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View Full Version : Adding a Max skill value to player skills



S.H.E
07-06-2002, 11:43 AM
Preposed mod:

Add max skill points column for skills window. The max skill lvls are figured by class/lvl. a simple formula for most.

would look like this:


skill current max
1H Blunt 201 252

Any thoughts?

darkgrue
07-07-2002, 12:04 PM
It's not pre-calculatable for some skills, especially as you get into the post-50 levels.

permafrost
07-09-2002, 06:22 AM
Something that may be easier to do, but would provide close to the same information would be to change the color of a skill when it reaches its max value. That way you could tell at a glance if you have maxed your 2HB and its time to switch to 2HS.

Mr Guy
07-09-2002, 07:47 AM
1) Those would both require the same information.

2) Of course it's doable. As a matter of fact, if you post the chart that explains for every class every skills cap for every level (or just the formula and which levels that formula works for) and I'll make a patch to do something with it. Sound fair? It's about time I actually contributed on more than a tutor level.

Cryonic
07-09-2002, 01:51 PM
In general:

Trainable Skills (1hb, 2hb, 1hs, 2hs, piercing, throwing, archery) and Caster Skills (Abjure, Conjure, Evoke, Divine, etc...)

(Level + 1) * 5

Untrainable skills (Offense, Defense)

Level * 5

Trade skills

No formula. One maxes at 250, all others max at 200.

The above matches my exp with Combat types (Warrior, Monk, Cleric, Shaman)

I think for Casters, Offense and Defense are actually

Level * 4

As for skill caps, both pre- and post-50 can be found at eq.castersrealm.com.

Dedpoet
07-09-2002, 05:00 PM
This gets complicated though. For example, monks over a certain level get 10 points in offense instead of 5, shaman's alchemy is capped at (level-21)*5 or something like that, etc. This would have to be a big ugly table, not just a few formulas.

Edit: sometimes my typos amaze me.

fryfrog
07-09-2002, 05:03 PM
its far more complicated than that... i know druid 1hs caps at 175 i think (or is it 75?) which at lvl 56 isn't (level +1)*5 :)

some classes get certain bonuses (like warriors and bind wound) and lots of wierd things...

in theory, it sounds like a good idea... but i think in practice it is FAR more complicated than the value it adds. sorry if you disagree though :)

Cryonic
07-09-2002, 06:30 PM
Those were basic formulas for the big skills that almost all the classes have. I didn't post the class caps because they are all listed at castersrealm.com.

http://eq.castersrealm.com/menu/<class>.asp

They list both pre-50 (which those formulas fit till you hit the cap) and post-50 (which I have 0 exp with since none of my chars have ever gotten to 50).

Mr Guy
07-10-2002, 08:33 AM
Ok, if it's so easy, look them up put them all in one post clearly marked as to what each formula means.

Don't give me "in general" and "mostly" and "look here" to code from.

darkgrue
07-10-2002, 02:40 PM
From this thread on Monkly Business (http://pub35.ezboard.com/fmonklybusiness43508frm2.showMessage?topicID=789.t opic):

Skill 50 51 52 53 54 55 56 57 58 59 60
1HB 240 242 244 246 248 250 252 252 252 252 252
2HB 240 242 244 246 248 250 252 252 252 252 252
H2H 225 228 231 234 237 240 243 246 249 252 252
Offense 230 233 236 239 242 245 248 251 252 252 252
Defense 230 233 236 239 242 245 248 251 252 252 252
Double Attack 210 214 218 222 226 230 234 238 242 246 250
Dodge 200 203 206 209 212 215 218 221 224 227 230
Block 200 203 206 209 212 215 218 221 224 225 225
Riposte 200 203 206 209 212 215 218 221 224 225 225
Flying Kick 200 203 206 209 212 215 218 221 224 225 225
Dragon Punch 200 203 206 209 212 215 218 221 224 225 225
Eagle Strike 200 203 206 209 212 215 218 221 224 225 225
Throwing 113 122 131 140 149 158 167 176 185 194 200
Bind Wounds 200 202 204 206 208 210 210 210 210 210 210

It's formatted a little better in the orginal thread linked above. I should note that it's missing the Kick skill, which also has a slightly oddball progression =/