EnderWiggin wrote: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.
I decided to (poorly) write a (cluttered) java file using the things ender found. Here's the code, just use a java compiler, I used Dr. Java. I hope someone with more java experience will rewrite this as it's really long and cluttered because I really scrubbed it out to the max. It'd also be nice if it was an application of sorts, so compiling isn't necessary, I don't have experience with that stuff.
- Code: Select all
import java.util.Scanner;
public class artificeCalculate{
public static void main(String[] args){
int AC = 0;
int CD = 0;
int FaW = 0;
int FrW = 0;
int HN = 0;
int HG = 0;
int LL = 0;
int MM = 0;
int PP = 0;
int SE = 0;
int SC = 0;
int SS = 0;
int TN = 0;
int NP = 0;
int PrP = 0;
Scanner kbd = new Scanner(System.in);
//Ask user for how many proficiencies match
System.out.print("How many proficiencies match artifice and equip? ");
int count = kbd.nextInt();
if (count < -1 || count > 15){
System.out.println("Error: Invalid Amount");
}
else{
for(int subCount = 0; count > subCount; subCount++){
System.out.println("Proficiency Level #" + (subCount + 1) + "? ");
if(subCount == 0){
AC += kbd.nextInt();
} else if (subCount == 1){
CD += kbd.nextInt();
} else if (subCount == 2){
FaW += kbd.nextInt();
} else if (subCount == 3){
FrW += kbd.nextInt();
} else if (subCount == 4){
HN += kbd.nextInt();
} else if (subCount == 5){
HG += kbd.nextInt();
} else if (subCount == 6){
LL += kbd.nextInt();
} else if (subCount == 7){
MM += kbd.nextInt();
} else if (subCount == 8){
PP += kbd.nextInt();
} else if (subCount == 9){
SE += kbd.nextInt();
} else if (subCount == 10){
SC += kbd.nextInt();
} else if (subCount == 11){
SS += kbd.nextInt();
} else if (subCount == 12){
TN += kbd.nextInt();
} else if (subCount == 13){
NP += kbd.nextInt();
} else if (subCount == 14){
PrP += kbd.nextInt();
} else{}
}
int EMPunroot = AC*AC + CD*CD + FaW*FaW + FrW*FrW + HN*HN + HG*HG + LL*LL + MM*MM + PP*PP + SE*SE + SC*SC + SS*SS + TN*TN + NP*NP + PrP*PrP;
double EMP = Math.sqrt(EMPunroot);
System.out.print("Artifice/Equipment Difficulty 2? ");
int diff2 = kbd.nextInt();
System.out.print("Artifice/Equipment Difficulty 1? ");
int diff1 = kbd.nextInt();
double delta = (diff2 - diff1);
while(EMP >= 50){
delta /=2;
EMP -= 50;
}
double diff3 = diff1 + delta;
System.out.println("Difficulty Range: " + diff3 + " to " + diff1 + ".0");
}
}
}
This is assuming a few things:
1. If you hit 50 EMP it divides by 2, but if you hit 49 it dosen't divide by anything.
2. When it divides the distance from the bigger number to the lower, it is anchored at the lower end of the spectrum instead of closing in on the center.
Here's an example:
Let's look at Smooth Stone success rate slotting on a Conquistador Helmet, with 49 Frontier and Wilderness skill and 56 Mines and Mountains.


First thing we see is the proficiency icons. They both have Frontier & Wilderness, and Mines & Mountains. The helmet has Cloak & Dagger, but Smooth stone dosen't, so it dosen't count. This means we have 2 Proficiency Matches, Faith&W and M&M.
The first line from the script is "How many proficiencies match artifice and equip?", so we enter 2.
Next line is "Proficiency Level #1?", so we take our proficiency, F&W and put in 49.
Next line is "Proficiency Level #2?", so we take our next proficiency, M&M and put in 56. We could have done M&M first, and then F&W, the script dosen't care about order.
If we had entered 3 for the first line we would have "Proficiency Level #3", but Smooth Stone dosen't have the Helmet's C&D icon so we don't.
Next line is "Artifice/Equipment Difficulty 2?" Since we're looking at Smooth Stone we look at it. The higher difficulty is Difficulty 2. We enter 65.
Next line is "Artifice/Equipment Difficult 1?" The lower one is Difficulty 1. We enter 25.

And then we get the success chance for smooth stone, 45.0 to 25.0. Note, this isn't the final one, but until we get more info this is as far as we can get. We calculated success rate with 49 and 56 profs for Smooth Stone and can calculate Conquistador Helmet's rate the same way (It's 39.5 to 35.0 for those curious), but we don't know how in the end it works. Do they have seperate rolls and if either fails the whole thing fails? Do they average together and then have a single roll? We don't know.
This is how this test should look in the end.
