlehead
Master
**

Posts: 290
Likes Given: 3
Likes Received: 8 in 6 posts
Joined: Jun 2012
Reputation: 8



Post: #5
RE: Stat Gain
i still have a hard wrapping my head around exactly how that stat gain works, maybe u can clear it up;

ADV_RATE=Chance at 100, Chance at 50, chance at 0

chance at 100 what? what i mean is when will this fire exactly? chance after 100 skill uses? i cant ever figure out how this thing fires, what it looks for in order to even give 1 chance of a stat gain tbh

lets say this, and this is what i have thought, but i think i am wrong

STR=100, 500, 1000

so, if u have 100 str or more, u have a 10% chance of gaining a str point, if u have 50 str or more, u have a 50% chance of gaining a stat, if u have 0 or more u have a 100% chance of gaining a stat?

even thinking of it my way is confusing, and whats up with the numbers needing so many 0's? its hurting my brain!

[Image: matts_siggy.gif]
08-06-2013 07:58 AM
Find all posts by this user Like Post Quote this message in a reply
darksun84
Sir Spamalot
****

Posts: 1,687
Likes Given: 245
Likes Received: 162 in 151 posts
Joined: Mar 2012
Reputation: 35



Post: #6
RE: Stat Gain
With STR=100, 500, 1000 the results will be :

you need around 10 success/gain in a skill to increase STR by 1 if your skill is at 100.0

you need around 50 success/gain in a skill to increase STR by 1 if your skill is at 50.0

you need around 100 success/gain in a skill to increase STR by 1 if your skill is at 0
(it's not a good gain then Tongue)

Also i think that the BONUS_STR or BONUS_DEX or BONUS_INT influences which stat will be increased :
Anatomy have Bonus_INT = 100 so i think it will always increase INT. Alchemy have Bonus_INt = 80 and Bonus_Dex = 20 so i think when a Stat Gain fires there will a be 80% to be a INT gain and 20% to be a DEX gain.
(This post was last modified: 08-06-2013 08:27 AM by darksun84.)
08-06-2013 08:16 AM
Find all posts by this user Like Post Quote this message in a reply
Ben
Sphere Developer
*****

Posts: 612
Likes Given: 2
Likes Received: 123 in 70 posts
Joined: Mar 2010
Reputation: 18

SphereCommunity

Post: #7
RE: Stat Gain
This is taken right from source
// ex. ADV_RATE=8000,2000,100 for alchemy (hard)
// assume 100 = a 1 for 1 gain.
// ex: 8000 = we must use it 80 times to gain .1

Now it's actually more complicated then that because sphere uses those numbers to calculate the proper chances to gaining according to your current skill

AxisII's current version: 2.0.4j
AxisII SourceCode on Github
AxisII up to date changelog
08-06-2013 08:36 AM
Visit this user's website Find all posts by this user Like Post Quote this message in a reply
amonvangrell
Banned

Posts: 337
Likes Given: 17
Likes Received: 32 in 20 posts
Joined: Aug 2012

britannia shard

Post: #8
RE: Stat Gain
but this assumes only success has a way to gain status?
its should be on skill used instead.
10 skill used at 100 skill to gain 1 stat.
its still no good.
i remember on osi that every 5min using any skill i got a stat up. so people use kindling's to raise stats.
08-06-2013 08:49 AM
Visit this user's website Find all posts by this user Like Post Quote this message in a reply
darksun84
Sir Spamalot
****

Posts: 1,687
Likes Given: 245
Likes Received: 162 in 151 posts
Joined: Mar 2012
Reputation: 35



Post: #9
RE: Stat Gain
OSI stat gain is very very different

http://www.uoguide.com/Stats#Gaining_Stats
08-06-2013 08:58 AM
Find all posts by this user Like Post Quote this message in a reply
Rattlehead
Master
**

Posts: 290
Likes Given: 3
Likes Received: 8 in 6 posts
Joined: Jun 2012
Reputation: 8



Post: #10
RE: Stat Gain
ok, but what if ur skill is 75.0? or 15.0?

you need around 50 success/gain in a skill to increase STR by 1 if your skill is at 50.0

are we to assume its 50.0 or more?

[Image: matts_siggy.gif]
(This post was last modified: 08-06-2013 10:30 AM by Rattlehead.)
08-06-2013 10:30 AM
Find all posts by this user Like Post Quote this message in a reply
Post Reply 


Forum Jump:


User(s) browsing this thread: 1 Guest(s)