Increase Copper Crafting XP



  • As one of the starter crafting mats, it's actually pretty hard to smelt/craft with it at the beginning, and it doesn't give you much xp at all for bettering your smelting/forging. I think it would be better if it increased xp by 15-20 instead of 7.


  • Admin [DM]

    XP is granted based on % success rate. At 50% success rate you get 100% of the crafting xp. Then it scales up or down depending on % chance.

    So the better you get at crafting a specific category the less xp you get for that item. For example a Level 3 recipe would get 30 xp with a 50% chance. If you have only a 20% chance of success, you'd get more than 30 XP for that item. If you have a 80% chance of success, you'd get less than 30 xp.

    SO the "increase of xp" is different for everyone and every recipe.



  • The way resources get destroyed might be an easy change to make to make it less grindy.



  • Maybe a little balancing around chance vs. XP would not hurt too bad.

    What I was calculating that would be good is to have it based on the function above:

    Function:
    X axis

    • -10 = 0% chance
    • +10 = 100% chance (trivial)

    Y axis

    • XP = Y * crafting XP (Y=0 -> 0 XP, Y = 1 -> Original XP)

    Definition: 1 / (1.25^x)

    How it looks like (XP multipliers by chance %)?

    • 0% -> well, you can't do that
    • 5% -> 7.45
    • 10% -> 5.96
    • 15% -> 4.77
    • 20% -> 3.81
    • 25% -> 3.05
    • 30% -> 2.44
    • 35% -> 1.95
    • 40% -> 1.56
    • 45% -> 1.25
    • 50% -> 1
    • 55% -> 0.8
    • 60% -> 0.64
    • 65% -> 0.51
    • 70% -> 0.4
    • 80% -> 0.33
    • 85% -> 0.26
    • 90% -> 0.2
    • 95% -> 0.16
    • 100% -> 0.13 (or 0.00, but I don't think that it should give zero.)

    Why?
    I calculated through, and I think this is the friendliest way to give XP for crafting. It means a lot if you try something you barely have chance for but succeed, and keeps being okay after you are over 50%.
    The reason I went with this function is that the system should reward more when you are trying to do hard stuff in crafting. And since crafting what you already can with a high chance still takes time, it should be rewarded a little as well.
    In my opinion, trivial recipes should give XP also. Not much, that .13 is just a small amount, but I'd go with like MAX(0.13 * XP, 3), it could make sense.


  • Admin [DM]

    The DC for crafting uses this formula:

    int nEffDC = (((11 - (nPcLevel * 2)) - FloatToInt(fPcAbility / 2.0)) + 27) - ((10 - nRecipeLevel) * 2);
    

    XP per recipe item is set in the script for each item, as follows:

    sKeyToRecipe = CnrRecipeCreateRecipe(sMenuShieldCopp, "Copper Buckler", "cnrShldBuckCopp", 1);
        CnrRecipeAddComponent(sKeyToRecipe, "cnrIngotCopp", 4);
        CnrRecipeSetRecipeLevel(sKeyToRecipe, 1);
        CnrRecipeSetRecipeXP(sKeyToRecipe, 10, 10);
        CnrRecipeSetRecipeBiproduct(sKeyToRecipe, "cnrMangledCopp", 0, 2);
        CnrRecipeSetRecipeAbilityPercentages(sKeyToRecipe, 70, 30, 0, 0, 0, 0);
    

    This line CnrRecipeSetRecipeXP(sKeyToRecipe, X, Y); is where the XP is set. With X being the TRADE XP (builds your crafting level) and Y being the in game "adventuring" XP, that counts toward your PCs level.

    Changing the XP gained on any crafting would mean editing every item craftable in every script.


  • Admin [DM]

    XP for crafting has been increased across the board for all types.


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