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Old 03-31-2006, 16:20   #11
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Well, some skills doesn't affect the profstanding at all. So you can't gather 20 people and compare the difference skills to one eachother. Because one or two of those skills won't do anything. And there's a huge chance that you'll miss something and estimate that it'll increase the profstanding some, even though it doesn't.

The most accurate way is with the skillchips, it's almost impossible to get a 100% accurate formula any other way. And you'll also have to take the Hidden Skills into the calculation. So it's going to be a real mess if you do it without using any skillchips.

I guess you'd have to gather a reasonably large amount of Avatars if you're going to do it some other way though.

However, the skills that I noticed that have an affect on the profstanding are: Dexterity, Perception, Aim, Combat Reflexes, Primary Skill, Weapon Handling and the Tech Skill.

Last edited by Recoda; 03-31-2006 at 16:31.
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Old 03-31-2006, 23:20   #12
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Like Recoda says, it would take WAY more than 20 people. At first I thought that people like me that switched from Laser to BLP late and then took up Mining after 2k or more in Rifle and then... would mess things up. But then I realized if you got the formula figured out on people who DIDN'T take the crazy road that people like I did it should still apply.

Assuming you got the formula right
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Old 03-31-2006, 23:53   #13
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Maybe taking avatars that got a fresh update in their pro-standing and haven`t skilled much after it would decrease the number of needed ppl?

Stil an idea that would just work in theory IMO. Would be impossible to do that in practice.
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Old 04-02-2006, 10:55   #14
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Great ideas everyone, keep them coming.

I am now thinking that a website can help collecting data. I will start asking my soc members and others to provide me with their skill data.

Perhaps with number crunching or math we can figure out what the formula is (might be). MA has placed a complex formula on the skill gain, but I don't think the professional standings formula is that complex.
Why would MA make that formula complex, it is just a simple reward of skill progress.

When I play I really look at the the skills gained during a certain action. Based on that I have formed my first skills list. And dexterity is on that list... Perception I am not sure yet.

I was also not sure what to do with Marksmanship. The secundair and tertair skills thought of jdegre is indeed smart. Must take those in account too.

I will work on it more this week, but please report skills and hit ability just after a change in your primary (highest) professional standing. We need hunters, crafters, and miners too.

Thanks,
d'Angelo
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Old 04-02-2006, 11:04   #15
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Quote:
Originally Posted by d'Angelo
Great ideas everyone, keep them coming.

I am now thinking that a website can help collecting data. I will start asking my soc members and others to provide me with their skill data.

Perhaps with number crunching or math we can figure out what the formula is (might be). MA has placed a complex formula on the skill gain, but I don't think the professional standings formula is that complex.
Why would MA make that formula complex, it is just a simple reward of skill progress.

When I play I really look at the the skills gained during a certain action. Based on that I have formed my first skills list. And dexterity is on that list... Perception I am not sure yet.

I was also not sure what to do with Marksmanship. The secundair and tertair skills thought of jdegre is indeed smart. Must take those in account too.

I will work on it more this week, but please report skills just after a change in your primary (highest) professional standing. We need hunters, crafters, and miners too.

Thanks,
d'Angelo
The skillsystem isn't that complex at all. You'll gain an X amount of points into the profstanding lvl for an Y amount of lvls in Handgun/Rifle/LWT/Aim, etc.

So for instance, you might gain 0.4 Points in the Hit Ability for 750 lvls, that would be a rather decent H/A modifier. For 1500 lvls, you'd gain 0.8 and 2250 lvls you'd gain 1.2 Points in the Hit Ability. However, there are alot of skills to take into consideration. The primary skill will ofcourse be the best profstanding modifier, followed by some secondary skills.

I'm not sure if anyone have looked into the Hit Ability, Critical Hit yet. However, there are alot of stats available on HP modding skills out there. I did some tests on the Anatomy skill some time ago, as it turns out it's a rather decent minimum damage modifier. However, I lost those stats so I'm not able to post them here.

This looks like a rather large project however, I'm not sure how I could help you right now. But, good luck with it.
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Old 04-02-2006, 11:39   #16
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Quote:
Originally Posted by d'Angelo
What is the formula used to determine the professional standing?

I use the current formula but it is still missing something:
For Laser Sniper the average of the following skills:
- Aim
- Combat reflexes
- Inflict Ranged Damage
- Rifle
- Weapons Handling
- Anatomy
- Laser Weaponry Technology

This formula returns a value close to my professional standing. The result divided by 1000 should be equal to your hit ability.

Does it also apply to yours? Is this formula correct?
Has handgun the same calculation (replace rifle for handgun)?
Has BLP the same calculation (replace laser for BLP Weaponry Tech)?
What is the calculation for critical hit ability?

Many questions but who can help?
Good job - keep on calculating

You can find a lot of avatar skills here Avatar skills - and in my case i just got a change in my prof stannding after inserting of a HG gsi. My skills can be found there too.
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Old 04-02-2006, 15:44   #17
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What about PE Stats? PE Stats

Don't they have a web page somewherer that people upload their stats? I've never used the web version so I don't know. But that should be a treasure trove of skill data.
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Old 04-02-2006, 15:53   #18
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Well, every skill has it own value, so to find out both what skills that are included
and what value every skill has, will probably take some time.
F.ex Rifle has way higher value than LWT....
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Old 04-02-2006, 18:08   #19
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Ok. So, here are some of my skills exactly at the moment of turning "skilled laser sniper":

- Aim: 1003
- Combat Reflexes: 1040
- Inflict Ranged Damage: 1229
- Rifle: 3152
- Weapons Handling: 1523
- Anatomy: 2903
- Laser Weaponry Technology: 3561
- Dexterity: 867
- Perception: 595

So, if we assume the there are no other skills affecting the "laser sniper" pro stand, then we need to find out the weights of each skill, so they give 2200 (skilled) rank.

Cheers,
/jdegre.

Last edited by jdegre; 04-02-2006 at 18:22. Reason: Added two more skills, as per Recoda suggestion
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Old 04-02-2006, 18:20   #20
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Quote:
Originally Posted by jdegre
Ok. So, here are some of my skills exactly at the moment of turning "skilled laser sniper":

- Aim: 1003
- Combat Reflexes: 1040
- Inflict Ranged Damage: 1229
- Rifle: 3152
- Weapons Handling: 1523
- Anatomy: 2903
- Laser Weaponry Technology: 3561

So, if we assume the there are no other skills affecting the "laser sniper" pro stand, then we need to find out the weights of each skill, so they give 2200 (skilled) rank.

Cheers,
/jdegre.
I don't think IRD nor Anatomy affects the professional standing, however. I'm sure that Dexterity and Perception will also have an affect. So I guess those stats would be nice to have as well.
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