Increase Copper Crafting XP
sharkinajar last edited by
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.
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.
JoeKickAss last edited by
The way resources get destroyed might be an easy change to make to make it less grindy.
Wulfric last edited by Wulfric
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:
- -10 = 0% chance
- +10 = 100% chance (trivial)
- 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.)
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.
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);
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.
XP for crafting has been increased across the board for all types.