Skills Calculator

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Telakh
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Skills Calculator

Post by Telakh » 08 Feb 2014, 14:42

Lets start the first thread in the guides section :)

We would like to share some of our developments and here is the

Skills Calculator by Time Paradox.
The program allows you to plan the skills and stats improvement of your character both in combat and in craft directions, according to the current skill rules.

1. Skill can't be raised if previous skill in branch is below 30.
2. Skill can't be raised above 29 if previous skill in branch is below 60.
3. If the skill is reduced and the next skill in branch does not fit rules 1 and 2 then it will be reduced as well.

Primary and Secondary stats display as
S - Strength
A - Agility
C - Constitution
W - Willpower
I - Intelligence

Skill values display Nominal skill / Effective skill
Effective skill value is calculated from the Nomunal skill value, primary and secondary stats and is used in gameplay calculations.

Image
Requirements:
Microsoft .net 4.0 or higher. :pardon:

Current Version 1.2.4
Fixed bug with secondary skills being influenced by the branch.
Changed interface for easier reading.


More changes to be announced later.
Please share your feedback and bug reports as we intend to support our tools. Wishes are welcome as well.

Thank you.
Last edited by Telakh on 13 Mar 2014, 09:19, edited 21 times in total.
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Falke88
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Re: Skills Calculator

Post by Falke88 » 08 Feb 2014, 14:44

Awesome ! Stickied right away !


Telakh
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Re: Skills Calculator

Post by Telakh » 09 Feb 2014, 13:19

Version 1.0.1:
Added error.log file generation on errors. You should be able to find it in the program folder if anything happens.

Minor bug has been fixed thanks to Grenader 8-) Should be working just fine now.
Last edited by Telakh on 21 Feb 2014, 09:36, edited 2 times in total.
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SaresITA89
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Re: Skills Calculator

Post by SaresITA89 » 10 Feb 2014, 07:32

constructive feedback

This is broken.

These calculations I can calculate them in mind.

You should add the stats, reminding you that every points in intelligence increases a skill point.
Then you should also add the stats that are linked to skills, such as bow is tied to agility


Wiki:
In Life is Feudal, the current Skill Cap is separated into two parts:

590 + Int for Crafting skills
590 + Int for Combat skills




IMPORTANT
The secondary skill points do not detract point from the skill cap and can be raised all


Telakh
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Re: Skills Calculator

Post by Telakh » 10 Feb 2014, 09:39

Ok, thx. Will fix soon.
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Sting5
 
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Re: Skills Calculator

Post by Sting5 » 10 Feb 2014, 15:38

Telakh nice work!
QUAERO TOTUS


Cloud
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Re: Skills Calculator

Post by Cloud » 10 Feb 2014, 15:49

:O Will definitely come in handy once we all start playing, great work!


Telakh
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Re: Skills Calculator

Post by Telakh » 12 Feb 2014, 06:38

Version 1.0.2:
Fixed minor bugs.
Secondary skills fixed - they do not depend on the other skills in the branch yet they still influence skillcap.
Stats added. Intelligence influences skillcap
Continuing linking stats to the relevant skills.
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Telakh
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Re: Skills Calculator

Post by Telakh » 13 Feb 2014, 13:17

Current version 1.1.0:
Fixed bug with decreasing Intelligence.
Stats have been linked to the skills.
Skill names now display Primary and Secondary stat:
S - Strength
A - Agility
C - Constitution
W- Willpower
I - Intelligence
Skill value displayed as Nominal Skill Value/Effective skill Value

Effective skill value is used in all ingame formulas and is calculated from the stats.
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SaresITA89
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Re: Skills Calculator

Post by SaresITA89 » 13 Feb 2014, 14:42

Nice!


Telakh
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Re: Skills Calculator

Post by Telakh » 14 Feb 2014, 06:59

SaresITA89 wrote:Nice!

You are welcome =)

Current version 1.1.2:
Possible error logging added.
Minor interface fixes.

Working on attaching the skills' details.
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BLAZINATOR
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Re: Skills Calculator

Post by BLAZINATOR » 02 Mar 2014, 17:05

Telakh!!! I'am really impressed with this program. Thank you for bringing such a thing into my life. I feel content now and that I can die at ease. :) Keep it up, I'm showing all my friends into LiF this stuff mayne!!!


Telakh
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Re: Skills Calculator

Post by Telakh » 02 Mar 2014, 18:07

Thank you for the warm words. We will do our best to improve this tool.

Another update is ready and I will upload it with the alpha release. ;)
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Telakh
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Re: Skills Calculator

Post by Telakh » 08 Mar 2014, 11:11

New update has been upoaded with the alpha start.

Current Version 1.2.2
Added descriptions to most of the crafting skills. They are available on tooltips if you target the skill name.
Added health and stamina.
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SaresITA89
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Re: Skills Calculator

Post by SaresITA89 » 09 Mar 2014, 22:51

good job man! :beer: :beer: :beer: :beer:

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Evo
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Re: Skills Calculator

Post by Evo » 09 Mar 2014, 23:03

Good work, thanks ! :beer:
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Protunia
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Re: Skills Calculator

Post by Protunia » 10 Mar 2014, 14:00

SO is this 100% how the actual skills will work in LiF?

Just want to make sure before I take a look at it.

Also is this similar to some other games as well?


Telakh
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Re: Skills Calculator

Post by Telakh » 10 Mar 2014, 18:41

Protunia wrote:SO is this 100% how the actual skills will work in LiF?

Just want to make sure before I take a look at it.

Also is this similar to some other games as well?

It is how the skills will work in LiF. Skill trees are correct, stats and effective skill calculations are correct as well.
Skills' descriptions are not complete yet, and are missing for combat skills. More info and functionality will be implemented later.
Not sure how can it be like other games as the only similar skill system was in Mortal Online, yet it is different
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Aheeia
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Re: Skills Calculator

Post by Aheeia » 10 Mar 2014, 23:14

thx a lot for this tool it really helps! :good:


although im a bit disapointed that the skilltrees are so fix on these roles/classes and leave not much freedom. maybe that is not the right place to post this sry.

but f.e. i really like the bow skill, but i need throwing, leather armor and crossbow to "unlock" it, if i got this right... :oops:
but i really hate crossbow's and i rather mix bow with shields and some blades for a Ranger type class hmmm :(

also i like bowcraft, but i need 3 prerequisites that i rather spend in witchcraft...

i hope there will be more classes or more freedom to combine skills or less mandatory requirements to unlock a certain skill...

or maybe i :fool: didnt get it even with the helpful supporting tool from Telakh...


Telakh
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Re: Skills Calculator

Post by Telakh » 11 Mar 2014, 05:12

You get it right, and Bobik has commeted the skill system in FAQ quite a few times. This is how the system is ballanced and you will have to learn each skill in branch one by one.
But you are not forced to raise every skill up to 90. I know that you would like to make a perferct character yet you do have choice. You can get bows at 90, throwing, x-bows and armor at 60 - that will make 270 points.
And still you can get blades, armor and shields at 90 and this will give you another 270 points, 540 total.
You can get one more skill at least at 60 or even higher if you raise Int.

So you can easily combine two classes at a cost of missing 4th or 5th skills in branches, though it is not necessary. Play with calculator and try to make a character that suits your playstyle.
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Protunia
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Re: Skills Calculator

Post by Protunia » 11 Mar 2014, 07:34

Ok I took a look at it very interesting for sure.

They will be no JOAT's players will have to select what they want to be good at and work together to accomplish things nice.

This will definitely lead to more interaction and cooperation between all players.

Soloers and outcasts will not be able to do everything and will have to depend on others for something sooner or later.

This will also lead to more trading and supply and demand for skills depending on how many players choose to do which.


Aheeia
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Re: Skills Calculator

Post by Aheeia » 11 Mar 2014, 10:15

i get the idea of tiers per class and skillcap to limit exploitation of the skillsystem.

but i was hoping it had bit more freedom to create our own classes f.e. horseback archer and so on.

it is possible to combine two classes somewhat, like said by Telakh, but at a cost of quality of the single skill and the usage of imo unneeded skills to unlock f.g. bow

i just worry that we will be stuck on stereotypes quickly and character skill profiles will get boring since only the single full developed class will have the max. chances in combat and the ones combining classes will have a disadvantage...

but then lets see how it works ingame...


Telakh
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Re: Skills Calculator

Post by Telakh » 12 Mar 2014, 12:23

Current Version 1.2.3
Fixed minor bugs including HP calculation;
Added basic speed/carry weight calculation;

You can be heavy armed and armored and slow or take light gear and speed up. Though it depends on your strength.
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Telakh
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Re: Skills Calculator

Post by Telakh » 13 Mar 2014, 09:20

Current Version 1.2.4
Fixed bug with secondary skills being influenced by the branch.
Changed interface for easier reading.
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Archaegeo
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Re: Skills Calculator

Post by Archaegeo » 25 Mar 2014, 02:31

Any chance of making this html based? Would be excellent to have on the site (or y'alls site)


Telakh
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Re: Skills Calculator

Post by Telakh » 25 Mar 2014, 04:22

There are no free php scripters in the team who would be willing to copy this.
I know that it is not so convenient comparing to web-based applications, and some people avoid launching unknown software, but we will stick to this kind of programs.
We are not having any issues with antivirus, unlike the Bobik's soft. Joking.
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Protunia
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Re: Skills Calculator

Post by Protunia » 25 Mar 2014, 16:47

You guys need to check this out it will give you an idea of exactly how the skilling is going to work and help you plan.

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Thylbanus
 
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Re: Skills Calculator

Post by Thylbanus » 30 Sep 2014, 22:22

SaresITA89 wrote:constructive feedback

This is broken.

These calculations I can calculate them in mind.

You should add the stats, reminding you that every points in intelligence increases a skill point.
Then you should also add the stats that are linked to skills, such as bow is tied to agility


Wiki:
In Life is Feudal, the current Skill Cap is separated into two parts:

590 + Int for Crafting skills
590 + Int for Combat skills




IMPORTANT
The secondary skill points do not detract point from the skill cap and can be raised all


The wiki is incorrect. It should be 600+(Int-10). Somewhat the same, except when on other servers that have more or less than 600. It would be better put: Server Skill Max (Base 600)+(Int-10)

Speaking of other servers, it would be nice to be able to set the skill cap on the skills calculator.
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Fenwick
 
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Re: Skills Calculator

Post by Fenwick » 10 Nov 2016, 14:11

Figured I would post here since this is the top result for Life is Feudal Skill Calculator.

I have developed a web based version using the current skills in the game. If you are interested in checking it out you can view the sticky in this Forum:

lif-yo-skill-calculator-t20855/



If you want to use the calculator itself you can navigate to here:
https://nullsig.github.io/SkillCalc/#

If you are a native Chinese speaker you can instead navigate to here:
https://nullsig.github.io/SkillCalc/?lang=zh-cn


TheNoob
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Re: Skills Calculator

Post by TheNoob » 06 Mar 2017, 04:50

:)

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