sherbetsu Posted May 21, 2007 Share Posted May 21, 2007 I have spent hours searching for a mod that does something like this. I wasn't able to find one. Overview:Skill increases still determine when you level up and what your attribute multipliers are at level up.Skill increases you don't chose to use at level-up are NOT discarded but carry forward to future levels. Skill increases that you don't use at level-up atrophy slightly every time you "neglect" them. I think it would take care of most of the efficient-leveling micro-management without completely discarding it. Mechanics:1) The mod keeps a running total of all skill increases for each attribute.2) If the total of skill increases for an attribute is 10 or higher when you level up, you get the x5 multiplier.3) Whenever you chose the x5 multiplier, 10 points are subtracted from that attribute's accumulator.4) If you choose to increase an attribute that has less than 10 accumulated skill increases, the multiplier is calculated according to the standard formula. That attribute's accumulator is then set to zero.4) Every time you DON'T increase a particular attribute at level-up, it's skill total "atrophies" by a user-defined number of points (but never less than zero). Example:Player defines the per-level atrophy as 1 point per level. Level 1 -> 2:Player accumulates the following increases while reaching level 2:Str+6,End+11 ,Agl+15,Spd+17,Int+7,Wil+5,Per+1 When he levels up he choses to increase Agility (+5), Endurance (+5) and Luck(+1)The Agility and Endurance totals are reduced by 10 each. Int, Will, Per, Spd and Str accumulators "atrophy" by 1 point each.Thus the accumulators starting level 2 are:Str+5,End+1 ,Agl+5,Spd+16,Int+6,Wil+4,Per+0 Level 2:Going from level 2 to 3 the player accumulates the following skill increases:Str+6,End+11 ,Agl+8,Spd+8,Int+3,Wil+3,Per+3 bringing his accumulated skill totals to:Str+11, End+12,Agl+13,Spd+24,Int+9,Wil+7,Per+3 Str,End,Agl and Spd all would be eligible for x5 modifiers.The player COULD chose to increase Will, and take the lesser multiplier. In that case the accumulated total for Will would be reduced to zero. If this mod was installed on an established character, the accumulators could be initialized assuming that the player always chose a x5 multiplier. i.e.Strength skills total = (Current_Blunt+Current_Blade+Current_H2H) - (Starting_Blunt+Starting_Blade+Starting_H2H) - ((Current Strength - Starting Strength) / 5 * 10) - (Character Level * Atrophy_Factor) It won't be completely accurate but it would still be an improvement over the vanilla system. I initially thought it might be possible to re-calculate all the figures by subtracting the original attribute and skill values from the "current" values - but I wasn't able to come up with a formula that accurately accounts for a player choosing a multiplier less than x5. If the mod kept track of the attribute increases instead of the skill increases, you could re-calculate from first principles - but I'm not sure that would actually be better. Discuss among yourselves...ThanksSherbetsu Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.