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Everything posted by Sindusk

  1. 1) You're crazy 2) I'll check it out and get back to you. Skillgain on WU vs WO is different though, but perhaps I can offer some insight into how to increase the difficulty of fishing, since that appears to be a factor. Oh, I did not know that... Thank you for the warning. The messages I posted are what occurs after you start meditating, not answers to the questions. Do you know if that's against the rules? In theory they should work but I've noticed the same as others, where sometimes you'll get a message for "no path" even when on a correct tile. But if you see one of these messages, it's likely you're on a path tile.
  2. Quick update to add some Meditation messages. Will likely add some parry rate simulations tomorrow.
  3. I misspoke in my OP. It does seem to imply that "Channeling is the only factor" - when what I really meant was "Channeling is the only skill." I apologize for the confusion and will change the OP. My simulations account for the other factors at play, and max out the bonus every time, considering how easy it is to do so.
  4. Updated the OP: Added Skill Penalty to the Weapon Stat Table. Added a simplified hit chance calculation. Added shield type simulation (large metal vs. small metal vs. medium wooden etc.) Added shield rarity simulation (sorry for this everyone... )
  5. Good comments. I'll try to answer as much as I can here. I have not yet started to investigate or simulate skillgain. I have simulated the knowledge and skill check portion of the skill, but ignored the skillgain portion for now as I continue to focus on unraveling combat. However, upon quick inspection, there is indeed two methods of skill gain side by side in the code. Both have calls to alter skill, so it would be best for me to include that as well. For now, I'll leave the code here for those who want to inspect the differences between the two more closely. I'd like to continue my investigation into the workings of the combat system and will tackle this at a future date. With my simulation program, I'm sure there's quite a bit to be learned from skillgain, in both Wurm Unlimited and Wurm Online (assuming the skillGainOld is how Wurm Online works). As for the old thread, I did not see it before. I only very recently started using these Wurm Online forums. I took a quick look through and spotted a lot of really nice information there. However, I want to back up all my data with my own personal evidence and findings, and not go off of hearsay. If you can find specific posts in that thread with good information, I will fact check it to the best of my ability, then incorporate it into my OP.
  6. I guess I've probably held onto this privately for a bit too long, considering how relatively harmless it is. Here you go. Before After For use with Ago's Client Modloader. Download (Google Drive)
  7. I currently host everything on Google Sheets. I might be willing to share, but there's data in there I'd like to keep to myself for now. I may be able to work something out in the near future to open the sheets up. Yeah the shield QL seems to do nearly nothing, which is kind of disappointing. I can't help but feel that my simulator may have a bug or something that doesn't account for QL... but the results do seem to rise a little with higher QL... so maybe it is working. I'm not sure, but I'll double check to make sure that the shield QL is being passed to all the right places, and if it is indeed a bug, I will fix it and re-post my results. From what I read, rarity has no effect on shields at all. Aside from making you look pretty and shiny, I guess. I'll run a deep simulation (increase the sample size to 10x of the normal) between a fantastic and normal shield to confirm my results, then post. Large shield vs. Small shield is a good question. I didn't even consider it since everyone I ever saw only used large metal shield (aside from the Scale of Libila, of course). I'll run some tests and get back to you on the results later today. I've not actually tested it through simulation, no, but I can tell you that from reading the code I'm 90% sure it works as advertised. I will run simulations later to ensure that my theory is correct. I never published a mod. I wrote a few client mods but I keep them to myself. I saw the hot liquid thing in archery and must say I was intrigued. I heard stories about people throwing cauldrons of hot water at players and instantly killing them a while ago. I'm still writing my archery simulator so perhaps I will be able to simulate how it works and figure out what's going on with it. Good question. Similar to the Large shield vs. Small shield, wooden shields didn't cross my mind. I'll simulate some later today and post my results.
  8. Could always implement it, see if it works, and if it doesn't, change it.
  9. Okay, I've started it everyone, I've gotten a lot of PM's which have all mainly pointed towards combat. I've edited the original post with the beginnings of unraveling the combat system for the community. I will continue adding onto it in the future.
  10. Perhaps we can fix all the problems pretty pretty quickly while still allowing this really nice feature to be utilized on PvP. Allow management of animals on PvP: (behaviours/; 139-143) Remove locating animals from the menu: (questions/; 295-312) Add a warning message at the top of the question for players on PvP servers: (questions/; 511-515) A rather quick and dirty approach, but I think it hits all the bases.
  11. \o/ now to await that fix in wurm unlimited!
  12. Added a "True Weapon Damage" table and added some Mining simulations. I'll likely be approaching some combat next, starting with shield block and parry rates.
  13. Web Armour is cleared every 10 seconds or so, which means their next swing would be 8 seconds, yes, but then it would return to normal. Web Armour also only functions when you damage the enemy player. That means unless you're hitting every single time, the difference is not so drastic. When you account for shield blocks, parries, and the like, the power of Web Armour is reduced quite a bit. To my knowledge there are no floors or ceiling levels for any enchants. The only one that "kind of" works that way would be horse gear with WoA (or BotD). The code for understanding how horse gear works was kind of painful to read, but I think (if I read it right), the 1 power of WoA/BotD is equal to 1 QL on the horse shoe or saddle. Since horse gear QL applies additions to speed at certain "thresholds" I suppose that would act as a sort of cast ceiling once you got to higher QL and casts. For the rest, I can't see anything where a higher value doesn't increase the effectiveness of something. If you get away from enchants and start working with all spells, there are certain threshold values that are required. For example, to raise a champion mob with Rebirth, you need at least 20 power. To raise a unique monster with Rebirth, you need at least 50 power. Some other spells operate in similar ways.
  14. This cannot be answered by anyone except a developer. However, if I were to hazard a guess, I'd say that the only thing really significantly difference is skill gain calculations. It was necessary due to the action timer difference. The rest of the differences are server-specific settings and mods.
  15. I looked into decay and found the following: Oak items decay 20% slower. Steel items decay 20% slower. Glimmersteel items decay 40% slower. Adamantine items decay 60% slower. Rotting Touch makes items decay (power)% faster. Crude items decay 10x faster. Fishing Rods made from willow decay 30% slower.
  16. Wow good call I just searched the healing method and look what we found: if (Tiles.getTile((byte)Tiles.decodeType((int)(tn = this.creature.getCurrentTileNum()))).isEnchanted()) { mod += 2.0f; } For reference, that is essentially 2x as powerful as how much increase you get from having it bandaged: if (this.isBandaged) { mod += 1.0f; } Nice catch and I'll add that into my spreadsheet misc info.
  17. It's a lot of questions, but i'll do my best to answer them all. Altar influence has at least 2 effects that I'm aware of. One, it increases spell casting power. You can see in the simulations in the OP that I added a "Altar Bonus: 60" - this comes from being within 10 tiles of a 90QL altar. It assists in getting a higher power while casting. Secondly, it increases combat effectiveness. I'm not sure how, but it is at least mentioned in the combat system. I know it does not affect damage, but I believe it may affect hit chance, block, parry, or other factors. I'm still in the progress of fully unraveling the combat system, but it does something for combat. It's also worth mentioning that the combat bonus is for all gods, not just Magranon/Libila. I actually don't have a good answer for this. It's really hard to determine the formulas because I haven't looked too deeply into the economy. However, I put the code for the sacrifice bonuses here if you would like to try your hand at deciphering it, or have someone else look at it. I will try to revisit it and truly understand it in the future. Notes: woodAffinity = vynora, metalAffinity = magranon, clothAffinity = fo, meatAffinity = libila. I think foodAffinity is Fo, and potteryAffinity is vynora, but i don't know it by heart. I was curious how this worked too, so I spent almost a whole day trying to figure it out. Here's what I discovered: Every second that you are logged in, the server rolls a value 1-3600. If you land a 1, you get a "rarity window" (Note: this means you should get 1 rarity window per hour on average). The rarity window lasts 20 seconds. This can be increased by up to 10 through the deed Enchanting bonus. When you take an action in the rarity window, you get a "Moment of Inspiration" drumroll, which goes down this list: If you are improving, and damage the item, nothing happens. If you are improving, and you get a skillgain tick (this is rarer on higher quality items, at least in WU), you succeed. If you are creating an item, you succeed. In most other actions, you will succeed. Upon success, the following occurs: You have a 1/1000 chance of making the item fantastic. If that fails, You have a 1/100 chance of making the item supreme. If that fails, The item is rare. Exception when improving, it appears to roll a 50/50 chance as to whether to make the item rare in the end. This is unconfirmed. Hopefully this is the answer you were looking for. I feel like you may have been referring to something else that's Wurm Online related, but this is how it works in the Wurm Unlimited code. Sadly I can't confirm this, and looking for where it might occur could be any number of places. If I stumble across this, I'll mention it, but to my knowledge enchanted grass has no special effect. Repair isn't something I've looked deeply into. I'll have to poke around and get back to you on this. I'll have to look more closely into how decay works, but from my (relatively poor) knowledge, all wood types except for one (cedarwood I think?) decay at the same rate. Again I actually don't know the answer to that one. As for improving success, all wood types are identical. Material type is not checked in the improvement code. Chain armour made out of other materials is only cosmetic. Iron, seryll, glimmersteel, etc. chain all function identically in terms of damage reduction. Having a different material just gives you that extra swag that charms the beast into going easy on you. Thank you for your questions and if I can clarify anything further let me know.
  18. The bonus does not count for spells. I personally play on a Wurm Unlimited server that has priest restrictions removed, so I can't hazard a guess as to why it's in Wurm Online. I'm not a developer, so perhaps it's old code left over from when priests could improve, or perhaps a bonus for champions (I think champions can improve in Wurm Online?). Not sure.
  19. Yes they do. From what I see, it appears that animals have breeding with other animals as part of their AI package. I haven't looked deep enough to know the specifics, but it appears that animals will seek out a mate and breed with them. When this happens, you'll likely see a message like this: Oh, and it's worth mentioning that with natural breeding, there doesn't appear to be a "pregnancy" period. Once they're done, the offspring is created instantly.
  20. Disclaimer: The information posted here is based off data gathered from the Wurm Unlimited code and Wurm Unlimited gameplay, and has not been confirmed in Wurm Online. Some information posted below may also be off to some degree so, please, be aware and take this information with a grain of salt. Hello everyone, I am an avid Wurm Unlimited player and experienced java programmer. I've been playing for nearly 6 months (never having played Wurm Online before) and been doing a lot of datamining in the Wurm Unlimited server code during this time. I've made large strides in discovering the darkest mysteries of Wurm, and in doing so, created several spreadsheets, mods, and even a standalone simulation program to analyze how Wurm works. I've noticed that not much of the community has been sharing their findings throughout the code with the rest of the players. People ask many questions and receive answers from people simply skimming the code looking for the fastest answer. It leads to misinformation such as this weapon damage list that I see pop up every now and then. I'm here to put my foot down and officially reveal (almost) everything I've found so far. Let's get started. Information Spreadsheets Forge Burning Time (on full fuel) Note: There are other factors involved in how long forges last. Consider this a "maximum" value for time. Prayer Chart Deity Bonuses Weapon Stat Table Miscellaneous Information Creature Statistics [multiple images] Super Important Note: "Est Combat Power" is a dumb value! It is a formula I made up to calculate "X is better than Y" - the value itself means nothing! Please do not look at it and assume an anaconda is over 10x stronger than a huge spider. Armour Reduction Table True Weapon Damage Note: The total health pool of a player is 65565, reduced by armour, body strength, etc. The values listed are expected of a 90 skill player wielding the listed QL weapon attacking an unarmoured new player. Meditation Messages Note: This is a list of messages that can appear after "You fall into a trance." - using this message can give you a good indicator of what type of tile you're on. Okay, now that those are out of the way, let's move on to some spell casting simulations. Spell Casting Religious spell casting power is based almost entirely on channeling skill. Here are some simulations to assist in gaining a better overall picture of how channeling affects the results. I'm going to use Blessings of the Dark as the spell of choice, but all 60 difficulty spells should function identically. Each image will increment the channeling skill by 5, and show the new results. Each test runs 1 million casts on a single item, then prints statistics on the results. Well then, that's out of the way. Just to illustrate the amount of difference that difficulty makes a spell, I'll give a reference point by comparing 50 and 70 channeling to the 20 and 40 difficulty spells, Courier and Dark Messenger Excellent, so I think that gives a pretty decent idea of how channeling impacts spell casting. I can run further simulations and try to answer any questions you may have on the topic. Let's move on to mining. Mining Mining has a ton of factors. The first are obvious, QL of pickaxe and mining. Then there are less obvious factors. Maximum QL of the vein, whether it was transmuted or not, type of vein, and mining oil imbue. Here, I'll show the results of a few simulations against a transmuted iron vein, with normal - fantastic pickaxes in use, then followed up by increments of 10 mining oil imbue power. Now to get onto the juicy bits that I've been asked about in so many private messages. Combat! Combat Combat is such an incredibly intricate topic. Having spent months looking through it, writing a simulator, and getting down to the nitty gritty details of how each individual system operates, I feel I have only still just scratched the surface. Knowing how each system works does very little if you don't understand the whole picture. I've spent so much time on this, and I'm pleased to say I have some information that I think a lot of players will find useful. Combat Rating & Hit Chance Let's start from the top and work our way down. The first thing to understand is hit chance. Hit chance is determined by the following formula: float chance = (float)((double)(this.normcr(myCR) / (this.normcr(oppCR) + this.normcr(myCR))) * m * (double)parryBonus); A simplified version: chance = (myCR / (oppCR + myCR)) * m * parryBonus); The major factors at play are your CR, your opponents CR, the modifier (m), and parry bonus. I went through the combat rating method and all it's sub-methods, then translated them to English (sort of). Calculating Your Combat Rating Next step is the modifier. But I'm going to ignore that for now. It's a little complicated and not worth the trouble of diving into just yet. Finally, the parry bonus. It can equate to 0.8, 0.9, or 1. It depends on where you and your opponent are targeting. If they are in defensive targeting (the little shield buttons) in the direction you are swinging, then it is 0.8. If they are targeting the other side (horizontally) of the body compared to where you are swinging (for example they are upper right, you are upper left; or you are middle left, and they are middle right), it resolves to 0.9. In all other cases, it resolves to 1.0. Shields So that's the rundown on hit chance. Let's move on to shields. When you attempt to block with a shield, a value from -100 to 100 is obtained. There are 3 different ways a shield can resolve: a full block (50-100 roll), half block (0 - 50 roll), and fail block (-100 to 0 roll). A full block stops the attack entirely, no damage is dealt and that's the end of it. A half block reduces the hit chance of the attacker, by up to 50%. This helps resolve it to become a miss, parry, or evade, yet it's still possible the attack goes through and deals damage. Finally, the fail block is when your attempt to block fails and you do not block at all. Keep in mind you can only block 2 attacks per round of combat. Because of how many factors are at play, I am running my simulations with both players having equal combat rating. The attacker will use a 70ql medium maul with 70 skill in it, and the defender will have their shield skill and QL changed over the duration of the simulations. Here are the results. Shield Blocking Simulations Shield Type Testing Note: Increased sample size to 100,000 from 10,000 to improve accuracy. Added shield material to the output. Shield Rarity Testing Note: Prepare for extreme disappointment. Reading the code indicates that rarity is not a factor, and these simulations back up that claim. I have a few other things I can share - mostly involving combat - and will continue in the future. Hopefully you like what I've shared and can glean useful information from it. If you have any questions or would like to request an addition to the Miscellaneous Info spreadsheet (by asking a question about how a certain thing works), just ask and I will do my best to answer your question.
  21. Ok I understand. Would it be possible to add a "Wurm Unlimited Data" section or something underneath? So it isn't confused with the Wurm Online mechanics?
  22. I understand not wanting to change the information because it cannot be confirmed on Wurm Online. Even players with adamantine weapons would likely be unable to confirm the difference due to how small the change is. However, it's been shown before the Wurm Online and Wurm Unlimited moon metals function identically, as proven by this thread which was later implemented into the Wurmpedia through this edit. Now, I know, Keenan is a developer, but at the very least would it be possible to add a section underneath the Wurmpedia page for a "rumor" or such that it does not actually function as intended? The whole community of Wurm Online and Wurm Unlimited are being done a disservice by promoting false information like this - prices are high on a material based on misinformation, and people are under the illusion that their item does something that it doesn't. As for the Combat Simulator, I copy/pasted the code from Wurm Unlimited for the setDamage function in the CombatHandler, then ran it 1,000,000 times for each weapon. I averaged the results and printed them out. You see the results in the OP.
  23. I have datamined the values for weapons from the Wurm Unlimited code, and would like to see the Table of Weapons page updated to reflect it:
  24. Adamantine does not do 10% increased damage on weapons, like the Wurmpedia says (Adamantine): Here is a snippet of code from the getDamage function in CombatHandler: } else { boolean full = _creature.hasSpellEffect(67) && !weapon.isArtifact(); damage = Weapon.getModifiedDamageForWeapon(weapon, attStrengthSkill, full) * 1000.0; damage += (double)(weapon.getCurrentQualityLevel() / 100.0f * weapon.getSpellExtraDamageBonus()); damage += Server.getBuffedQualityEffect(weapon.getCurrentQualityLevel() / 100.0f) * (double)Weapon.getBaseDamageForWeapon(weapon) * 2400.0; } The first call is to Weapon.getModifiedDamageForWeapon, which does the 1.1 multiplication at the end of the function. if (weapon.getMaterial() == 56) { damreturn *= 1.1; } However, as you can see from the CombatHandler code, it then does straight addition to the value, gradually decreasing the effect of the multiplication, down to the point where an adamantine weapon eventually does about ~2% to ~3% more than a non-adamantine weapon. I have a combat simulator which I tuned to test the damage difference from adamantine. Here are the results: iron longsword: 11187 addy longsword: 11414 longsword difference: 102.02% iron maul: 20243 addy maul: 20677 maul difference: 102.14% iron huge axe: 24353 addy huge axe: 24867 huge axe difference: 102.11% I suggest changing of the Adamantine page to better reflect its actual functionality.
  25. Is it possible for the compass mod, when you are underground, to show the height of the surface above you?