Work Efficiency (Mechanics): Difference between revisions
m Spelling |
mNo edit summary |
||
(5 intermediate revisions by the same user not shown) | |||
Line 1:
Note: The Traveling activity is an exception to these rules and is handled differently. See [[Traveling (Mechanics)]] for more information.▼
# The base increase from gaining levels in the activity's skill.
# The increase (or decrease) from any equipped gear or tools.
▲Note: The Traveling activity is an exception to these rules and is handled differently. See [[Traveling (Mechanics)]] for more information.
== Work Efficiency Calculation ==
Line 10 ⟶ 9:
# Each activity has an initial base work per action with 1 work unit equating to 1 step.
# The total efficiency is then calculated.
#* Skills give a +1.
#* The equipment bonus is as stated in the details for that item for the relevant skill.
# This calculated added efficiency is then compared to the maximum efficiency for the activity. If your efficiency is greater than the maximum, then it is set to be the maximum.▼
#* The maximum added efficiency can be found in the Walkpedia entry for that activity.
# These bonuses are then added to the base 100% efficiency that you have for every activity.
▲# This calculated efficiency is then compared to the maximum efficiency for the activity. If your efficiency is greater than the maximum, then it is set to be the maximum.
# The new work per action is then calculated by taking the base work divided by the efficiency (as a number, not a percent).
# The work per action is then rounded up to the nearest full step.
Line 23:
#* There is a base work value of 53.00 work units (steps).
# We have level 25 agility, and the activity requires level 25 agility.
#* Level efficiency gain: ((25 Skill Level - 25 Activity Level) × 0.
#* Equipment efficiency gain: We have no gear that gives efficiency bonuses. = 0% (0.00) added equipment efficiency
#*
# We compare to the maximum efficiency for the activity.▼
#* Rooftop Jumping (Beginner) has a maximum efficiency of
# We add the level and equipment efficiency to the base efficiency value.
#*
▲# We compare to the maximum efficiency for the activity.
▲#* Rooftop Jumping (Beginner) has a maximum efficiency of 1.50.
▲#* We have a 1.00 total efficiency, so we are below the maximum.
▲#* We use the smaller value, so our effective efficiency is 1.00.
# We calculate the new work per action for the activity.
#* 53.00 base work units ÷ 1.00 effective efficiency = 53.00 calculated work per action
Line 42 ⟶ 43:
#* There is a base work value of 53.00 work units (steps).
# We have level 40 agility, and the activity requires level 25 agility.
#* Level efficiency gain: ((40 Skill Level - 25 Activity Level) × 0.
#* Equipment efficiency gain: We have no gear that gives efficiency bonuses. = 0% (0.00) added equipment efficiency
#* Calculate total added efficiency. 18.75% level efficiency + 0% equipment efficiency = 18.75% (0.1875) added efficiency
# We compare to the maximum efficiency for the activity.▼
#* Rooftop Jumping (Beginner) has a maximum efficiency of
# We add the level and equipment efficiency to the base efficiency value.
#*
▲# We compare to the maximum efficiency for the activity.
▲#* Rooftop Jumping (Beginner) has a maximum efficiency of 1.50.
▲#* We have a 1.225 total efficiency, so we are below the maximum.
▲#* We use the smaller value, so our effective efficiency is 1.225.
# We calculate the new work per action for the activity.
#* 53.00 base work units ÷ 1.
# We round work per action up to the nearest full step value.
#*
=== Example with Skill Levels Over the Minimum and Equipment===
Line 61 ⟶ 63:
#* There is a base work value of 53.00 work units (steps).
# We have level 40 agility, and the activity requires level 25 agility.
#* Level efficiency gain: ((40 Skill Level - 25 Activity Level) × 0.
#* Equipment efficiency gain: The Walking Stick gives +5.0% work efficiency = 5% (0.05) added equipment efficiency
#*
▲#* 1.00 base efficiency + 0.225 level efficiency + 0.05 equipment efficiency = 1.275 total efficiency
# We compare to the maximum efficiency for the activity.
#* Rooftop Jumping (Beginner) has a maximum efficiency of
#* We have a
#* We use the smaller value, so our effective efficiency is
# We add the level and equipment efficiency to the base efficiency value.
#* 100% base efficiency + 23.75% added efficiency = 123.75% (1.2375) total efficiency
# We calculate the new work per action for the activity.
#* 53.00 base work units ÷ 1.
# We round work per action up to the nearest full step value.
#*
=== Example with Efficiency Over the Maximum ===
Line 79 ⟶ 82:
# We look at the base work for the activity.
#* There is a base work value of 53.00 work units (steps).
# We have level
#* Level efficiency gain: ((
#* Equipment efficiency gain: Our items give a +50.0% efficiency = 50% (0.50) added equipment efficiency
#* Calculate total added efficiency. 25% level efficiency + 50% equipment efficiency = 75% (0.75) added efficiency
# We compare to the maximum efficiency for the activity.▼
#* Rooftop Jumping (Beginner) has a maximum efficiency of
# We add the level and equipment efficiency to the base efficiency value.
#*
▲# We compare to the maximum efficiency for the activity.
▲#* Rooftop Jumping (Beginner) has a maximum efficiency of 1.50.
▲#* We have a 1.725 total efficiency, so we are above the maximum.
▲#* We use the smaller value, so our effective efficiency is 1.50.
# We calculate the new work per action for the activity.
#* 53.00 base work units ÷ 1.50 effective efficiency = 35.33 calculated work per action
Line 95 ⟶ 99:
Note: For Rooftop Jumping (Beginner) 36 steps per action is the minimum possible for this activity from efficiency gains. It is possible to reduce this further from [[Steps Required (Mechanics)|step reduction attributes]]
{{Version|A}}
[[Category:Game Mechanics]]
|
Latest revision as of 16:08, 17 August 2024
Note: The Traveling activity is an exception to these rules and is handled differently. See Traveling (Mechanics) for more information.
Work Efficiency is derived from two sources:
- The base increase from gaining levels in the activity's skill.
- The increase (or decrease) from any equipped gear or tools.
Work Efficiency Calculation
- Each activity has an initial base work per action with 1 work unit equating to 1 step.
- The total efficiency is then calculated.
- Skills give a +1.25% efficiency bonus for each level over the minimum up to a maximum of 25%. ((Skill Level - Activity Level) × 0.015)
- The equipment bonus is as stated in the details for that item for the relevant skill.
- This calculated added efficiency is then compared to the maximum efficiency for the activity. If your efficiency is greater than the maximum, then it is set to be the maximum.
- The maximum added efficiency can be found in the Walkpedia entry for that activity.
- These bonuses are then added to the base 100% efficiency that you have for every activity.
- The new work per action is then calculated by taking the base work divided by the efficiency (as a number, not a percent).
- The work per action is then rounded up to the nearest full step.
Example with Minimum Skill Levels Only
If we want to do Rooftop Jumping (Beginner) with an agility level of 25 and no gear.
- We look at the base work for the activity.
- There is a base work value of 53.00 work units (steps).
- We have level 25 agility, and the activity requires level 25 agility.
- Level efficiency gain: ((25 Skill Level - 25 Activity Level) × 0.0125) = ((0 Levels over Minimum) × 0.0125) = 0% (0.00) added level efficiency which is lower than the 25% maximum.
- Equipment efficiency gain: We have no gear that gives efficiency bonuses. = 0% (0.00) added equipment efficiency
- Calculate total added efficiency. 0% level efficiency + 0% equipment efficiency = 0% (0.00) added efficiency
- We compare to the maximum efficiency for the activity.
- Rooftop Jumping (Beginner) has a maximum efficiency of 50% (0.50) as shown in its Walkpedia entry.
- We have a 0% (0.00) added efficiency, so we are below the maximum.
- We use the smaller value, so our effective efficiency is 0% (0.00).
- We add the level and equipment efficiency to the base efficiency value.
- 100% base efficiency + 0% added efficiency = 100% (1.00) total efficiency
- We calculate the new work per action for the activity.
- 53.00 base work units ÷ 1.00 effective efficiency = 53.00 calculated work per action
- We round work per action up to the nearest full step value.
- 53.00 calculated work per action rounds up to 53 steps per action.
Example with Skill Levels Over the Minimum
If we want to do Rooftop Jumping (Beginner) with an agility level of 40 and no gear.
- We look at the base work for the activity.
- There is a base work value of 53.00 work units (steps).
- We have level 40 agility, and the activity requires level 25 agility.
- Level efficiency gain: ((40 Skill Level - 25 Activity Level) × 0.0125) = ((15 Levels over Minimum) × 0.0125) = 18.75% (0.1875) added level efficiency which is lower than the 25% maximum.
- Equipment efficiency gain: We have no gear that gives efficiency bonuses. = 0% (0.00) added equipment efficiency
- Calculate total added efficiency. 18.75% level efficiency + 0% equipment efficiency = 18.75% (0.1875) added efficiency
- We compare to the maximum efficiency for the activity.
- Rooftop Jumping (Beginner) has a maximum efficiency of 50% (0.50) as shown in its Walkpedia entry.
- We have a 18.75% (0.1875) added efficiency, so we are below the maximum.
- We use the smaller value, so our effective efficiency is 18.75% (0.1875).
- We add the level and equipment efficiency to the base efficiency value.
- 100% base efficiency + 18.75% added efficiency = 118.75% (1.1875) total efficiency
- We calculate the new work per action for the activity.
- 53.00 base work units ÷ 1.1875 effective efficiency = 44.63 calculated work per action
- We round work per action up to the nearest full step value.
- 44.63 calculated work per action rounds up to 45 steps per action.
Example with Skill Levels Over the Minimum and Equipment
If we want to do Rooftop Jumping (Beginner) with an agility level of 40 and a Walking Stick.
- We look at the base work for the activity.
- There is a base work value of 53.00 work units (steps).
- We have level 40 agility, and the activity requires level 25 agility.
- Level efficiency gain: ((40 Skill Level - 25 Activity Level) × 0.0125) = ((15 Levels over Minimum) × 0.0125) = 18.75% (0.1875) added level efficiency which is lower than the 25% maximum.
- Equipment efficiency gain: The Walking Stick gives +5.0% work efficiency = 5% (0.05) added equipment efficiency
- Calculate total added efficiency. 18.75% level efficiency + 5% equipment efficiency = 23.75% (0.2375) added efficiency
- We compare to the maximum efficiency for the activity.
- Rooftop Jumping (Beginner) has a maximum efficiency of 50% (0.50) as shown in its Walkpedia entry.
- We have a 23.75% (0.2375) added efficiency, so we are below the maximum.
- We use the smaller value, so our effective efficiency is 23.75% (0.2375).
- We add the level and equipment efficiency to the base efficiency value.
- 100% base efficiency + 23.75% added efficiency = 123.75% (1.2375) total efficiency
- We calculate the new work per action for the activity.
- 53.00 base work units ÷ 1.2375 effective efficiency = 42.83 calculated work per action
- We round work per action up to the nearest full step value.
- 42.83 calculated work per action rounds up to 43 steps per action.
Example with Efficiency Over the Maximum
If we want to do Rooftop Jumping (Beginner) with an agility level of 40 and items that give a total +50.0% efficiency.
- We look at the base work for the activity.
- There is a base work value of 53.00 work units (steps).
- We have level 50 agility, and the activity requires level 25 agility.
- Level efficiency gain: ((50 Skill Level - 25 Activity Level) × 0.0125) = ((25 Levels over Minimum) × 0.0125) = 31.25% (0.3125) added level efficiency which is higher than the 25% maximum so we use 25% as the level efficiency.
- Equipment efficiency gain: Our items give a +50.0% efficiency = 50% (0.50) added equipment efficiency
- Calculate total added efficiency. 25% level efficiency + 50% equipment efficiency = 75% (0.75) added efficiency
- We compare to the maximum efficiency for the activity.
- Rooftop Jumping (Beginner) has a maximum efficiency of 50% (0.50) as shown in its Walkpedia entry.
- We have a 75% added efficiency, so we are above the maximum.
- We use the smaller value, so our effective efficiency is 50%.
- We add the level and equipment efficiency to the base efficiency value.
- 100% base efficiency + 50% added efficiency = 150% (1.50) total efficiency
- We calculate the new work per action for the activity.
- 53.00 base work units ÷ 1.50 effective efficiency = 35.33 calculated work per action
- We round work per action up to the nearest full step value.
- 35.33 calculated work per action rounds up to 36 steps per action.
Note: For Rooftop Jumping (Beginner) 36 steps per action is the minimum possible for this activity from efficiency gains. It is possible to reduce this further from step reduction attributes
This page has been updated to reflect information in game version 0.2.0-beta+295 "The Achievements Update". |