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Old 05-15-2008, 17:29   #11
Jimmy B
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Quote:
Originally Posted by Shard-Angel View Post
Anyhow, in the thread it was pointed out that our skill_MAX now stands at 20,000 per skill. Previously it was 10,000.
There is no max skill as far as I know. Joda has 23k Courage I believe, for instance.

Quote:
Originally Posted by Shard-Angel View Post

(1) If 20,000 points per skill is the (alleged) max atm, and say my skill in handguns is 1000, does this mean I am:

1000/100*38 = 380
380/20,000 = 0.019 chance to hit/efficient of a grand total of 1 (or 100%) possible?

{This is the same as ((1000/20,000)*(38/100)) }. Or is my assumption incorrect here?
The maximum skill, if indeed there is one, is irrelevant to how you calculate your profession level (which determines your hit rate).

Quote:
Originally Posted by Shard-Angel View Post
(2)Assuming everything above was 1000, then does the MA formula for MAX POSSIBILITY for me to be able to HIT/Damage a critter work like this?


Aim = 4% of 1000 = 40/20,000 = 0.002
Combat Reflexes = 3% of 1000 = 30/20,000 = 0.0015
Combat Sense = 5% of 1000 = 50/20,000 = 0.0025
Commando = 3% of 1 (not unlocked I'd assume) = 0.0000
Coolness = 5% of 1 (not unlocked I'd assume) = 0.0000
Courage = 3% of 1000 = 30/20,000 = 0.0015
Dexterity = 3% of 1000 = 30/20,000 = 0.0015
Hangun = 38% of 1000 = 380/20,000 = 0.019
BLP Wep' Tech = 14% of 1000 = 0.007
Marksmanship = 7% of 1 (not unlocked I'd assume) = 0.0000
Perception 2% of 1000 = 20/20,000 = 0.001
Serendipity 1% of 1 (not unlocked I'd assume) = 0.0000
Weapons Handling 9% of 1000 = 90/20,000 = 0.0045

Agility = ???

So if we add them all up = 0.036 of a max possible 1.0 (or a 0.03% max possible chance to be able to hit?).

Not sure this assumption is correct - as I am definitely able to hit them much better than that rate.

So what does this all mean then?
The correct calculation is:

Aim = 4% of 1000 = 40
Combat Reflexes = 3% of 1000 = 30
Combat Sense = 5% of 1000 = 50
Commando = 3% of 1 = 0.0000
Coolness = 5% of 1 = 0.0000
Courage = 3% of 1000 = 30
Dexterity = 3% of 1000 = 30
Hangun = 38% of 1000 = 380
BLP Wep' Tech = 14% of 1000 = 140
Marksmanship = 7% of 1 = 0.0000
Perception 2% of 1000 = 20
Serendipity 1% of 1 = 0.0000
Weapons Handling 9% of 1000 = 90

Add them up gives 810. This means you are level 8.1 BLP Pistoleer. We believe this means you will hit about (80+12*8.1/100)%=81% of the time (with a non-SIB BLP pistol). Scopes and sights may improve that hit rate.

Quote:
Originally Posted by Shard-Angel View Post
(3) Furthermore - IF this concept is close to the real thing - then to be ACTUALLY be able to hit a critter would also take into account further algorithms:
(a) Distance to critter
(b) Type of damage dealt
(c) critters resistances to damage types
(d) critters EVADE/Dodge chance? Or other skills of avoidance.
(e) etc.

Does this mean that our skills play an infinitely miniscule part in outcome of our combat?
As far as I know as long as the creature is in range of your weapon, (a) makes no difference. Nor does (b). Creatures have no specific resistance to any damage type to my knowledge.

But yes, possibly some mobs can evade/dodge you better than others.

Skills play a significant part in the outcome of our combat. A complete noob can spend over 25% to do the same damage with the same gun as an uber (Hence why the noob should be using a more efficient SIB gun instead). Also the noob will probably end up dead before he kills the mob, whereas the uber won't.

Quote:
Originally Posted by Shard-Angel View Post
(4) Note that IF I am close to the concept - the numbers are definitely not in our favor - so does MA skew the numbers with X + (skill_chance) for our benefit? Or is there another RANDOM factor/skill (like Luck) involved?
I'm don't really understand what you're asking.

Quote:
Originally Posted by Shard-Angel View Post
(5) Then there is the Newbie-Luck factor a lot of pros and veterans crib about - they say they have less luck than newbies. How does that factor come into play? Random? Or imagined?
I'm not sure veterans in general say they have less luck than newbies. But a veteran is more likely to moan about luck than a newbie is. He's been around for longer, he's more entwined in the game, he's got more invested in it, and he's probably more stuck in his ideas.

Quote:
Originally Posted by Shard-Angel View Post
(6) OR is this number our actual chance to hit the HoF/ATH?
No.


Quote:
Originally Posted by Shard-Angel View Post
Another question that bothers me is that one day MA wakes up and decides to raise the cap from 10,000/skill to 20,000/skill.

Now in a normal MMO this would be an insane backlash of players calling it a NERF. Essentially, this move would either mean that:

(a) All our skills were 50% of what they used to be (or half as effective).

OR

(b) Our skills remain at the SAME effectiveness - BUT for NEWER regions/planets/space/etc - then NEWER levels (ie above 10,000) will be MORE effective overall.

Now this hasn't been explained either. Now IF the answer is (a) then this is a serious business ethical breach - since EU is NOT an ordinary MMO - but a Real Economy (and thus can be - and should be - monitored by some Business Ethics Authority). And IF suddenly all our avatars/skills have been DEVALUED - then we have a legal problem. (Note I state *IF* this is the case.)

I mean even small things like the recent avatar running speed nerf (which MA did not to tell us about) also has legal ramifications: ie. since slower speeds mean death more frequently = more medkit usage = more armor/wep/item degradation = more DECAY = more money for MA.

Again, please dont flame me - all these numbers people throw at me are nice and all - but in all PRACTICALITY what exactly are they doing for me? ie please explain in Laymans terms preferably with examples.

Basically why should anyone invest hundreds/thousands of dollars to improve skills - if they are not paying back?

Maybe, my equation is totally incorrect - so can someone clear this up for me (and all players/payers).

Thanks.
Well I think this whole max skill thing has you confused.

Afaik there has never been a max skill. In the past only the first 10000 levels of a skill counted towards a profession level. Now that restriction has been removed. When that happened, people with over 10k in skills suddenly got better overnight. So thats kinda an anti-nerf.

When there was actually a skill nerf, what it meant was that it became much harder to gain skills as you required more 'skill points' to gain the same amount of skill as you did before. But we never lost any effectiveness from the skills we already had, and in fact those skills in essence became more valuable (if we sold them they would occupy more space on an ESI than they used to, and hence in theory would sell for more PED).

And finally, tbh, slower running speeds really make little difference to anything. Just means it takes longer to get from one mob to the next lol. Unless you're doing the shoot mob, run away, shoot again. Which presumably MA never intended you to do, hence they slowed the running speed down so you can't do it so well anymore (still can do on some mobs though).
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