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Old 01-26-2007, 02:05   #1
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Impact on professions of chipping skills

This thread is intended to supplement the pro-standing calculation thread here. For discussions, guess work and calculations about pro-standing keep using that thread. This thread is for cold, hard data obtained via chipping.

I recommend anyone submitting data should submit three posts per chipped skill. One for screenies of skill before chipping and after chipping. One for the 6 screens of professions before chipping. One for the 6 screens of professions after chipping. That way we can each check each others data, should we be so inclined. I'm not planning on spending huge amounts of cash but its possible to get reasonably accurate data from small-ish chips so should be possible to get some good results at not too much expense. I'd recommend trying to get chips that move your skill by at least 100 levels though. Note also, results from chipping out should be equally valid if you're that way inclined!

I'll maintain a summary of results on this post. I'll also check through the old threads later and post any definite data that has been posted to them and add it here. I'll also update wiki with the results.



Resolved skills

Aim (7, 28%)
All Sniper, Pistoleer (Hit) professions 4%

Alertness (3, 13%)
Evader 5%
Dodger 5%
Pet Handler 3%

Analysis (4, 40%)
Humanoid Investigator 10%
Mutant Investigator 10%
Robot Investigator 10%
Animal Investigator 10%

Anatomy (15, 267%)
All (Dmg) professions, inc MF, 20%
Paramedic 13%
Human Investigator 10%
Mutant Investigator 4%

Animal Lore (2, 61%)
Animal Tamer 21%
Pet Handler 40%

Animal Taming (2, 58%)
Animal Tamer 38%
Pet Handler 20%

Armor Technology (1, 11%)
Armor Engineer 11%

Attachments Technology (1, 11%)
Attachment Engineer 11% (small chip so possible small error)

Athletics (2, 26%)
Evader 14%
Dodger 12%

Biology (3, 23%)
Animal Investigator 10%
Humanoid Investigator 8%
Mutant Investigator 5%

BLP Weaponry Technology (4, 57%)
Ranged BLP (Dmg) 25%
BLP Sniper (Hit) 14%
BLP Pistoleer (Hit) 14%
BLP Weapons Engineer 4%

Blueprint Comprehension (14, 132%)
Electronics, Mechanical, Metal Engineer 11%
Weps, Attachments, Armor, Tool Engineer 9%
Carpenter 9%

Botany (1, 8%)
Animal Investigator 8%

Bravado (11, 55%)
Swordsman, Knifefighter, One-Handed, Two-Handed (Hit) 7%
Brawler, Whipper (Hit) 6%
Pyschotropian, Pyrotropian (Hit) 3%
Reviver, Biotropian 3%
Animal Tamer 3%

Calypso Ground Assessment (2, 17%)
Surveyor 9%
Prospector 8%

Clubs (4, 127%)
Two-Handed Clubber (Hit) 39%
One-Handed Clubber (Hit) 38%
Two-Handed Clubber (Dmg) 25%
One-Handed Clubber (Dmg) 25%

Coloring (1, 47%)
Colorer 47%

Color Matching (1, 20%)
Colorer 20%

Combat Sense (19?, 86%?)
Dodger 7%
Evader 6%
All ranged (Hit) professions 5% (MF assumed included)
All melee (Hit) professions 4%
Decoy Dispenser 2%
Animal Tamer 2%

Combat Reflexes (16?, 62%?)
Evader 11%
Dodger 10%
Decoy Dispenser 5%
Kinfefighter, Swordsman, One/Two-Handed Clubber (Hit) 5%
Brawler, Whipper (Hit) 3%
All Pistoleer (Hit) Professions 3%
All Sniper (Hit) Professions 3%
Animal Tamer Unknown

Computer (7, 24%)
Driller 6%
Miner 5%
Robot Investigator 5%
Tailor 2%
Animal, Human, Mutant Investigator 2%

Concentration (6, 65%)
Teleporter 15%
Sweat Gatherer 10%
Pyrotropian (Hit) 10%
Psychotropian (Hit) 10%
Biotropian 10%
Reviver 10%

Coolness (13, 65%)
One-Handed Clubber (Hit) 6%
Brawler (Hit) 6%
Knifefighter (Hit) 6%
Decoy Dispenser 6%
Two-Handed Clubber (Hit) 5%
Swordsman (Hit) 5%
All Pistoleer (Hit) Professions 5%
All Sniper (Hit) Professions 4%

Courage (22, 82%)
Evader 7%
Dodger 6%
Animal Tamer 5%
Pet Handler 5%
All Melee (Hit) professions (except Whipper) 4%
All Ranged (Hit) professions (inc MF) 3%
Whipper (Hit) 3%
Biotropian 3%
Reviver 3%
Sweat Gatherer 3%

Dexterity (27, 86%)
Decoy Dispenser 12%
Tailor 10%
Colorer 5%
Laser, Gauss, BLP, Plasma Sniper (Hit) all 3%
Laser, BLP, Plasma Pistoleer (Hit) all 3%
Paramedic 3%
Biotropian 3%
Reviver 3%
Psychotropian, Pyrotropian (Hit) both 3%
Pet Handler, Animal Tamer both 3%
Teleporter 2%
All Melee (Hit) professions 2%
Face Sculptor, Hair Stylist, Body Sculptor all 1%

Diagnosis (1, 8%)
Paramedic 8%

Drilling (1, 55%)
Driller 55%

Dodge (1, 31%)
Dodger 31%

Electronics (2, 18%)
Electronics Engineer 13%
Robot Investigator 5%

Engineering (17, 428%)
Electronics Engineer 30%
Mechanical Engineer 30%
Metal Engineer 30%
Tool Engineer 29%
Armor Engineer 29%
Attachments Engineer 29%
All Weapons Engineer Professions 28%
Carpenter 28%
Tailor 20%
Driller 4%
Miner 3%
Evader (1, 25%)
Evader 25%

Extraction (2, 29%)
Miner 15%
Driller 14%

First Aid (1, 37%)
Paramedic 37%

Genetics (4, 21%)
Mutant Investigator 9%
Face Sculptor, Hair Stylist, Body Sculptor 4%

Geology (2, 41%)
Prospector 21%
Surveyor 20%

Handgun (3, 114%)
All Pistoleer (Hit) professions 38%

Heavy Melee Weapons (2, 14%)
Swordsman (Hit) 7%
Two Handed Clubber (Hit) 7%

Inflict Melee Damage (6, 30%)
All melee (Dmg) professions 5%

Inflict Ranged Damage (6, 24%)
All ranged (Dmg) professions, including MF, 4%

Laser Weapon Technology (4, 57%)
Ranged Laser (Dmg) 25%
Laser Sniper (Hit) 14%
Laser Pistoleer (Hit) 14%
Laser Weapons Engineer 4%

Light Melee Weapons (4, 28%)
Knifefighter (Hit) 7%
One-Handed Clubber (Hit) 7%
Whipper (Hit) 7%
Brawler (Hit) 7%

Longblades (3, 68%)
Swordsman (Hit) 39%
Swordsman (Dmg) 25%
Longblades Engineer 4%

Machinery (11, 65%)
Weps, Attachments, Armor, Tool Engineer 6%
Carpenter 5%

Manufacture Armor (1, 32%)
Armor Engineer 32%

Manufacture Attachments (1, 32%)
Attachments Engineer 32%

Manufacture Electronic Equipment (1, 34%)
Electronics Engineer 34%

Manufacture Tools (1, 32%)
Tool Engineer 32%

Marksmanship (13, 113%)
All Ranged (Dmg) professions 10%
Psychotropian (Dmg) 10%
Pyrotropian (Dmg) 10%
All Sniper (Hit) professions 8%
All Pistoleer (Hit) professions 7%

Mechanics (2, 16%)
Mechanical Engineer 13%
Robot Investigator 3%

Medicine (1, 6%)
Paramedic 6%

Melee Combat (13, 104%)
Brawler (Hit) 12%
Whipper (Hit) 10%
Swordsman, Knifefighter, 1-2 Handed Clubbers (Hit) 9%
All melee (Dmg) 5%
Animal Tamer 2%

Metallurgy (1, 13%)
Metal Engineer 13%

Mining (1, 56%)
Miner 56%

Perception (22, 73%)
Decoy Dispenser 14%
Prospector 5%
Surveyor 5%
All Investigator Professions 5%
All non-Mindforce combat (Hit) Professions 2%
Pet Handler 2%
Animal Tamer 1%

Plastic Surgery (3, 36%)
All Beauty Professions 12%

Power Catalyst (5, 30%)
Pyschotropian (Hit) 6%
Pyrotropian (Hit) 6%
Biotropian 6%
Teleporter 6%
Reviver 6%

Powerfist (3, 66%)
Brawler (Hit) 36% (originally posted 39% incorrectly)
Brawler (Dmg) 25%
Powerfist Engineer 4%

Probing (4, 27%)
Robot Investigator 8%
Mutant Investigator 7%
Animal Investigator 6%
Humanoid Investigator 6%

Prospecting (1, 50%)
Prospector 50%

Psychotropy (3, 129%)
Teleporter 54%
Psychotropian (Hit) 50%
Psychotropian (Dmg) 25%

Ranged Damage Assessment (6, 90%)
All Ranged (Dmg) professions (inc MF) 15%

Rifle (4, 156%)
All Sniper (Hit) professions 39%

Scan Animal (1, 46%)
Animal Investigator 46%

Scan Human (1, 50%)
Humanoid Investigator 50%

Serendipity (37, 105%)
Decoy Dispenser 8%
Dodger 7%
Evader 5%
All (Dmg) Professions (inc MF) 4%
Psychotropian (Hit) 3%
Pyrotropian (Hit) 3%
Biotropian 3%
Reviver 3%
Miner 3%
Driller 3%
Paramedic 3%
Prospector 2%
Surveyor 1%
All non-MF (Hit) Professions 1%

Shortblades (3, 67%)
Knifefighter (Hit) 38%
Knifefighter (Dmg) 25%
Shortblades Engineer 4%

Surveying (1, 50%)
Surveyor 50%

Tools Technology (1, 11%)
Tool Engineer 11%

Weapons Handling (8, 67%)
Pistoleer (Hit) professions 9%
Sniper (Hit) professions 8%
Whipper (Hit) professions 8%

Weapon Technology (7, 65%)
BLP & Gauss Wep Engineers 10%
Other Wep Engineers 9%

Whip (3, 77%)
Whipper (Hit) 44%
Whipper (Dmg) 25%
Animal Tamer 8%

Wounding (12, 120%)
All (dmg) professions 10%

Zoology (3, 35%)
Pet Handler 19%
Animal Tamer 14%
Animal Investigator 2%


Other Observations

Metallurgy does not affect mining profession levels. Discussion here. Conclusive proof here.

Evidence against the theory that Perception skill gains indicate good loot or items here.

List containing the skills not yet chipped and documented in this thread and the professions they are thought to affect here.

List containing the skills sorted by profession with percentages solved here.

Contributors

ano
BlackHawk
Bogger
Dale
DoctorH
Doer
Erinome
EyeContact
Gingko
Heap
Jimmy B
Trabin
Witte

Progress

73 skills done out of the 115 listed on wiki (excluding the 5 attributes, health and the 6 skills not currently chippable)

So 63%

Remaining skills to do:

Avoidance (7% to Evade?)
Beauty Sense
Biotropy (weights found using skill data)
Body Sculpting
Carpentry
Coloring Methodology

Commando (weights found using skill data)
Dispense Decoy (50% to Decoy Dispenser?)
Doctor
Drilling Expertise
Equipment Methodology

Ethereal Soul Language (not skillable)
Face Sculpting
Fashion Design

Gauss Weapon Technology (as for LWT?)
Glamour
Hair Stylist

Heavy Weapons (not skillable?)
Industrialist
Intuition

Kill Strike (11% to ranged (dmg), 10% to melee (dmg)?)
Make Clothes (40%ish to Tailor)
Manufacture Mechanical Equipment (34% Mechanical Engineer)
Manufacture Metal Equipment (34% Metal Engineer)
Manufacture Weapons (30%,31% to various wep engineers)
Manufacturing Methodology
Martial Arts (5,6,7% to various melee (Hit))
Medical Therapy
Melee Damage Assessment (14% to melee (dmg)?)
Mentor (100% Mentoring?)
Miner
Mineral Sense

Particle Beam Weaponry Technology (not skillable?)
Plasma Weaponry Technology (as for LWT?)
Pyrotropy (percentages resolved from skill data)
Quality Sense
Quickness
Robotology

Scan Mutant (50% Mutant Investigator?)
Scan Robot (50% Robot Investigator?)
Scientist
Support Weapon Systems (not skillable?)
Sweat Gathering(not chippable, ~75% to Sweat Gatherer?)
Tailoring (Tailor 6%, 7% or 8%?)
Treatment (5% to Paramedic)
Wood Carving
Wood Processing
Xenobiology

Last edited by Jimmy B; 05-12-2007 at 20:49.
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Old 01-26-2007, 02:06   #2
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Diagnosis Summary

Well to start things off in style, Jimmy forgot to take screenies of his diagnosis skills before and after! So you'll have to trust me!

Diagnosis chip bought: 1.04 PED priced at 44 PED
Cost to insert: 2 PED
Total cost so far: 46 PED
Total skill gain so far: 150.5
Total profession gain so far: 0.12

Diagnosis before: 917.9
Diagnosis after: 1068.4
Change in diagnosis: 150.5

Paramedic profession level change: 0.12
Impact of diagnosis = 0.12*100/150.5 = 0.0797 = 8%
Maximum possible error = 0.53%

All other profession level changes: 0

So, great skill diagnosis then

Wiki updated.

Last edited by Jimmy B; 01-26-2007 at 15:16.
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Old 01-26-2007, 02:06   #3
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Diagnosis Professions Before Chipping



Last edited by Jimmy B; 01-26-2007 at 02:13.
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Old 01-26-2007, 02:07   #4
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Diagnosis Professions After Chipping



Last edited by Jimmy B; 01-26-2007 at 02:32.
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Old 01-26-2007, 09:21   #5
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+rep for taking the initiative on this:

is it cheeky to ask you to work it all out for me? I'm not terribly sure I'd be doing the calculations right.

Thought a 'General' skill would be useful as it seemed to have an effect on lots of things, check out tailor, colorer and the hit professions for example. Anyway here's my 1.56PED dex chip and my skills before and then after:





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Old 01-26-2007, 09:25   #6
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Dexterity chip - Professions before chipping


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Old 01-26-2007, 09:29   #7
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Dexterity chip - Professions after chipping


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Old 01-26-2007, 09:39   #8
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Good to see this going . I have done this for alertness. I already deleted the screenies, but the results were: 5% evader, 5% dodger, 3% Pet handler. No other professions invovled.
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Old 01-26-2007, 11:31   #9
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Thanks ano, I will look at them shortly.

Witte cool thanks, I've added that to the list.
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Old 01-26-2007, 15:09   #10
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