User talk:RolandOfGilead13141

How do you know all that skill data for level 18? are you testing it at the proper shrines? Foo 08:34, 9 September 2006 (CDT)
 * Oh ok, now that I see the attributes for the level 18 and 20, it seems you do. gj. Foo 08:36, 9 September 2006 (CDT)
 * No I don't gather hard data for the highest 2 levels. However, skill effects seem to follow a strictly linear curve depending on its linked attribute's level, taking GW's rounding method into account. For levels 0-16 I have tested this theory extensively and have not yet found an exception to it, so I have full confidence that the theory is correct and can be applied to levels 17/18 and 19/20, respectively. RolandOfGilead 08:49, 9 September 2006 (CDT)
 * ok, that sounds better then just guessing numbers. can you say more about it? Foo 09:06, 9 September 2006 (CDT)
 * Sure. The rounding method applied in GW is: x.5 and greater is rounded up, otherwise down. For example, 5/2 = 2.5 = 3 in GW. There are exceptions, but AFAIK they are alwas explicitely stated.


 * The linear curve I mentioned is the basic equation describing a line in a Cartesian coordinate system:


 * y = mx + c, or, for our purposes,


 * effect = effectIncrease*attributeLevel + offset


 * where effectIncrease is the increase per level and offset simply the value at level 0 (but before rounding, so offset can be a fraction, even though a fraction is never displayed to the player).


 * For example, if the skill says "target foe is poisoned for 5-17 seconds", then effectIncrease = 1.0 and offset = 5.0. This is trivial if the increase is a whole number. But what about fractions?


 * Example: Life Siphon effect duration, from level 0 trough 16, and the increase per level below it:


 * 12 13 14 14 15 16 17 18 18 19 20 21 22 22 23 24 25


 * N/A +1 +1 +0 +1 +1 +1 +1 +0 +1 +1 +1 +1 +0 +1 +1 +1


 * Do you see the pattern in the lower line? The increase is always 1/1/0/1/1. You could also say it is 0/1/1/1/1 or 1/0/1/1/1, as long as the pattern returns without fault. Either way, now we know that the effect will increase by 4 every 5 levels. Thus, effectIncrease = 4/5 = 0.8. The only thing left to do is to find out the exact value of offset, which can be determined by what my Maths teacher would've called "a sharp look". In this case, offset is 12.0. Now we can calculate the duration of Life Siphon for an arbitrary level. Hope that helped. RolandOfGilead 10:01, 9 September 2006 (CDT)