From i11u5i0n@WRITEME.COM Tue Jan 6 19:24:06 1998 Date: Tue, 6 Jan 1998 22:01:47 +0800 From: i11u5i0n To: FORGOTTEN-L@AMBIENCE.COM.AU Subject: [FR] Modifiers in FR Greetings ! Here's some tables I've produced to summarise 1) the Xp required for units to gain a 1 hit point bonus and 2) the % required to increase skill ranks from one skill rank to the next higher skill rank, whether the % comes from items, Xp's, unit bonuses or Avatar bonuses. It should be correct excepting for one single area which I hope someone with the knowledge and experience of playing with the playtesters or who was a playtester who knows the design would help clarify. Table for Xp's required to increase 1 hit point ================================ Hp Xp 1-Hit 51 2-Hits 26 3-Hits 17 4-Hits 13 5-Hits 11 6-Hits 9 Xp's is the only way to increase hit points other than Avatar bonuses and very rare & expensive items (which can't be crafted anyways) therefore the purpose of this chart. Table for % required to raise a skill rank from one level to another =============================================== % % 0 ??? 5 90 10 45 15 30 20 23 25 18 30 15 35 13 40 12 45 10 50 9 55 9 60 8 This table is applicable for all stats with skill ranks, each 5% representing a single skill rank. It goes up to only 60% because I didn't bother doing it for Avatars and the 2 units (other than characters or monsters) that can be produced with skill ranks exceeding 60% are rare (Death Knights & Titans). The only one area I'm not sure is how the 0 (none) skill rank is increased with item bonuses (Character bonuses do not work) because it is very apparent that units with 0 (none) skill ranks can actually cause damage in that particular combat phase. Eg. a coupla of none (0) level units with magical items with Magic skill bonus can actually participate in the magic phase and can actually do damage, I'm sure a lot of you experienced ones know this already. I've done the maths and it actually takes 350 % IF 0 level is equal to 1 % chance (0 times anything is 0, so the lowest number taken is 1). Even with the most experienced and highest cummulative magic items bonuses, its definately IMPOSSIBLE to touch 350 % bonus level. What I speculate is, from the input from one of u out there commenting on multiple damage in a phase, is that the small 1% is a great compared to units with 0 (none) level Magical Resistance that it's good enough to cause a few hits. After all I usually notice that the damage usually only occur when the target(s) has 0 (none) MR which most units have excepting for magically resistance creatures / races like the dwarves, gnomes & halflings, ... etc. Anyone to comment on this ? Regards i11u5i0n (email@example.com c/o Daniel H L Pang)
Comment on XP bonuses breakdown?
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