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Old 04-16-2008, 07:25   #11
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Mineral Sense

Okay, so if i understand this correctly.... WOW!!
Great post!
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Old 04-16-2008, 08:34   #12
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wooooooooow verry nice reactions on this post with a lot off helpfull info
thx
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Old 04-16-2008, 10:01   #13
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Most welcome, and thanks for reminding me to record that ramble post in my electronic diary ... Almost forgot about it too.
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Old 04-16-2008, 20:19   #14
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Very interesting read.

However, it raises some questions for me:

Code:
 BLP Pistoleer (Hit)
Agility*20        3%
Aim               4%
Combat Reflexes   3%
Combat Sense      5%
Commando          3%
Coolness          5%
Courage           3%
Dexterity         3%
Hangun            38%
BLP Wep' Tech'    14%
Marksmanship      7%
Perception        2%
Serendipity       1%
Weapons Handling  9%

Fully resolved and confirmed beyond any reasonable doubt.
Last edited by Jimmy B : 04-27-2007 at 22:53.
(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?

(2)Assuming everything above was 1000, then is 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 1000 = 10/20,000 = 0.0005
Weapons Handling 9% of 1000 = 90/20,000 = 0.0045

Agility = ???

So if we add them all up = 0.041 of a max possible 1.0 (or a 0.04% 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?

(3) Furthermore - IF I am close to the concept - 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?

(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?

(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?

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?

Thanks.
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Old 04-16-2008, 20:55   #15
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Calypso Ground Assessment Marksmanship

Some great posts here about skills in general.

Here is what i think about the mining skills

Surv/prosp = range indicator
Mineral sense = range indicator aswell
cga/geo = direction indicators
Miner = not sure yet
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