Research:Player Craft Skills
Enchanting
Actions affected | On PC enchant attempt |
Description | |
Implementation status | |
Analysis status | Self-enchanting formula ignores fatigue and some GMSTs |
Self-enchanting
for a constant effect item:
chance = Enchant + 0.125 * Intelligence + 0.25 * Luck - 5 * [enchantment points]
note: last term in above formula is solved for default GMSTs, full version is:
7.5/(fEnchantmentChanceMult*fEnchantmentConstantChanceMult) * [enchantment points]
Enchanted item recharge
Actions affected | On soulgem use |
Description | Recharging with a filled soulgem. Uses common term fatigueTerm. |
Implementation status | |
Analysis status | Verified |
luckTerm = 0.1 * luck
if luckTerm < 1 or luckTerm > 10: luckTerm = 1
intelligenceTerm = 0.2 * intelligence
if intelligenceTerm > 20: intelligenceTerm = 20
if intelligenceTerm < 1: intelligenceTerm = 1
x = (pcEnchant + intelligenceTerm + luckTerm) * fatigueTerm
roll 100, success if roll < x
on success restore charge: soulgem charge * (roll / x)
Comments
Recharging for most characters has a good chance of wasting a soul gem, as the enchant skill is the dominant term used for success. You would require enchant skill of over 65 with average stats to have a 100% success rate. The amount restored is a uniform random percentage of the soul gem, except if you have over a 100% success rate, in which case you will never get the full charge range out of a gem. The missing range increases as your skill does, but the lost charge is no more than 25% at the natural stat limit. Finally, note the strange luck term capping behaviour.
Armorer
Actions affected | On using a repair item |
Description | |
Implementation status | |
Analysis status | Verified, but original contains bugs |
fatigueTerm = fFatigueBase - fFatigueMult*(1 - normalisedFatigue)
where normalisedFatigue is a function of fatigue. empty fatigue bar -> 0.0, full fatigue bar -> 1.0
x = (0.1 * pcStrength + 0.1 * pcLuck + armorerSkill) / fatigueTerm
roll 100, if roll <= x then repair continues
y = int(fRepairAmountMult * hammerQuality * roll)
y = max(1, y)
repair item by y points
Comments
Bug in original game: Being more tired makes it easier to repair an item. The game should have multiplied by fatigueTerm instead of dividing by it.
Alchemy
Actions affected | On potion creation |
Description | |
Implementation status | |
Analysis status | Fatigue is not accounted for; all alchemy GMSTs are not accounted for |
Creating potions
Positive attributes:
duration = [(Alchemy + [(Intelligence + Luck) / 10]) / Cost] * quality_of_the_mortar
power = duration / 3
The cost is related to basic cost of effect.
Negative attributes:
- Alembic reduces the time of negative effects:
duration_with_alembic = duration_without_alembic / ( 1 + quality_of_alembic)
- Power of negative effects:
power = duration_with_alembic / 3
The image of a created potion is picked at random among the available.
It stays the same until one of the following things occur:
1. Change of quality or amount of any/all apparatus.
2. Adding or removing ingredients.
3. Any skill gain.
4. Loading a save.
Eating ingredients
Simply eating ingredients raw will improve your alchemy skill. (Though at 1/4 the rate of mixing potions.)
Eating has a chance to apply the first effect of an ingredient onto the player.
Duration = (magnitude * 2) + 1
Magnitude is a random value between 1 and max_magnitude.
Max_magnitude = floor(0.152 * Alch + 0.0158 * Luck + 0.0324 * Int)
The chance to fail is based on alchemy, intelligence and luck. The exact formula is to be determined.