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  #1  
Old 09-22-2015, 04:02 PM
Kingly_Krab
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Join Date: May 2013
Location: United States
Posts: 1,604
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Exactly, haha, all it takes is some TLC and you can do whatever you want.
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  #2  
Old 09-26-2015, 01:33 AM
AdrianD
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Join Date: Dec 2013
Posts: 297
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I'm trying to find where in the code the different skills have different values for `chancemodi` (or is it `mod_increase_skill_chance`?).

I've searched the code and can't indentify where the different skill up mod rates are located.

Please point me in the right direction.

Snippet I'm referring to, client.cpp (~2292):
Code:
	if (skillval < maxskill)
	{
		// the higher your current skill level, the harder it is
		int32 Chance = 10 + chancemodi + ((252 - skillval) / 20);

		Chance = (Chance * RuleI(Character, SkillUpModifier) / 100);

		Chance = mod_increase_skill_chance(Chance, against_who);

		if(Chance < 1)
			Chance = 1; // Make it always possible

		if(zone->random.Real(0, 99) < Chance)
The categories are somewhat apparent even without logging features enabled.

Code:
Initial observations - very low skill levels
	- logs shows mod default level of 22% at low skill levels
	- initial observations show defense/offense/weapon skills set to a default 22% - 15
	- certain skills appear to be set at a default level (22%) - 10 (dodge12)		
	- certain skills appear to be set at a default level (22%) + 15 (tracking53)
	- certain skills appear to be set at a default level (22%) + 10 (taunt73)
	- certain skills appear to be set at a default level (22%) + 5 (sneak42, bind wound9, forage27)
	- certain skills appear to be set at a default level (22%) + 0 (casting skills)
	- certain skills appear to be set at a default level (22%) - 17 (swimming50) although I'm guessing this is set differently - false
EDIT: I searched `CheckIncreaseSkill` and I think I found what I was looking for.
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  #3  
Old 09-26-2015, 03:48 AM
AdrianD
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Join Date: Dec 2013
Posts: 297
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I went ahead and graphed the current skill up rates I am aware of. I graphed a few more equations I may add to the code

I was working within the confines of the graphing program so, the equations would normally be a little cleaner. (plus I haven't had to work with quadratics for 20+ years)

- http://prntscr.com/8klhn0 = current skill rates

- http://prntscr.com/8klhv3 = possible skill rates

* If you look at the graphs, x-axis is skill level and y-axis is % chance

My question is, do you foresee issues when x = 0 or, in this case the skill is 0.

EDIT: with the equation being <-sqrt((x^2)/2x) + 10> or <-sqrt(x/2) +10>

Thanks

EDIT: I tried a different equation which does a better job, imo.
Not as concerned about the equation unless someone can recommend a better one. (just tinkering with it)

<-root(3, 3.75x) +10> negative cube root of 3.75x + 10
* this may also solve any issues with skill = 0 since it intersects exactly at + 10

- http://prntscr.com/8km9zo = possible skill rates2

- http://prntscr.com/8km8lg = apples to apples
EDIT: above is something I would consider
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