julio
Displaced Tuluki
Posts: 270
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Post by julio on May 18, 2018 9:13:03 GMT -5
So I've noticed certain skills can fail or critically fail.
Backstab, sap, steal, barter. etc...
My question: How much faster does a critical failure skill up vs a regular failure.
So if the skill timer is 60 minutes. And Skill starts at 20 and ends at 95. That means there are 75 failures to get to max + 75 hours worth of timers. Logging on once a day, failing at every skill, logging out, will with very little effort produce a maxed out character in 2 months-ish.
Twice a day would be 1 month.
But what if the critical failure is achieved with EVERY skill-up how much faster can this be done with a quick twice a day log-on, fail, log-off?
Let's look at backstab and assume that a critical failure will produce DOUBLE skill up.
Seems reasonable to assume, if you logged on twice a day, specifically targeting a high AGI elf, and attempt backstab, while visible, no sneak, no hide, encumbered, and failed critically. (Sneak-hide to quit room. Wait 10 minutes then quit. Come back in 2 hours and try again.) that with a starting skill of 5, max 90, it will take 43 logons over 22 days-ish to max it out, with a total time investment of 15 hours.
Somehow I don't think this is true. Perhaps getting a critical failure later gets more difficult?
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sneazy
Clueless newb
Posts: 115
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Post by sneazy on May 18, 2018 10:31:10 GMT -5
grep or findstr - these have more than one possible gain number gain_skill(ch, SKILL_ARMOR_REPAIR, 1); gain_skill(ch, SKILL_ARMOR_REPAIR, number(1,3)); gain_skill(ch, SKILL_BACKSTAB, 1); commented out, not used gain_skill(ch, SKILL_BACKSTAB, number(1, 3)); gain_skill(ch, SKILL_BASH, 1); gain_skill(ch, SKILL_BASH, 2); gain_skill(ch, SKILL_CHARGE, 1); gain_skill(ch, SKILL_CHARGE, 2); gain_skill(ch, SKILL_FLEE, number(1, 2)); gain_skill(ch, SKILL_GUARD, number(1, 2)); gain_skill(ch, SKILL_GUARD, number(2, 3)); gain_skill(ch, SKILL_HIDE, number(1, 3)); gain_skill(ch, SKILL_KICK, 1); gain_skill(ch, SKILL_KICK, 2); gain_skill(ch, SKILL_PILOT, (GET_GUILD(ch) == GUILD_MERCHANT) ? 3 : 1); gain_skill(ch, SKILL_RIDE, 1); charge, tame gain_skill(ch, SKILL_RIDE, 2); thrown fighting gain_skill(ch, SKILL_RIDE, number(1, 2)); NOT Merchant crit gain_skill(ch, SKILL_RIDE, number(2, 3)); Merchant crit gain_skill(ch, SKILL_RIDE, number(2, 4)); NOT Merchant fail gain_skill(ch, SKILL_RIDE, number(4, 6)); Merchant fail gain_skill(ch, SKILL_SAP, number(1, 3)); gain_skill(ch, SKILL_SNEAK, number(1, 2)); gain_skill(ch, SKILL_SPLIT_OPPONENTS, 1); gain_skill(ch, SKILL_SPLIT_OPPONENTS, 2); gain_skill(ch, SKILL_THROW, 1); gain_skill(ch, SKILL_THROW, 3); gain_skill(ch, SKILL_TRAMPLE, 1); gain_skill(ch, SKILL_TRAMPLE, 2); gain_skill(ch, reach_sk, number(5, 7)); gain_skill(ch, spl, number(1, 4));
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