Difference between revisions of "Talk:Skills"
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the rituals only increase skills to a cap of 95%, and when you're putting points into skills at character creation, you can't raise anything above 95%. [[User:Plotinus|Plotinus]] ([[User talk:Plotinus|talk]]) 01:55, 24 October 2014 (CEST) | the rituals only increase skills to a cap of 95%, and when you're putting points into skills at character creation, you can't raise anything above 95%. [[User:Plotinus|Plotinus]] ([[User talk:Plotinus|talk]]) 01:55, 24 October 2014 (CEST) | ||
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+ | http://z3.invisionfree.com/UrW_forum/index.php?showtopic=2244 | ||
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+ | [[User:Plotinus|Plotinus]] ([[User talk:Plotinus|talk]]) 02:01, 24 October 2014 (CEST) |
Latest revision as of 01:01, 24 October 2014
I wonder what might be the purpose of the skills table? Some basic stats coming up? --- Sami
I think this is where my statement that skills are 5%-95% comes from, or this is part of where it comes from:
news.txt 3.15 beta:
- improved: skill mastery level impact on produced item quality
This is a fundamental addition which affects to all items that are produced by using your character's skills; crafting, cooking, building and so on.
Finished item quality is now assessed based on your crafting success modified by your mastery level. From now on, novice craftsmen can rarely produce top quality items and highly skilled craftsmen can trust that the skills they've achieved won't fail all too easily. Skill rolls are made normally, there can be failures and successes, but failures of a master craftsman may be superior to the successes of a novice.
For example: a character with 30% mastery in CARPENTRY tries to craft a wooden shovel but succeeds only marginally. The resulting wooden shovel will be of poor quality. If a character with 85% mastery in CARPENTRY tries to craft a wooden shovel and also succeeds only marginally the resulting wooden shovel will be of decent quality - not fine but no poor either.
Moreover, complete novices can't produce top quality items no matter what. They may be able to produce decent crafts, but only when there's enough mastery in the play the finished items will be of superior quality. The odds to produce better quality items in more steady fashion now grows in line with skill mastery levels.
But it might ahve been something on the forums
Plotinus (talk) 01:50, 24 October 2014 (CEST)
Oh, I know where another piece of the 95% stat comes from:
the rituals only increase skills to a cap of 95%, and when you're putting points into skills at character creation, you can't raise anything above 95%. Plotinus (talk) 01:55, 24 October 2014 (CEST)
Also also:
http://z3.invisionfree.com/UrW_forum/index.php?showtopic=2244