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Re: "How does it work?" Part 8: Skill Checks[message #204933] Fri, 26 December 2008 05:01 Go to previous messageGo to previous message
incognito253

 
Messages:53
Registered:December 2008
Location: Ohio, USA
Well the formula may work but the graph indicates 125/(iskill+25), not (125*iskill)/(iskill+25). Anyway, that formula may suffice - at a base chance of 100 it provides a bonus of 0. I'll run the numbers. But I think the skew value formula is supposed to IDEALLY reach its zero modifier around ~25 (I personally don't think people with a less than 25% chance to successfully set an explosive device correctly should be touching explosives, EVER, and it's not a business with a lot of margin for error).

125*100 / (25+100) = 12,500 / 125 = 100.
It increases a base value of 1 to approximately 4.8

The problem with this formula is that it only skews the bonus positively, and quickly provides a substantial (if not huge) bonus to your success at lower base chances.

I'll toy around with some parabolic arcs tomorrow. Til that time, Headrock, all I can tell you is that the comments in the original code may be correct and the formula might work exactly as intended if the derivative equations in that formula are being skewed to integers. Personally, I don't set explosives with low explosive skill because I tend to die; so I'm inclined to believe that, despite the fact that the formula produces a completely different bell curve apex than the one the comments suggest, it's actually likely that it works as intended.

If you get a chance to test that sucker out as is, no adjustments, you might find that it does just fine.

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