Harvesting Pull: Design
Posted: Thu Jun 10, 2010 5:26 pm
SCOPE OF THIS POST
This post is concerned only with what happens when you harvest a node. Spawning and despawning is covered somewhere else. I am concurrently developing these algorithms in javascript where you can simulate a number of pulls on a certain node type and tier to help decide how much the numbers need tweeking. Finally, I will translate this into SQL and C++, dependant on my understand of their syntax and our database structure.
THE HARVESTING PROCESS
- Each node has 3 pulls associated with it. These are tied to the node and not the harvester - meaning you can harvest 1 pull, go away and someone else can get the other 2 pulls.
- What you get from a node is determined when you harvest it. It is entirely dependant on your skills and the RNG.
- Nodes despawn every x seconds and respawn [somewhere else] in y seconds.
- You can only get a chance at a fail if your harvesting skills are not maxed out.
- You can only get a skillup if you are harvesting a node that isn't trivialized and your harvesting skills aren't maxed out.
- You get a chance for a roll in the bonus table if your skill is maxed out based on how far over the x8 lvl your skills are.
- To harvest a node, your skill must be high enough.
OVERVIEW OF HARVESTING STEPS
1) can we even harvest this node? do we get a skillup or fail on the pull?
2) choosing the pull table (base or bonus)
3) the pull type based on the node type and pull table (1 common, 3 common, 5 common, imbue, rare, 10+rare)
4) the actual item(s) returned
HARVESTING SKILL
- your Unmodified Maximum Skill for harvesting is the max of your (adventure lvl and tradeskill lvl) * 5
- given skills of y/x: y is your Current Skill, and x is your Max Skill
- your skills are said to be maxed when y==x
- your Modified Skill includes any buffs from harvesting tools and other items
- your Modified Skill is used in the following calculations unless I specifically say Unmodified
- to harvest a node, your Current Skill must be >= the node's Base Skill
This post is concerned only with what happens when you harvest a node. Spawning and despawning is covered somewhere else. I am concurrently developing these algorithms in javascript where you can simulate a number of pulls on a certain node type and tier to help decide how much the numbers need tweeking. Finally, I will translate this into SQL and C++, dependant on my understand of their syntax and our database structure.
THE HARVESTING PROCESS
- Each node has 3 pulls associated with it. These are tied to the node and not the harvester - meaning you can harvest 1 pull, go away and someone else can get the other 2 pulls.
- What you get from a node is determined when you harvest it. It is entirely dependant on your skills and the RNG.
- Nodes despawn every x seconds and respawn [somewhere else] in y seconds.
- You can only get a chance at a fail if your harvesting skills are not maxed out.
- You can only get a skillup if you are harvesting a node that isn't trivialized and your harvesting skills aren't maxed out.
- You get a chance for a roll in the bonus table if your skill is maxed out based on how far over the x8 lvl your skills are.
- To harvest a node, your skill must be high enough.
OVERVIEW OF HARVESTING STEPS
1) can we even harvest this node? do we get a skillup or fail on the pull?
2) choosing the pull table (base or bonus)
3) the pull type based on the node type and pull table (1 common, 3 common, 5 common, imbue, rare, 10+rare)
4) the actual item(s) returned
HARVESTING SKILL
- your Unmodified Maximum Skill for harvesting is the max of your (adventure lvl and tradeskill lvl) * 5
- given skills of y/x: y is your Current Skill, and x is your Max Skill
- your skills are said to be maxed when y==x
- your Modified Skill includes any buffs from harvesting tools and other items
- your Modified Skill is used in the following calculations unless I specifically say Unmodified
- to harvest a node, your Current Skill must be >= the node's Base Skill