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When skilling outside of a guild, the probability of success is determined by two variables: low and high. The probability then is (N+1)/(255+1), where N=low*(99-lvl)/98+high*(lvl-1)/98 and each division is integer division and so rounds down. This has been shown experimentally by the wiki team and confirmed by jmods. Note, the term for inside of guilds is N=(low*(99-lvl)+high*(lvl-1))/98. The effect of probability-altering equipment is to change the N value. For instance, if N is the term for the success probability of harpoon fishing with a normal harpoon, then floor(1.35*N) is the corresponding value for a crystal harpoon, which has a 35% boost.
This is different from what is currently in the code and disagrees with assumption 4. (Love the project, by the way!)
The text was updated successfully, but these errors were encountered:
When skilling outside of a guild, the probability of success is determined by two variables:
low
andhigh
. The probability then is(N+1)/(255+1)
, whereN=low*(99-lvl)/98+high*(lvl-1)/98
and each division is integer division and so rounds down. This has been shown experimentally by the wiki team and confirmed by jmods. Note, the term for inside of guilds isN=(low*(99-lvl)+high*(lvl-1))/98
. The effect of probability-altering equipment is to change theN
value. For instance, ifN
is the term for the success probability of harpoon fishing with a normal harpoon, thenfloor(1.35*N)
is the corresponding value for a crystal harpoon, which has a35%
boost.This is different from what is currently in the code and disagrees with assumption 4. (Love the project, by the way!)
The text was updated successfully, but these errors were encountered: