Game Development: Artifacts & Artifice

Announcements of major changes to Salem.

Re: Game Development: Artifacts & Artifice

Postby Jalpha » Fri Jan 18, 2013 2:38 am

The explanation in the original post explains most of it fairly well.

The difficulty range though, are the numbers a percentage based chance of success, a ratio, or do they work more as suggested by colesie?
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Re: Game Development: Artifacts & Artifice

Postby DragonScythe » Fri Jan 18, 2013 3:09 am

Whispering Snake Skull + Rainbow Scales + Serrated Grimthorn looking like the best combo so far.
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Re: Game Development: Artifacts & Artifice

Postby Tylan » Fri Jan 18, 2013 4:41 am

colesie wrote:Thank you World, will you ever stop giving?

I'm also having trouble understanding the requirements though
Like for the snake skull it's 50 to 0 cloak/pen
But does that mean you need 50 cloak and 0 pen max to get optimum success? Or is it 50 in both to optimize ?


I'm with you, so I've tried breaking it down in my mind.

jorb wrote:There's a random die-roll to determine if you succeed with the artifice or not. If the proficiencies in the artifice item and the target equipment match, and if you have high values in those proficiencies, your chance of success increases toward the easy end of the difficulty range.


First of all, unless we're using d12s like L33LEE, I'm going to assume he means percentage chance. Pointed out elsewhere, this may coinside with the numbers in the descriptions.

So let's use the following:

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First of all, the range makes no sense. Is it a 35-15% chance? 35-15 on the roll of a d100 (20% chance) And do these numbers correlate to the numbers of the artifice?

Next, there are four proficiencies used with this item. If I use an item with less than all four proficiences, I can't believe that it would hurt my chances at applying the artifice, so I have to assume that should the percentage total of the artifice's proficiecie's equal any of the clothing's perficiencies, that portion is covered.

Now, what is the "easy end" of the difficulty range? Is that what the numbers mean? 35% chance for easy 15% chance for hard? This makes sense to me, as this is a glamour item and I have yet to see a normal "crafted" item with as high numbers. It would explain items like the skull too with a % or nothing approach. It's good and it will either benefit strongly should you have those skills high enough or it won't help at all and you'll have to rely on the percentage of the clothing. If the percentiles are cumulative in that they compliment eachother (clothing and artifice) everything continue to make sense. Let's attempt to combine a stringy sinew with my jacket (what a waste..). Both use H&G as a proficiency, and as it is the only proficiency of the artifice, it must provide full benefits therein. Unless jorb tells us, I don't know if there's a way of knowing what the level necessary is to meet the "easy" requirements, but let's just say I make it.

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SS is 55 to 25. So, by this interpretation, 55% for easy, 25% for hard. Added to the coat's 35% and 15% we have a cumulative 85% easy, 40% hard.

I'd be happy to be proven wrong with any other opinions, this is just what makes sense to me. I'd also REALLY like to know what is considered "high enough" with regard to proficiencies...
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Re: Game Development: Artifacts & Artifice

Postby Tylan » Fri Jan 18, 2013 4:45 am

Tylan wrote: words


Also, the helmet, the only real armor item we have, I BELIEVE has the highest numbers I've seen, further proving this theory, more or less. Even on the hard side it would offer 35% success toward the supposed range of success with an easy of 44%.
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Re: Game Development: Artifacts & Artifice

Postby Tylan » Fri Jan 18, 2013 5:10 am

Few more descriptions of shop items for those interested.

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jorb wrote:you fat-fingered, trigger happy nabbly-boos.

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Re: Game Development: Artifacts & Artifice

Postby JinxDevona » Fri Jan 18, 2013 7:22 am

Anyone find anything other than etterfang with feral???
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Re: Game Development: Artifacts & Artifice

Postby dageir » Fri Jan 18, 2013 7:31 am

I thought the numbers for example 30-19 in two posts above meant that you have to have atleast 19 in the mentioned profs to have any chance and if you have 30 prof you will have the best chance??
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Re: Game Development: Artifacts & Artifice

Postby Vibe » Fri Jan 18, 2013 7:32 am

dageir wrote:I thought the numbers for example 30-19 in two posts above meant that you have to have atleast 19 in the mentioned profs to have any chance and if you have 30 prof you will have the best chance??


Why would it be written 30-19 then and not 19-30, which would make a lot more sense.
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Re: Game Development: Artifacts & Artifice

Postby EnderWiggin » Fri Jan 18, 2013 9:09 am

I have spoken with loftar about how slotting works, and that's what I know now:
Difficulty numbers show chance to fail.
If you do not have any matched profs in clothing and artifice, then maximum number is used, otherwise number in between them is used.
First, you need to calculate Effective Matched Proficiency - it is square root of sum of squares of your proficiency values of matched proficiencies in clothing and artifice - SQRT(Pr1^2 + Pr2^2 + ... + Prn^2).
Then for each 50 of EMP you divide distance from bigger difficulty number to lower by 2. Haven't yet figured what real formula would be, but with 50 EMP your chance to fail is right in the middle of the range, with 100 - 0.75 from bigger to lower. And I am not yet sure if difficulty on clothing and on artifice add up, or roll separately.
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Re: Game Development: Artifacts & Artifice

Postby darnokpl » Fri Jan 18, 2013 9:53 am

And anyone can say why can't we just have equation from Devs in announcement thread like this?
It would be much easier imho.
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