Items decay: Difference between revisions
Created page with "Every item in the game has a decay rate, which is set in item_stats.decay_rate. Tools, weapons and armors have this set to 0.02 as default '''Example''': High level character with longsword vs Ulbernault. Weapon vs Armor gets 0.68 resistance, and in about 20+ hits, I got the weapon from 197 quality to 197.8 . This means I need to kill 5 of them for 1 point of quality. If I have a quality 50 weapon, I will have to kill 200 Ulbernaults to get my weapo..." |
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Tools, weapons and armors have this set to 0.02 as default | Tools, weapons and armors have this set to 0.02 as default | ||
The decay is calculated in the math script: "Calculate Decay". | |||
'''Example''': High level character with longsword vs Ulbernault. Weapon vs Armor | * May 2024 change: formula now uses 0.05 guaranteed decay, while before it was 0 on smooth hit (like sword vs leather) | ||
'''Example''': High level character with longsword vs Ulbernault natural armor, results in 0.68 resistance in the Weapon vs Armor table. If I want to kill him, it takes me about 20+ hits. I got the weapon from 197 quality to 196.8 . This means I need to kill 5 of them for 1 point of quality. If I have a quality 50 weapon, I will have to kill 200 Ulbernaults to get my weapon to 10 quality and so requiring it to be repaired. NEEDS FIX, SEEMS TO LITTLE. | |||
=== Repair weapon/armor skill === | |||
There are 5 scripts involved. Listed in sequence of usage. | |||
Calculate Repair Rank: based on the item's sale price determines which is the minimum rank the player needs to have in "Repair Weapon/Armor" to be able to even start the repair. | |||
Calculate Repair Time: Calculates time required for repair based on item and skill level | |||
Calculate Repair Result: quality points you can repair | |||
Calculate Repair Quality: based on previous formula, it returns the final quality and final max quality | |||
* May 2024 change: formula now uses /150 instead of /100, this makes impossible to repair at full max quality, and increases a bit the damage done to the item. | |||
Calculate Repair Experience: experience gained in the repair | |||
=== Why use the base sale price? === | |||
is the best indicator as it's already taking into account the base cost of the item + any modifiers. Modifiers include random one found in loot but also the ones created through Gem Enchanting. | |||
=== Is item quality factored into its use? === | |||
Weapons: the quality is directly affecting damage | |||
Armor: the quality is directly affecting the reduction of damage received, in case the armor blocks the damage | |||
Tools for Harvesting/Mining/Fishing: tool quality is affecting the resulting resource quality (not the quantity). This is based also on the tool quality specified in the natural resource. | |||
Tools for crafting: tool quality is affecting the resulting transformation |
Latest revision as of 20:44, 8 May 2024
Every item in the game has a decay rate, which is set in item_stats.decay_rate.
Tools, weapons and armors have this set to 0.02 as default
The decay is calculated in the math script: "Calculate Decay".
- May 2024 change: formula now uses 0.05 guaranteed decay, while before it was 0 on smooth hit (like sword vs leather)
Example: High level character with longsword vs Ulbernault natural armor, results in 0.68 resistance in the Weapon vs Armor table. If I want to kill him, it takes me about 20+ hits. I got the weapon from 197 quality to 196.8 . This means I need to kill 5 of them for 1 point of quality. If I have a quality 50 weapon, I will have to kill 200 Ulbernaults to get my weapon to 10 quality and so requiring it to be repaired. NEEDS FIX, SEEMS TO LITTLE.
Repair weapon/armor skill
There are 5 scripts involved. Listed in sequence of usage.
Calculate Repair Rank: based on the item's sale price determines which is the minimum rank the player needs to have in "Repair Weapon/Armor" to be able to even start the repair.
Calculate Repair Time: Calculates time required for repair based on item and skill level
Calculate Repair Result: quality points you can repair
Calculate Repair Quality: based on previous formula, it returns the final quality and final max quality
- May 2024 change: formula now uses /150 instead of /100, this makes impossible to repair at full max quality, and increases a bit the damage done to the item.
Calculate Repair Experience: experience gained in the repair
Why use the base sale price?
is the best indicator as it's already taking into account the base cost of the item + any modifiers. Modifiers include random one found in loot but also the ones created through Gem Enchanting.
Is item quality factored into its use?
Weapons: the quality is directly affecting damage
Armor: the quality is directly affecting the reduction of damage received, in case the armor blocks the damage
Tools for Harvesting/Mining/Fishing: tool quality is affecting the resulting resource quality (not the quantity). This is based also on the tool quality specified in the natural resource.
Tools for crafting: tool quality is affecting the resulting transformation