Research:Enchant (925) Formula: Difference between revisions

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I also took objects of the same enchant made of materials with different modifiers and confirmed the difference in lbs of silvers it took to bring each project down to the same message threshold (keep in mind that I am already holding both projects in inventory so weight doesn't matter).
I also took objects of the same enchant made of materials with different modifiers and confirmed the difference in lbs of silvers it took to bring each project down to the same message threshold (keep in mind that I am already holding both projects in inventory so weight doesn't matter).


Ultimatly I was able to determine that each pound (fractional pounds actually apply) corresponded to a modifier of roughly -0.85 and that each +1/-1 represented 1% on the message range table (so basically it is a D100 range vs. a percent range that could represent a larger or smaller range of numbers).
Ultimatly I was able to determine that each pound (fractional pounds actually apply) corresponded to a modifier of roughly -0.85 and that each +1/-1 represented 1% on the message range table (so basically it is a D100 range vs. a percent range that could represent a larger or smaller range of numbers). NOTE: We have since determined that the .85 value will vary from character to character and is based on how encumbrance utilizes character weight.


From there it gets simple. Grab an item that falls somewhere in the middle of the success range table, grab silvers until you just cross over a threshold, change something (I have a bag of enhancives that cover all of the enchanting attributes) and then measure how many silvers it takes to bring the messaging back down to the original theshold. Each .85 lbs of silver represent a change to the bonus of 1.
From there it gets simple. Grab an item that falls somewhere in the middle of the success range table, grab silvers until you just cross over a threshold, change something (I have a bag of enhancives that cover all of the enchanting attributes) and then measure how many silvers it takes to bring the messaging back down to the original theshold. Each .85 lbs of silver represent a change to the bonus of 1. (Note: this value will change by character, each 1% of the characters body weight in encumbrance will result in a penalty of -2)


Once I had some basic assumptions then I dug into more detail on some of the stats that didn't quite make sense and basically walked them up one at a time observing where the changes took place (e.g. ever 4th increment of MjE would change).
Once I had some basic assumptions then I dug into more detail on some of the stats that didn't quite make sense and basically walked them up one at a time observing where the changes took place (e.g. ever 4th increment of MjE would change).


Likewise, for testing negative penalties, find two 'similar' items (e.g. two sets of armor with the same enchant / material (you can adjust for the known material differences if needed) and baseline with the harder of the two items (e.g HCP armor) then swap to the earier item and measure how many silver it takes to get the messaging back down to where you baselines the harder piece. Every .85 pounds of silver represents a point.
Likewise, for testing negative penalties, find two 'similar' items (e.g. two sets of armor with the same enchant / material (you can adjust for the known material differences if needed) and baseline with the harder of the two items (e.g HCP armor) then swap to the earier item and measure how many silver it takes to get the messaging back down to where you baselines the harder piece. Every .85 pounds of silver represents a point. (Note: .85 will vary from character to character).


There is some rough rounding taking place but directionally the numbers seem to tie out pretty well. Feel free to ask if something wasn't clear or you have additional questions on how or what I did.
There is some rough rounding taking place but directionally the numbers seem to tie out pretty well. Feel free to ask if something wasn't clear or you have additional questions on how or what I did.

Revision as of 16:29, 8 October 2017

Based on Robert (Faulkil's) recent research into the mysteries of enchanting. It may not be 100% accurate

Enchanting formula

Where:

Result must be >= 101 for a successful enchant cast.

See Encumbrance for detailed information on calculating your character's penalty. Just don't enchant encumbered unless you simply cannot avoid it.

Player confirmed formula modifiers

Earthnode * = +40

CHE / Guild workshop * = +100

Private workshop is still unknown

Familiar not cast = 0

Familiar cast but not present = -20

Familiar cast and present * = +20

Each 1% encumbrance of a character's body weight will result in a -2 to enchant (and a -1 to potion pour). This penalty continues beyond 50% encumbrance. *

(* confirmed by Mark / SPIRIDONM1)

Basic assumptions

- The only hard numbers we have been given for enchanting are for material modifiers.

- The ranges provided by Estild for Ensorcell chance of success should also correspond to the ranges utilized in enchanting when CASTing 925 given the similarity of the messages.

- [Ed note: Removed section on encumbrance assumption and linked encumbrance above]

Additional Formula Notes

(from Robert aka Faulkil's testing)

- Wizard Level / 2: All of my testing has been done at Level = 100. Possibly this could actually be Level (vs. Level / 2) where enchant bonus of item is based on target enchant vs. current enchant). The result is the same either way for a level 100 wizard. At some point I'll test this out on my lower level warmage when they have learned the appropriate spell.

- Wizard spells above training level - I didn't do a lot of testing here but it seems to add in the ballpark of 1.6 per spell known past level. There could potentially be an additional cutoff point where this is further reduced.

- MjE: Maybe the formula is slightly different but I first gained a bonus at 2 and 6 ranks in Mje training.

- EMC bonus: My testing was a little light on this item.

- MIU/AS: This seems to hold true overall but I had some wonkiness early on so there may be some additional factor where AS / MIU are incorporated into the same calc or something else here).

- Node/workshop bonus: The workshop in the wizard's guild provides a bonus of +100

- Familiar modifier: +20 if your familiar is summoned and with you / -20 if your familiar is summoned and NOT with you.

- Encumbrance modifier: Edit: Replaced original derived value, shown by Mark to be -2 per 1% of your characters body weight of encumbrance.

Injury Modifier: I didn't test this. Why would you enchant while injured?!?!

Material Modifier: Using the tables provided by Estild

Additional Item Modifiers: - Fusion (-175) - HCP (~ -80) - Sanctified (I couldn't discern any difference between sanctified and non). - Spiked (I couldn't tell a difference) - Ensorcelled (I don't trust my results as my test items were too dissimilar but I calculated out a -550 for a T4). Possibly there is some sort of scaling that goes on between ensorcess and enchant) - Partial Enchant: not tested. I wanted to see if +12 was treated as a 12 or as a full enchant (+15) but I missed this test.

Potion modifiers: All of my testing was done CASTing 925 on unpoured items. It is possible that the pre-temper potions add a substantial bonus or penalty (specifically wondering about Sanctified items).

Plus 10 modifier: I don't like this modifier at all but it seems to fix my formula each time I test it so... for now we have a Plus 10 modifier.

Walk through example

Formula example using current project for Faulkil:

Level: 100
Wiz: 240
Mje: 20
EMC: 202 (302)
MIU: 202 (302)
AS: 202 (302)
Aura: 100 (35)
Logic: 100 (25)
Int: 100 (30)
In a guild workshop with a familiar present.
Not Encumbered or injured.
4x (+17) going to 5x (+22) adamantine weapon.
Using a Dirtokh potion (no pre-temper potion required)

(100/50) + (2*100) + (1.6*140) + 2*(20/4) + (302/5) + (2*(302/25)) + (2*(302/25)) + 35 + 25 + (30/2) + 100 + 20 - 0 - 200 - 500 +/- ?? + 10 + D100

50 + 200 + 224 + 10 + 60 + 24 + 24 + 35 + 25 + 15 + 100 + 20 - 700 + 10 + D100

797 - 700 + D100

97 + D100 (roll of 101+ needed)

General approach used in testing

(from Robert aka Faulkil)

First step was to drop my training down to what I hoped would be a good testing range. I can't easily infuence level or stat bonuese but, as luck would have it, when I dropped all of spells down to 25 in Wizard and all of the relevant enchanting skills down to 0 I ended up in a pretty sweet testing spot for 2x / 3x / 4x projects (they weren't already too easy) and was able to mess around with various materials.

I determined that 160 silver equals roughly 1 lb. and then for my various project pieces (I used a 1x mithril targe, 2x ora targe, and 3x glaes targe from the armory) I insured that everything was on me that I needed to test (even picking up a note can impact your encumbrance) and that i was not encumbered while holding what was needed.

For each project piece I would get enough silver to start to be encumbered and to bring the piece within 5 silvers of crossing over the 925 messaging threshold and then I would count how many lbs of couns (or fractions thereof) it took to lower the messaging down to the next message. I repeated this for all of the messaging down to 'need a miracle'. Also, to make sure the silvers weren't behaving in some unknown fashion, I also validated using objects of known (bardsung) weights to see if I got the same message change results using objects vs coins (I did).

I also took objects of the same enchant made of materials with different modifiers and confirmed the difference in lbs of silvers it took to bring each project down to the same message threshold (keep in mind that I am already holding both projects in inventory so weight doesn't matter).

Ultimatly I was able to determine that each pound (fractional pounds actually apply) corresponded to a modifier of roughly -0.85 and that each +1/-1 represented 1% on the message range table (so basically it is a D100 range vs. a percent range that could represent a larger or smaller range of numbers). NOTE: We have since determined that the .85 value will vary from character to character and is based on how encumbrance utilizes character weight.

From there it gets simple. Grab an item that falls somewhere in the middle of the success range table, grab silvers until you just cross over a threshold, change something (I have a bag of enhancives that cover all of the enchanting attributes) and then measure how many silvers it takes to bring the messaging back down to the original theshold. Each .85 lbs of silver represent a change to the bonus of 1. (Note: this value will change by character, each 1% of the characters body weight in encumbrance will result in a penalty of -2)

Once I had some basic assumptions then I dug into more detail on some of the stats that didn't quite make sense and basically walked them up one at a time observing where the changes took place (e.g. ever 4th increment of MjE would change).

Likewise, for testing negative penalties, find two 'similar' items (e.g. two sets of armor with the same enchant / material (you can adjust for the known material differences if needed) and baseline with the harder of the two items (e.g HCP armor) then swap to the earier item and measure how many silver it takes to get the messaging back down to where you baselines the harder piece. Every .85 pounds of silver represents a point. (Note: .85 will vary from character to character).

There is some rough rounding taking place but directionally the numbers seem to tie out pretty well. Feel free to ask if something wasn't clear or you have additional questions on how or what I did.

Original formula as posted: (Wizard Level / 2) + (2 * Wizard Spells known to level) + (1.6*Wizard Spells known above level) + (2 * ROUND(Mje / 4)) + (EMC bonus / 5) + (2 * (MIU bonus / 25)) + (2* (AS bonus / 25)) + Aura bonus + Logic bonus + (Int bonus / 2) - Node/workshop bonus + familiar modifier - Encumbrance modifier - Injury modifier - (10 * enchant bonus of item) + material modifier + additional item modifiers + potion modifiers + 10 + D100