Alchemy

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Myckel
Posts: 72
Joined: 16 Jun 2012, 09:48

Re: Alchemy

Post by Myckel »

Zini wrote:
Could the the 0.5 value be 1/skill_potion_creation? (skill_potion_creation is the skill value we talked earlier about) Is there a way to find out?
Try running a test series with a different value than 0.5?
Based on the earlier results I generated for this, it would fit. I can do a few more tests for this, just to confirm it.

The formulas would then be:

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level_progress = 100 / ((Level + 1) * (1/skill_potion_creation) * Skill_type_GMST)
for specialization is Combat or Stealth and

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level_progress = 100 / ((Level + 1) * (1/skill_potion_creation) * Skill_type_GMST * fSpecialSkillBonus)
for Magic specialization
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Zini
Posts: 5538
Joined: 06 Aug 2011, 15:16

Re: Alchemy

Post by Zini »

A few comments: Your results are in percent, which is not very useful, so you should replace the 100 with 1.

This is supposed to be a general purpose skill gain formulae, so anything related to alchemy needs to be generalised. I suggest replacing skill_potion_creation with skill_gain_factor and explain that this comes form the skill record.
For fSpecialSkillBonus I would use specialisation_bonus and then write in the annotations that this is either 1 or fSpecialSkillBonus, depending on if the skill matches the characters specialisation.

Anyway, looks like we got it. Good job! After you have run your additional tests, can you wikify that whole thing (on the formulae page linked elsewhere)?
Myckel
Posts: 72
Joined: 16 Jun 2012, 09:48

Re: Alchemy

Post by Myckel »

Finished all the tests, look ok to me.

Tried to login on the wiki, but got:

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Login error
You are not a member of the required phpBB group. 
Who should I talk to for this?
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scrawl
Posts: 2152
Joined: 18 Feb 2012, 11:51

Re: Alchemy

Post by scrawl »

Add yourself to the group here http://openmw.org/forum/ucp.php?i=176
Myckel
Posts: 72
Joined: 16 Jun 2012, 09:48

Re: Alchemy

Post by Myckel »

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scrawl
Posts: 2152
Joined: 18 Feb 2012, 11:51

Re: Alchemy

Post by scrawl »

specialisation_bonus = value of fSpecialSkillBonus (default: 0.80) when the Player has the same specialization as the skill or 1.00 if not.
shouldn't this be the other way round? the way that it's written, if you have the same specialization as the skill you would level that skill slower?

Edit: noticed that it's 1 / x. :facepalm:
still kind of misleading that a lower value in a "bonus" variable results in a higher bonus. but hey, it's morrowind :lol:
Myckel
Posts: 72
Joined: 16 Jun 2012, 09:48

Re: Alchemy

Post by Myckel »

Lazaroth wrote: @Mickel I can take a closer look at it when I've slept.
Some comments:

Keep alchemy levels at the same point (this requires a lot of reloading). The level has a big impact on the result. So at lower levels you're underestimating and at higher levels you are overestimating if you take a range. I'm not even sure if within a level there is a constant chance. Best is to focus on one aspect at a time and see how it influences the chance.

Note that the choice of ingredients can really put you on a wrong track, especially at lower alchemy levels. I was trying to use Saltrice and Resin at Level 5. This will not give you any successes due to the fact that the resulting potion hasn't got any effect. However, the chance is most likely not changed! Due to a bug in Morrowind you can actually hear this. A failing to generate a potion normally results in the sound effect of failing potion, however when you have a success, but the potion has no effect you still get the message of failed potion, but NO sound effect.
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sirherrbatka
Posts: 2159
Joined: 07 Aug 2011, 17:21

Re: Alchemy

Post by sirherrbatka »

this requires a lot of reloading
player->setAlchemy will do.
However, the chance is most likely not changed! Due to a bug in Morrowind you can actually hear this. A failing to generate a potion normally results in the sound effect of failing potion, however when you have a success, but the potion has no effect you still get the message of failed potion, but NO sound effect.
:shock:
Myckel
Posts: 72
Joined: 16 Jun 2012, 09:48

Re: Alchemy

Post by Myckel »

sirherrbatka wrote:
this requires a lot of reloading
player->setAlchemy will do.
Tried that once. The level progress wasn't reset back to 0. One successful creation of a potion would cause a level change again.
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sirherrbatka
Posts: 2159
Joined: 07 Aug 2011, 17:21

Re: Alchemy

Post by sirherrbatka »

what about player->setAlchemy 100 and then player->setAlchemy desired value?
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