The repeated claim is that the value represents..
<duration const="Value1 Value2</duration>
Value1 = a number of seconds
Value2 = a denominator by which to divide skill to produce a number of seconds to Subtract from Value 1, reducing the skill use time for higher skill.
And some skills seem to fit that With Some Settings.
Prospect copper - default entry.
- Code: Select all
<ability lvl="0" name="Prospect for copper" id="1">
<duration const="15 10"></duration>
<ability_skill_mult>1000</ability_skill_mult>
0 skill = 15 seconds
30 skill = 12 seconds
60 skill = 9 seconds
100 skill = 5.5 seconds
(fits the claim)
Changing Value2 to other values between 10 and 100 also seem close.
At 100 skill, with Second value X
X=30 = 11.5s
X=60 = 12.5s
X=90 = 13.5s
X=100 = 14.5s
But the apparent system breaks when we go outside of those parameters.
Using 15 1
0 skill = 9 seconds
- 6 second reduction with a Numerator of 0
100 skill = Instant
Using 5 20
0 skill = 5s
100 skill Should Be instant, but becomes 120 seconds
- apparenty a wrap-around to a maximum value
..
And these values only apply to Some actions.
Inspect a tree, prospecting ores, uprooting..
But place any pair of values into prospect for flint / sling ammo.
Value1 will be applied as whole seconds, and Value2 is simply ignored, regardless of what it might be.
And the <ability_skill_mult> has no impact on these times.
I really want to smooth out these timers.
There are too many instances where skills of the same tier take longer and produce lower skillgains, or the reverse, and IMO almost every action should get quicker with higher relevant skill.
But for many skills there seems to be no way to connect total skill to the time.
Anyone have any concrete information on this subject?