Please note updates at end of post.
The data was collected with a Bristlehog with 100% Affection and Mood, and 99%-100% Focus. This is important to know, as at lower Focus/Affection/Mood levels the pet gains less experience for the tricks performed, while the cost remains constant. F.ex. at 30% Focus, the Sit action gave only 1.9 Experience, while at 100% Focus it gave 5.4 Experience.
PEC
Cost Exp. Action
0.334 0.7 Greet
0.835 1.8 Dance
1,700 3.6 Bow
2.500 5.2 Roll over
2.600 5.4 Sit
Please note that these are the only observable (display) values available to us, why cost may be around +/- 0.5 mPEC, and Experience gain may be +/- 0.05 Experience points.
Focus consumption is harder to assess, as Focus is an asymptotic display value (f.ex. it took 2 minutes to regen focus from 98 to 99, but after 11 minutes it hadn't yet rolled over to 100% - more on this here). Suffice it to say that more costly tricks consume more Focus. As an example, I have observer Sit make Focus go from 99% to both 90% and 87%, at 98% it dropped to 79%, and at 79% it dropped to 30%. Regeneration of focus from 30% to 99% takes approximately 25 minutes.
With this data, we can also derive the most eco tricks to perform to skill our pet, but keep in mind this does not include the regeneration time needed (and the accompanying tiny experience gains).
Exp/PEC Trick
2.155689 Dance
2.117647 Bow
2.095808 Greet
2.080000 Roll over
2.076923 Sit
[EDIT: Exp/PEC updated for Greet. Was using a stale value from a pet without full Affection and Mood]
Update 2014-11-01
With access to a different pet, where it has been possible to better see the decay and Experience values due to less rounding errors, current data suggests the cost of tricks is a function of max tt of the pet, with the following divisors.
It could therefore also be that Exp./PEC at 100% Pet Focus, Affection and Mood, is to be 2.01 for all tricks (very close to observed data with the Daikiba on Greet and Dance actions), but due to rounding errors in the display (or even internally int the calculations) it displays a large variation in gain/cost for puny pets. This however requires further study and validation.
The data was collected with a Bristlehog with 100% Affection and Mood, and 99%-100% Focus. This is important to know, as at lower Focus/Affection/Mood levels the pet gains less experience for the tricks performed, while the cost remains constant. F.ex. at 30% Focus, the Sit action gave only 1.9 Experience, while at 100% Focus it gave 5.4 Experience.
PEC
Cost Exp. Action
0.334 0.7 Greet
0.835 1.8 Dance
1,700 3.6 Bow
2.500 5.2 Roll over
2.600 5.4 Sit
Please note that these are the only observable (display) values available to us, why cost may be around +/- 0.5 mPEC, and Experience gain may be +/- 0.05 Experience points.
Focus consumption is harder to assess, as Focus is an asymptotic display value (f.ex. it took 2 minutes to regen focus from 98 to 99, but after 11 minutes it hadn't yet rolled over to 100% - more on this here). Suffice it to say that more costly tricks consume more Focus. As an example, I have observer Sit make Focus go from 99% to both 90% and 87%, at 98% it dropped to 79%, and at 79% it dropped to 30%. Regeneration of focus from 30% to 99% takes approximately 25 minutes.
With this data, we can also derive the most eco tricks to perform to skill our pet, but keep in mind this does not include the regeneration time needed (and the accompanying tiny experience gains).
Exp/PEC Trick
2.155689 Dance
2.117647 Bow
2.095808 Greet
2.080000 Roll over
2.076923 Sit
[EDIT: Exp/PEC updated for Greet. Was using a stale value from a pet without full Affection and Mood]
Update 2014-11-01
With access to a different pet, where it has been possible to better see the decay and Experience values due to less rounding errors, current data suggests the cost of tricks is a function of max tt of the pet, with the following divisors.
- 1200 Greet
- 480 Dance
- 240 Bow
- 160 Roll over
- 150 Sit
It could therefore also be that Exp./PEC at 100% Pet Focus, Affection and Mood, is to be 2.01 for all tricks (very close to observed data with the Daikiba on Greet and Dance actions), but due to rounding errors in the display (or even internally int the calculations) it displays a large variation in gain/cost for puny pets. This however requires further study and validation.
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