Ostentatio

Wurm skillcheck/skill gain simulator. Wow! Neato!

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As some of you know, there has been a Wurm Online skill gain/skill check simulator available online for a while now, albeit not in a form that is easily shared.

 

This tool allows you to simulate various skill-related statistics, such as your chance to gain skill by mining a certain ore with a certain skill and pickaxe, QL of ore, how likely you are to be able to tame a certain creature, and so forth.

 

Given how useful it is, and since people have been talking lately about wanting something like this, I've decided to host it on my own server in order to make it available to everyone.

 

You can find it here: https://www.dreamsleeve.org/wurm/grinder/

 

Note: I did not create this tool, and will not be able to implement new features or updates. If I were better at JavaScript, maybe I could, but I'm not. @asdfdeveloped the tool, and consented to me making it more widely available to the public; all credit for its existence should be directed toward him. That said, if anyone has questions on how to use it, or what something means, feel free to ask in this thread! And if it goes down for some reason, please PM me or let me know however you can, because that means something is definitely wrong.

 

This is not an official tool. It was created by a player, for other players, and is not affiliated with or officially endorsed by Wurm Online, Code Club AB, or related parties. I am sharing it because I find it useful as a player, but I can in no way vouch for it being 100% accurate, or supported in any official capacity.

 

Basic usage notes:

  • Simulation kind selects the type of action you are simulating.
    • Fixed bonus (channeling) is the most generic type of simulation, simulating a basic skill roll with a given Difficulty, Skill, Bonus, and Tool QL (see below), so it can be useful as a sort of generic skill roll simulation. Pretty much every skill check involves these numbers, but the other simulation types calculate them for you.
  • Iteration count for the simulation selects how many times the code will simulate the task, in order to generate statistics. The default is 25,000, which should generally be more than enough to create a good sample.
  • Rounding changes rounding behavior, either of the simulation or the displayed numbers. I'm not really sure what the implications of this are, so I suggest leaving it at the default, which is "Nearest".
  • Difficulty is the difficulty of the action, which is necessary to input for some simulation types. For the purpose of Channeling, this is the difficulty of the spell. For Fileting, this is the damage the meat item has.
  • Bonus is the bonus applied to the skill check. Often you won't need this, or won't know it.
    • 70 is the maximum value; any larger bonus is capped at this number.
    • For Channeling, if your alignment is maxed out and you're in your god's domain, your bonus is likely at or near 70.
  • In the results window:
    • Range is the range of results. For example, "-40 - 98" means that the simulator's lowest result was -40, and the highest was 98.
      • All skill checks in Wurm have a result between -100 and 100. Anything below 0 is a failure, and anything above 0 is a success. Successes below 40 (i.e. 0-40) give skill.
      • The exact value of negative results usually doesn't matter much, but for Channeling, this is important as it relates to your chance to shatter or damage the item when enchanting.
    • Skillgain is the percentage of results that gave skill. For example, "28.07%" means that roughly 28.07% of actions would give you skill in the skill being simulated (note: parent skills and characteristics might not have the same chance).
    • 0+ is the percentage of results with a value of 0 or greater; for skill rolls, this equates to a successful skill check.
    • 90+ is the percentage of results with a value of 90 or greater.
    • Mean is the mean (i.e. average) of all results.For example, with a mean of 57.09, you would expect your average in-game result to be 57.09. 
    • The best skillgain percentage possible is somewhere around 52.5%, with a mean of 20.
Edited by Ostentatio

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I know I said I wouldn't be able to make alterations to this, but I did fix a minor bug just now:

  • Selecting "Adolescent" in the taming simulation would not update the dropdown list properly; the internal value would be changed properly, but the field would list "Young" instead. This is fixed.
Edited by Ostentatio

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Cool. But what about grinding one's Mind Logic via Mining? Is there something for that?

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On 7/4/2018 at 3:48 PM, Benie said:

Cool. But what about grinding one's Mind Logic via Mining? Is there something for that?

 

You can, more or less, use the standard "fixed bonus" simulation for that.

 

For characteristics, and I believe parent skills in general, as far as I know it uses the same difficulty but not the tool or any other bonuses. For instance, if you're mining rock (2 difficulty), and want to know how likely you are to get Mind Logic gains, plug your Mind Logic as the skill level into the "Fixed Bonus" simulation, with a difficulty of 2 and no tool or bonus.

 

For this reason, characteristics are often best trained using low-difficulty actions. Surface-mining (difficulty 1 or 2, I believe?) was great for my body strength, body stamina, and mind logic, for example. So if you want to train mining skill, using a low-QL pick with iron will get you better characteristics than a high-QL pick with something like marble.

Edited by Ostentatio

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This is awesome!

 

Edit* didn’t actually read the whole post originally lol. My bad 

Edited by Xor

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16 hours ago, jackjones said:

Sexy.. is there a GIT repo for the source code?

 

It's just javascript files (well, and HTML/CSS for the page itself), so you should be able to nab them for yourself. It's what I did!

Edited by Ostentatio

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