Items decay: Difference between revisions

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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 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 weapon to 10 quality and so requiring it to be repaired. NEEDS FIX, SEEMS TO LITTLE.
* 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