Experience: Difference between revisions

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29 - engrossed<br />
29 - engrossed<br />
30 - riveted<br />
30 - riveted<br />
31 - rapt<br />
31 - very riveted<br />
32 - very rapt<br />
32 - rapt<br />
33 - enthralled<br />
33 - very rapt<br />
34 - nearly locked<br />
34 - enthralled<br />
35 - mind lock<br />
35 - nearly locked<br />
36 - mind lock<br />


==Mind States==
==Mind States==

Revision as of 20:52, 17 June 2009

Every guild uses skill requirements to determine circle.

There are five skill sets which are learned by varying degrees by every guild. Each guild has chosen one of the five as a specialization skill set or primary skill set. Two of the remaining four have by chosen by each guild as a proficiency and support skill set for the specialization skill; these are known as secondary skills. The remaining two are considered to hold minor relevance and referred to as tertiary skills.

Guild Armor Lore Magic Survival Weapon
Barbarian Secondary Tertiary Tertiary Secondary Primary
Bard Tertiary Primary Secondary Tertiary Secondary
Cleric Tertiary Secondary Primary Tertiary Secondary
Empath Tertiary Primary Secondary Secondary Tertiary
Moon Mage Tertiary Secondary Primary Secondary Tertiary
Paladin Primary Secondary Tertiary Tertiary Secondary
Ranger Secondary Tertiary Tertiary Primary Secondary
Thief Tertiary Secondary Tertiary Primary Secondary
Trader Secondary Primary Tertiary Secondary Tertiary
Warrior Mage Tertiary Secondary Primary Tertiary Secondary


Experience Pools and Pulses

Every skill has its own individual pool into which raw experience is dumped. As it is processed into actual ranks the pool becomes smaller. The pool ranges in states from clear to mind locked. A skill with a clear pool is not being learned. A skill that is mind locked is no longer absorbing raw experience. When an amount of experience is converted to actual rank, it is called a pulse. The pulse size depends on many factors, such as the distance from the wall rank, the size and fullness of the pool, and overall mind state, can range from anywhere near 1% to 50% of a rank. Some of these factors you can control to a certain degree through the training of mental stats, others are statically determined, such as the distance between wall ranks.

The size of the pool is primarily determined by Intelligence and Discipline, but how important it is consider by a guild, as judged by Primary, Secondary, or Tertiary skillset rank, also plays a part.

The experience pool states under the old system are as follows:
Clear
Learning
Thoughtful
Pondering
Concentrating
Muddled
Very Muddled
Perplexing
Perplexed
Bewildering
Bewildered
Dazed
Mind Lock


Under the new system 06-17-09; Using evasion in the test instance there are now 35 mind states from clear to mindlock:

01 - clear
02 - dabbling
03 - perusing
04 - learning
05 - thoughtful
06 - very thoughtful
07 - thinking
08 - considering
09 - pondering
10 - ruminating
11 - concentrating
12 - attentive
13 - deliberative
14 - interested
15 - examining
16 - understanding
17 - absorbing
18 - intrigued
19 - scrutinizing
20 - analyzing
21 - studious
22 - focused
23 - very focused
24 - engaged
25 - very engaged
26 - cogitating
27 - fascinated
28 - captivated
29 - engrossed
30 - riveted
31 - very riveted
32 - rapt
33 - very rapt
34 - enthralled
35 - nearly locked
36 - mind lock

Mind States

Mind state is a very important factor in experience to rank conversion. The worse your mind state is, the slower you learn. Mind states range from clear to very frozen. Every skill you raise to a mind lock state affects your overall mind state. At a Frozen or very frozen state, you no longer learn at all.

However, as long as the Multiple Opponent skill is not Mind Locked, the state of the Evasion skill, the Parry Ability skill, and the Shield Usage skill will not contribute to overall state.

The mind states are as follows:
Clear
Fluid
Murky
Very Murky
Thick: A small penalty to learning is applied at this point.
Very Thick
Dense: Penalty increased
Very Dense
Stagnant: penalty increased again.
Very Stagnant
Frozen: 100% learning penalty
Very Frozen: Yeah, its bad.

Stats and Learning

Your character's mental statistics are an important player in your overall learning process. The three mental stats, wisdom, intelligence, and discipline affect learning in different ways, and all of them are based upon a logarithmic return rate, thus eventually reaching a point of diminishing returns.

Wisdom Wisdom affect learning more so than any other skill, and has less functionality than any other skill. Wisdom increases the amount of raw experience converted into rank per pulse. The point of diminishing returns is around 30 points.

Intelligence Intelligence affects the size of your experience pools. It also has a point of diminishing returns around 28 or 30, however it also plays a factor in spell resistance in Spell Vs. Will scenarios.

Discipline Discipline is probably the most useful of all mental skills. In relation to learning, it determines the speed at which your overall mind state changes and increases the size of your experience pools. It also has a point of diminishing returns, but only for learning. It's other uses including resisting fear effects, and modifies several guild specific abilities, such as the barbarian's dance ability.

Wall Ranks

Each skillset is learned at a different rate depending upon if it is primary, secondary or tertiary. The rate at which each skill is learned is controlled by wall ranks. A wall rank is a reduction in the amount of actual rank percentage gained from the experience pool per pulse. The amount gained per rank depends on the ranks distance from the wall, The first rank after a wall is gained at 9/9ths, or 100%, of the pulse amount for primary skills, 5/9ths for secondary skills (56%, roughly), 3/9ths (33%, roughly) for tertiary skills, and it drops by a ninth for every rank following up to 2/9ths for the wall rank. For the primary skill set, your wall rank is every eighth rank, and because 0 does count as a rank it begins at rank 7. For secondary skills it is every fourth rank, thusly beginning at 3. and for every tertiary skill it is every other rank, beginning at 1.

However, due to recent changes to the experience system, wall ranks have been slightly modified for all secondary skills below 80 ranks and all tertiary skills below 120 ranks. The change is thus, for ranks 1-20 all skills are learned at 9/9ths (primary skill rate), for 21-40 at a rate of 8/9ths, 41-60 -- 7/9ths, 61-80 -- 6/9ths, 81-99 -- 5/9ths (secondary skills will stabilize here), 100-119 -- 4/9ths, 120+ -- 3/9ths (standard tertiary rate).

RP Messaging

Ranks in each skill are numerical. However, there is also a role-playing system of nomenclature set up for skills, to make it easier to integrate into gameplay.


Ranks 1-49 / Novice

Within the above range:

  • + 0-09 = Lowly
  • + 10-19 = Promising
  • + 20-29 = Able
  • + 30-39 = Trained
  • + 40-49 = Full


Ranks 50-99 / Practitioner
Ranks 100-149 / Dilettante
Ranks 150-199 / Aficionado

Within the above ranges:

  • + 0-09 = Beginner
  • + 10-19 = Competent
  • + 20-29 = Proficient
  • + 30-39 = Experienced
  • + 40-49 = Skilled


Ranks 200-299 / Adept
Ranks 300-399 / Expert

Within the above ranges:

  • Rated by degrees 0-99


Ranks 400-499 / Professional
Ranks 500-599 / Authority
Ranks 600-699 / Genius

Within the above ranges:

  • + 20-39 = Exceptional
  • + 40-59 = Outstanding
  • + 60-79 = Renowned
  • + 80-99 = True


Ranks 700-799 / Savant
Ranks 800-899 / Master
Ranks 900-999 / Grand Master

Within the above ranges:

  • + 20-39 = Distinguished
  • + 40-59 = Venerated
  • + 60-79 = Exalted
  • + 80-99 = Transcendent


Ranks 1000-1249 / Guru
Ranks 1250+ / Legend

Also See

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