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(Research into 925 (enchant) formula and property penalties)
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Research in difficulty (Beginning Bonus / difficulty) for vanilla items:
Research in difficulty (Beginning Bonus / difficulty) for vanilla items:
--------------------------------
--------------------------------------------|
| Beginning Bonus | Difficulty |
| Beginning Bonus | Test Diff | Calc Diff |
--------------------------------
--------------------------------------------|
| 0 | -0 |
| 0 | -0 | -0 |
| 5 | -1 |
| 5 | -1 | -1 |
| 8 | -3 |
| 8 | -3 | -5 |
| 10 | -7 |
| 10 | -7 | -9 |
| 12 | -13 |
| 12 | -13 | -13 |
| 15 | -21 |
| 15 | -21 | -21 |
| 17 | -27 |
| 17 | -27 | -28 |
| 18 | -32 |
| 18 | -32 | -32 |
| 20 | -40 |
| 20 | -40 | -40 |
| 22 | -48 |
| 22 | -48 | -49 |
| 25 | -63 |
| 25 | -63 | -64 |
| 30 | -93 |
| 30 | -93 | -93 |
| 35 | -128 |
| 35 | -128 | -128 |
| 40 | | -169 |
--------------------------------
| 45 | | -215 |
The difficulty curve is more in line with exponential growth,
| 49 | | -256 |
but there still seems to be additional determining factor(s).
---------------------------------------------
The growth seems to follow (very closely) the formula: trunc((Starting enchant - 1) / 3) ^ 2)
Supposedly this was GM released but I do not have the source.

Enhancive Penalties (Precise enhacive level requirement chart at bottom of page)
Enhancive Penalties (Precise enhancive level requirement chart at bottom of page)
I have actually solved this and will make a write up of it at some point. It is based on TRUE level requirement of the enhancives.
I have actually solved this and will make a write up of it at some point. It is based on TRUE level requirement of the enhancives.
Line 48: Line 53:


level = sum (Tier*1/5 ... Tier*bonus/5) - 0.2
level = sum (Tier*1/5 ... Tier*bonus/5) - 0.2
or
level = (((Bonus² / 2) + (Bonus / 2)) * Tier / 5) - 0.2


So a tier 4 trait with a bonus of +3 would be: 0.8 + 1.6 + 2.4 - 0.2 = 4.6
So a tier 4 trait with a bonus of +3 would be: 0.8 + 1.6 + 2.4 - 0.2 = 4.6
or: ((3² / 2 + 3 / 2) * 4 / 5) - 0.2 = 4.6
As a side note, level requirements for jewelry uses the same tiers and formula with the exception that the divisor is 3 instead of 5.
Adventure Guild Badge recharge costs are also based on this chart using a divisor of 5, the cost is: ROUNDUP(level requirement) * 400
Other recharge costs are likely also based on this with different multipliers and divisors.
As mentioned before since level requirements get rounded up, you can not simply add the level requirements as loresung if you want to
As mentioned before since level requirements get rounded up, you can not simply add the level requirements as loresung if you want to
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| Defender | DS ^ 2 | | Sword Cane | 200 |
| Defender | DS ^ 2 | | Sword Cane | 200 |
| +TD | TD ^ 2 | | T4 Forest Armor | 70 |
| +TD | TD ^ 2 | | T4 Forest Armor | 70 |
| WPS* | CER ^ 2 | | Realm Flaring **** | 100 |
| WPS* | CER ^ 2 | | Realm Flaring ** | 100 |
| Spikes | 0 | --------------------------------
| Spikes | 0 | --------------------------------
| Ensorcell | Tier * 50 |
| Ensorcell | Tier * 50 |
| Acuity** | 100 |
| Acuity | 15 * Tier |
| Mana flare | 20 * Mana |
--------------------------------
--------------------------------
* CER for this is the CER plus partial
* CER for this is the CER plus partial
services to next CER as a decimal.
services to next CER as a decimal.
** Tested a 2x and 3x. Both were -100
could change at high levels?
**** Plus another 100 for the flare, 200 in total
** Plus another 100 for the flare, 200 in total
Forest armor is 70, plus an additional 5 for the enhancive
Forest armor is 70, plus an additional 5 for the enhancive
Drake weapons do not seem to carry the -100 flare penalty. I need to check other natural sanc/flare
Drake weapons do not seem to carry the -100 flare penalty. It was confirmed that inherent weapon
flares/sanctification/properties do not individually add to the difficulty. This is included in the
weapons to see if there is not additional penalties.
materials base difficulty.
[http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/thread/1931710?get_newest=true -Forum Post-]


Notes:
Notes:

Latest revision as of 08:05, 23 December 2020

My personal research notes into the new Enchant (925) formula. These numbers are what I calculated myself and as i am only human, may have errors. Also, I have no clue how to format pages on this wiki.

Formula as determined:

         level + LOG Bonus + INT Bonus + trunc(MIU ranks/10) + trunc(AS ranks/10) + trunc(EMC ranks/2) + Wizard Spells + Familiar + Workshop
 

Bonuses:

         MIU:      trunc(ranks/10)
         AS:       trunc(ranks/10)
         EMC:      trunc(ranks/2)
         Wizard:   +2 per rank, up to 1x (level + 1)
                   +1 per rank, above 1x
         
         Familiar: +25 if in same room
         Workshop: +50 in guild workshop
                   +25 in regular workshop
        

Research in difficulty (Beginning Bonus / difficulty) for vanilla items:

         --------------------------------------------|
         | Beginning Bonus | Test Diff  | Calc Diff  |
         --------------------------------------------|
         |         0       |      -0    |      -0    |      
         |         5       |      -1    |      -1    |
         |         8       |      -3    |      -5    |
         |        10       |      -7    |      -9    |
         |        12       |     -13    |      -13   |
         |        15       |     -21    |      -21   |
         |        17       |     -27    |      -28   |
         |        18       |     -32    |      -32   |
         |        20       |     -40    |      -40   |
         |        22       |     -48    |      -49   |
         |        25       |     -63    |      -64   |
         |        30       |     -93    |      -93   |
         |        35       |    -128    |     -128   |
         |        40       |            |     -169   |
         |        45       |            |     -215   |
         |        49       |            |     -256   |      
         ---------------------------------------------
         
         The growth seems to follow (very closely) the formula: trunc((Starting enchant - 1) / 3) ^ 2)
         Supposedly this was GM released but I do not have the source.


Enhancive Penalties (Precise enhancive level requirement chart at bottom of page)

         I have actually solved this and will make a write up of it at some point. It is based on TRUE level requirement of the enhancives.
         I say true, because Gemstone rounds when it likes and truncates when it likes. I first had to solve the enhancive level requirement
         formula. If this has been done all ready well, then i wasted a day, but I solved it for all enhancives.
   
         The penalty is: Trunc (sum of the unrounded level requirement for all enhancives on the equipment / 3)
   
         You can use the charts at the bottom to determine unrounded level requirements. Each enhancive trait falls in one of 14 tiers. Once
         you have the tier the second chart is for level requirements at each bonus/tier level. The formula to determine level requirement is:
         level = sum (Tier*1/5 ... Tier*bonus/5) - 0.2
          or
         level = (((Bonus² / 2) + (Bonus / 2)) * Tier / 5) - 0.2
         So a tier 4 trait with a bonus of +3 would be: 0.8 + 1.6 + 2.4 - 0.2 = 4.6
                                                    or: ((3² / 2 + 3 / 2) * 4 / 5) - 0.2 = 4.6
   
         As a side note, level requirements for jewelry uses the same tiers and formula with the exception that the divisor is 3 instead of 5.
         Adventure Guild Badge recharge costs are also based on this chart using a divisor of 5, the cost is: ROUNDUP(level requirement) * 400
         Other recharge costs are likely also based on this with different multipliers and divisors.
     
         As mentioned before since level requirements get rounded up, you can not simply add the level requirements as loresung if you want to
         get the exact penalty. You will need to solve for the exact level for each enhanced stat manually, but even using loresung values, you
         should only see a variance of +/-3 or so.
    

Other Penalties (all are negative values added to difficulty)

         --------------------------------         --------------------------------
         | Katana Weighting | 100       |         | T3 Sprite weapon    |  350   |
         | Standard flares  | 100       |         | Wand holding staff  |   20   |
         | Sanctified       | 100       |         | 2 slot fusion       |  275   |
         | Defender         | DS ^ 2    |         | Sword Cane          |  200   |
         | +TD              | TD ^ 2    |         | T4 Forest Armor     |   70   |
         | WPS*             | CER ^ 2   |         | Realm Flaring **    |  100   |
         | Spikes           | 0         |         --------------------------------
         | Ensorcell        | Tier * 50 |
         | Acuity           | 15 * Tier |
         | Mana flare       | 20 * Mana |
         --------------------------------
         * CER for this is the CER plus partial 
          services to next CER as a decimal. 
     
         ** Plus another 100 for the flare, 200 in total
         
         Forest armor is 70, plus an additional 5 for the enhancive
  
         Drake weapons do not seem to carry the -100 flare penalty. It was confirmed that inherent weapon 
         flares/sanctification/properties do not individually add to the difficulty. This is included in the
         materials base difficulty.
         -Forum Post-

Notes:

         I do not have the means to test every point in between at this time. With the great reduction in
         base difficulty it is VERY difficult for a wizard over pretty much 25 to easily determine base
         enchant penalties on the low enchant stuff.
   
         Ensorcell was tested on a T1 and a T2 for -50 and -100 respectively.
     
         Flares tested so far include fire, plasma, and steam. These were tested on various enchant bonuses.
         2x and 3x acuity was also -100
    
         For defender I tested a +2, +3, +4, and a +6 and calculated -4, -9, -16, and -32 respectively, or DS^2
         For +TD I was only able to test a +2 and a +4, but the results matched defender with a -4 and -16. If
         I start feeling rich maybe I'll splurge on something higher to verify.
   
         I tested 10 assorted pieces across various CER. I can say without a doubt that every service does ad to the
         difficulty. ROUND(CER^2) with CER including the decimal equivalent to the next CER. So 55 services is 5.25^2
         and 37 services is 3.7^2 and 150 services is 10^2. so if this holds true all the way up, a claid would be
         40^2 or -1600 penalty just in weighting.
         Familiar does not create any penalty by being in separate room then the wizard, but no bonus either.
         No additional penalty for not being in a node/workshop anymore.
         To test these things I found skill combinations that would push me just into a difficulty read, then 
         increment a skill by 1 repeatedly till I received a new message on difficulty
         I was able to confirm LOG and INT bonus for skill contribution with a few enhancives.
         I have not been able to directly test the impact character level on enchanting skill.

MTP Cost per point(pt) skill

         MIA/AS:   10/pt to 1x
                   20/pt to 2x
     
         EMC:      8/pt to 1x
                   16/pt to 2x
     
         Wizard:   If > 1x and < 2x combined spells and wizard ranks < level 8/pt
                   If >= 2x combined spells and wizard ranks < level 16/pt
                   If > 1x and < 2x combined spells and wizard ranks >= level 16/pt
                   IF >= 2x combined spells and wizard ranks >= level 32/pt

Zhephen Enhacive Tiers.PNG Zhephen Enhancive Tier Level Requirements.PNG