Max Effective on Skills

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Lifewarden
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Re: Max Effective on Skills

Postby Lifewarden » Fri 27 May 2016, 17:14

ty fin, I hope there will be something later aside of volka structs to lvl on further lol

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Re: Max Effective on Skills

Postby DarkShade » Sat 28 May 2016, 23:43

Do you think you could do resistance strengths too?

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Lifewarden
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Re: Max Effective on Skills

Postby Lifewarden » Sun 29 May 2016, 06:20

not only we can cut volka with steel chisels, but we can assemble em structs with clay! lol now I know why we had to make that mill XD
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Re: Max Effective on Skills

Postby fingon » Wed 01 Jun 2016, 16:10

I put all data on a google sheet, which is much easier to update and work with.

Also I edited the land skills with the new olkgu clothes. If anyone has the patience, I would welcome some double checking.

TODO strengths

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Re: Max Effective on Skills

Postby Aranna » Thu 02 Jun 2016, 17:55

Okay, first off a minor issue: You put a Boarder between Extracting and Stonecutting, I think it was meant to go up 1 row to between Extracting and Carpentry.

Can't help with checking the olkgu cloths, however as for the strengths, I think they all go like this:
Idol (Tool) 50
Talisman (Jewelry) +5.0
Hero 0

So all you really need are Companion and Location (Best Watermill, I'd assume).
Glancing at the game guide, there are 9 total Resistances (and also Strengths)
http://theriansaga.com/guide/search/def ... andforms=1

Companions
And I glanced over at the wiki for companions (listed below)
http://en.theriansagawiki.com/companions.php

Abrasion: Modiste (T3), base 10 (Max 12?)
Assembly: Marid 32 (Dr. Fulgarson's Uni), Base 32 (Max 35?)
~^Also the T3s Woodscorer & Visonary have this at 12^
Concoction: Blood Sap (T3), base 10 (Max 12?)
Corrosion: Marid 22 (Dr. Fulfarson's Uni), Base 22 (Max 25?)
~^Also the T3 Visionary has this at 12^
Mechanical: Emerust (Dr. Fulfarson's Uni), Base 22 (Max 25?)
~^Also the T3s Stone Sounder, Predator, Modiste, Fire Leader, and Wood Scorer have this at 12^
Runic: No info on (not sure if this is used for any companions atm?)
Stabilization: Emerust (Dr. Fulfarson's Uni), Base 22 (Max 25?)
~^Also the T3s Stone Sounder and Wood Scorer have this at 12^
Tanning: Modiste (T3), base 10 (Max 12?)
Thermal: Fire Leader & Visionary (T3s), base 10 (Max 12)
~^both have same values^

So the of above list of Strengths for companions is:
Base 10 (Max 12?): Abrasion, Concoction, Tanning, and Thermal
Base 22 (Max 25?): Corrosion, Mechanical, and Stabilization
Base 32 (Max 35?): Assembly
No info on: Runic


Locations (Watermills)
As for the Location Bonus, glancing at the Watermill over on Theriansim:
http://theriansim.com/simulateur_bis.php

Abrasion Strength: 68 Kryamane/Volcanite/Nocturnal/Salancedar Watermill (83 Engineering) ~Oceanite is 65 Engi
Assembly Strength: 63 Kryandel/Volcanite/Nocturnal/Salancedar Watermill (83 Engineering) ~Oceanite is 64 Engi
Concoction Strength: 65 Galandor/Oceanite/Nocturnal/Salancedar Watermill (64 Engineering)
Corrosion Strength: None listed (No Dist., so I'm guessing either no info or all same)
Mechanical Strength: 63 Kryandel/Xuran/Nocturnal/Salancedar Watermill (64 Engineering) ~Oceanite is 64 Engi
Stabilization Strength: 63 Kryandel/Volcanite/Nocturnal/Salancedar Watermill (83 Engineering) ~Oceantie is 64 Engi
Tanning Strength: 63 Kryandel/Xuran/Nocturnal/Salancedar Watermill (64 Engineering) ~Oceanite is 64 Engi
Thermal Strength: 63 Kryanod/Volcanite/Nocturnal/Salancedar Watermill (83 Engineering) ~Oceanite is 62 Str. & 64 Engi

Windmill Material Bests
Top Ingot:
Kryamane~ Abrasion
Kryanod~ Thermal
Galandor~ Concoction
Kryandel~ Assembly, Mechanical, Stablization, Tanning

Top Block:
Volcanite~ Abrasion, Assembly, Stablization, Thermal
Oceanite~ Concotion
Xuran~ Mechanical, Tanning

Top Leather:
Nocturial ~on all

Top Plank:
Salancedar ~on all


Summary Companion/Location
looks like its (Tool/Jewel/Hero is 50/+5.0/0.0 afaik):
Strength: Top Companion Strength (Comp) | Windmill Strength (Ingot/Block) ~all are Nocturnal/Salancedar
Abrasion: 12 (Modiste) | 68 (Kryamane/Volcanite) ~could swap in Oceanite?
Assembly: 35 (Marid) | 63 (Kryandel/Volcanite) ~could swap in Oceanite?
Concoction: 12 (Blood Sap) | 65 (Galandor/Oceanite)
Corrosion: 25 (Marid) | Unknown (no values listed on theriansim, so either no data or mats don't alter it?)
Mechanical: 25 (Emerust) | 63 (Kryandel/Xuran) ~could swap in Oceanite?
Runic?: N/A (not listed on wiki) | N/A (not listed on theriansim)
Stabilization: 25 (Emerust) | 63 (Kryandel/Volcanite) ~could swap in Oceanite?
Tanning: 12 (Modiste) | 63 (Kryandel/Xuran) ~could swap in Oceanite?
Thermal: 12 (Fire Leader & Visionary) | 63 (Kryanod/Volcanite) ~could swap in Oceanite, but it drops it 63->62


Max Effective Estimates
So simply put, estimate max effective looks like (assuming location is same as mill's strength, iirc it is?)
Strength: Average+Talisman (Skills sorted high/low which all look to be Location/50 Tool/Companion/ 0 Hero;+5.0Jewelry bonus)
Abrasion: 49.6 (68/50/12/0;+5.0)
Assembly: 52.2 (63/50/35/0;+5.0)
Concoction: 48.4 (65/50/12/0;+5.0)
Corrosion: ??.? (50/25/0/??;+5.0) ~not sure on location bonus's max, atleast 32.5 (no location bonus)
Mechanical: 47.6 (63/50/12/0;+5.0)
Runic?: Unknown (0/0/0/0;+0.0 I think? Not sure if used atm, not gone into runes much)
Stabilization: 50.2 (63/50/25/0;+5.0)
Tanning: 47.6 (63/50/12/0;+5.0)
Thermal: 47.6 (63/50/12/0;+5.0)
Corrosion: 47.6 (63/50/12/0;+5.0)


Possible Mistakes
-The French Wiki is assumes to be accurate and updated regarding the companions
-Theriansim has a +/-1 error rate, so check to make sure that the above listed is correct (those should be max value combos)
+It didn't list a number for Corrosion, so no idea about that. You'll need to check that one's location yourself.
-The Max Effective Estimate's:
+Location Bonus assumes that Location is 100% from the mill
+Companion Bonus assumes it's base+2 for T3's base 10 and base+3 for the others (like how skills work with T1s & the rest iirc)
+Hero Bonus is assumed to always be 0.0 (afaik this is correct)
+Equipment Bonus assumes a 50 Idol is the best possible tool for all the Strengths
+Jewelry Bonus assumes a +5.0 Talisman is the best possible jewelry for all the Strengths
+It is assumed that there are no other magic bonuses (eg potions) for strengths
+Basically, it's assuming an average of Best Windmill, Best Companion, and a 50 Idol with a +5.0 Talisman added on is the best possible


TL;DR
-Companions and Locations: looks at French Wiki and Theriansim, uses them to determine best Companions/Windmills
-Summary of Companions/Locations: A brief display of what the above found to be best, with skill/name for Companions and Skill/Mats for Windmills
-Max Effective Estimates: Uses the above, along with a 50 Idol and 5.0 Talisman to give an estimated Maximum Effective for each strength
-Possible Mistakes: Briefly lists off things which should likely be checked, mostly saying to check to make sure that the values are correct

Hope this is helpful!

Edit: Oh right, also some suggestions: Mark which ones are Theoretical over in the Skill Column (A), and have Theoretical also show what it would be in the Temple (not sure if this would work well in a single list, might need to split normal crafting and Temple crafting into 2 different charts?). That would be more of an extra info thing, rather than a usability thing, so the usability might take priority over the extra info.

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Re: Max Effective on Skills

Postby fingon » Thu 02 Jun 2016, 21:05

Nice Aranna :) you did the work for me!
When I get time I will update with your findings :P

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Re: Max Effective on Skills

Postby Morlop » Sun 19 Jun 2016, 11:53

Sooo I wonder... :D
Any news on that 80 Exploring -> did anyone try yet and if so what are the results?

Also I think it would be nice if you could add a max for fighting skills 8-)

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Re: Max Effective on Skills

Postby Morlop » Sun 19 Jun 2016, 15:14

fingon wrote:I put all data on a google sheet, which is much easier to update and work with.

Also I edited the land skills with the new olkgu clothes. If anyone has the patience, I would welcome some double checking.

TODO strengths


For the Hills clothing: If you do Olkgu in rustic simlian clothes for capes, faulds and tabart you should get 59 instead of 58 for those three though I doupt it's worth it ;D

plains: Olkgu Lankarian pants in regular quality have 65 plains (compared to 60 for simalian), rustic lankarian skirt has 61, rustic lankarian tabard also has 61

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Re: Max Effective on Skills

Postby fingon » Wed 22 Jun 2016, 11:53

thank you Morlop, I will fix those you mention

what is this 80 exploring you mention?

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Morlop
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Re: Max Effective on Skills

Postby Morlop » Wed 22 Jun 2016, 11:58

fingon wrote:thank you Morlop, I will fix those you mention

what is this 80 exploring you mention?



there was some discussion, if it's possible to raise georaphy to 80 via exploring, I am just interested if anybody tried and got somwhat close ;D

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Re: Max Effective on Skills

Postby fingon » Wed 22 Jun 2016, 13:39

*Added strengths
Not all combinations were recorded, but you can get the general idea.

I need some data on volca sand and elicard sap. If anyone has them, feel free to fix the table

As for exploration 80, I think it is not doable. Jumping from 75->80 with 2 searchable locations is not possible I think.
It's nice to put it on table as theoretical though :D

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Morlop
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Re: Max Effective on Skills

Postby Morlop » Wed 22 Jun 2016, 14:01

fingon wrote:*Added strengths
Not all combinations were recorded, but you can get the general idea.

I need some data on volca sand and elicard sap. If anyone has them, feel free to fix the table



Thanks for adding the strengths.. some thoughts:
The other recipe from the owl allows new chisel -> though I don't know what you would need it for at the moment ;D
Image


for the cement, that's what I found
Image


elikarsap:
Image

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Re: Max Effective on Skills

Postby fingon » Wed 22 Jun 2016, 14:17

thanks!
fixed with elicard and volca sand
I don't know if new chisel is used to cut stones, or it is specific for the beak... If anyone has a chisel, could we get some confirmation?

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Morlop
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Re: Max Effective on Skills

Postby Morlop » Wed 22 Jun 2016, 14:59

So i crafted one... -> beak needs blades by the way

Yes you can use it to cut stones
Image

but I think I'd rather stick to Dom chisels to cut vulka :lol:


On another subject: If anyone is crazy enough to invest tons of volcanite, volriziar and demonic bones you could build an 48 yggra, which should give you 53 in porch (unless I missed something)

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Woody
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Re: Max Effective on Skills

Postby Woody » Wed 22 Jun 2016, 18:39

Morlop wrote:On another subject: If anyone is crazy enough to invest tons of volcanite, volriziar and demonic bones you could build an 48 yggra, which should give you 53 in porch (unless I missed something)

Stormi already did that :) didn't affect anything tho lol
Classic, Fantastic, Romantic

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Re: Max Effective on Skills

Postby Stormi » Wed 22 Jun 2016, 22:13

It was worth a try to see if there was anything Wonky about the Porch. It looks cool. :-)

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Re: Max Effective on Skills

Postby aknoth » Sun 24 Jul 2016, 14:05

What about adding a column indicating the next target to reach and the score its lacks.

For instance with archeology : 70's runes (76 => 1.4) or Herbalism : Prepare a feed of the living with redauroch (82 => 1.4).

It would ease finding updates new possibilities.

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Re: Max Effective on Skills

Postby fingon » Sun 24 Jul 2016, 18:06

Nice suggestion aknoth!
I will make one such column when I get time this week!
thanks

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Re: Max Effective on Skills

Postby Richard_Board » Thu 11 Aug 2016, 17:34

Image

am i right in thinking that these figures are wrong? I'm sure you can get higher location bonus than that?

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Re: Max Effective on Skills

Postby fingon » Thu 11 Aug 2016, 22:56

Correct. Thanks!
The woodworking on shipyard (not temple) was wrong, I fixed it.
I originally had the sheet open to editing and once it got messed up a bit. So some other things may not have been fixed. I hope not but please keep me informed if you find another one.


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