User:ZHEPHEN: Difference between revisions

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The difficulty curve is more in line with exponential growth,
The difficulty curve is more in line with exponential growth,
but there still seems to be additional determining factor(s).
but there still seems to be additional determining factor(s).
Enhancive Penalties

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.
Other Penalties (all are negative values added to difficulty)
Other Penalties (all are negative values added to difficulty)
-------------------------------- --------------------------------
-------------------------------- --------------------------------

Revision as of 16:19, 25 May 2019

      • As of 5/22/2019 I've begun redoing what I can.

All contributing factors are the same with the exception of lore no longer being a factor. Also of note is that wizard ranks get +2 per rank to level + 1, or 1x wizard spells.

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 | Difficulty | 
         --------------------------------
         |         0       |      -0    |
         |         5       |      -1    |
         |         8       |      -3    |
         |        10       |      -7    |
         |        12       |     -13    |
         |        15       |     -21    |
         |        17       |     -27    |
         |        18       |     -32    |
         |        20       |     -40    |
         |        22       |     -48    |
         |        25       |     -63    |
         |        30       |     -93    |
         |        35       |    -128    |      
         --------------------------------
         The difficulty curve is more in line with exponential growth,
         but there still seems to be additional determining factor(s).
     

Enhancive Penalties

         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.
   
    

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     |   75   |
         | WPS*             | CER ^ 2   |         | Realm Flaring ****  |  100   |
         | Spikes           | 0         |         --------------------------------
         | Ensorcell        | Tier * 50 |
         | Acuity**         | 100       |
         --------------------------------
         * CER for this is the CER plus partial 
          services to next CER as a decimal.
    
         ** Tested a 2x and 3x. Both were -100
          could change at high levels? 
     
         *** been stated this may be unintended
     
         **** Plus another 100 for the flare
          200 in total
         
         The penalty for the script on the forest armor may be less if part of that
         is actually the enhancive penalty.
  
         Drake weapons do not seem to carry the -100 flare penalty. I need to check other natural sanc/flare
         weapons to see if there is not additional penalties.

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