Gingko
Guardian
- Joined
- Mar 16, 2006
- Posts
- 240
- Location
- $Germoney$
- Society
- Freelancer
- Avatar Name
- Bredan Gingko
Hello,
this thread is intended as a supplementary thread to the chipping thread and the other various threads that deal with the impact of skills on professions. The goal is to summarize the effect of the attributes on the professions, as suggested by Witte. As we cannot chip them, most of the work in this thread will be correlation type of work and involve a lot more verification by different avatars.
Summary of general findings / prerequisites:
First of all, the attributes are thought to have a multiplier associated with them, that brings them to the same scale as the skills. At this time, it is thought to be 20. This means, that an attribute of 500 would correspond to a skill of 10000. It is believed that if all contributing skills/attributes are at the old cap of 10000 for skills (and 500 for attributes?), a profession level of exactly 100 would result.
Therefore, the contributions of a skill or attribute to a profession are expressed as %: 10% means that if only this skill was at 10000 and all others are zero, a profession level of 10 (100 * 10%) would be achieved. For attributes, the multiplier has to be considered, so if we say Agility as 10%, then Agility * 20 * 10% is the contribution. All contribution % should add up to 100% for any profession. This has been nicely shown for the Ranged (Sniper, Pistoller) Hit professions here.
Summary of all findings by Attribute:
(it would be a good idea to include the findings from this thread in this list by professions)
Green = confirmed by 3 or more Avatars.
Black = pretty sure but unconfirmed
Red = still guesswork
Agility
8% to Evader, see Evader thread
7% to Brawler (Dmg) and Whipper (Dmg)
3% to all sniper and pistoleer (Hit) professions, see (this thread)
3% to Decoy Dispenser
2% to Knifefighter (Hit), Swordsman (Hit), One and Two handed Clubber (Hit)
2% to Brawler (Hit)
2% to Pet Handler
2% to Colorer
1% to all ranged (Dmg) professions, incl. Mindforce
Intelligence
5% on Paramedic
4% on Tailor (from Wittes data, weight for basic skills like Tailoring miss here)
3% to Colorer
3 % on Prospector and Surveyor (from Wittes data, consistent with my and Jimmy B's Avatar)
2% on all engineer professions
2% on Armor Engineer
2% on Attachments Engineer
2% on Electronics Engineer
2% on Shortblades Engineer
2% on Tool Engineer
2% on Humanoid Investigator
2% on Animal Investigator
2% on Robot Investigator
1% on Mutant Investigator
2% on Pet Handler
2% on Sweat Gatherer (see chipping thread)
1% on Driller and Miner
Strength
7% to melee DAMAGE professions: Knife, Sword, Clubber (1&2)
4% to Swordsman (Hit) and Two handed Clubber (Hit)
3% to One handed Clubber (Hit), Whipper (Hit), Knifefighter (Hit)
3% to Brawler (Hit)
Psyche
5% on Sweat Gatherer (see chipping thread)
Please post your observations in this thread, I will update this post as needed.
this thread is intended as a supplementary thread to the chipping thread and the other various threads that deal with the impact of skills on professions. The goal is to summarize the effect of the attributes on the professions, as suggested by Witte. As we cannot chip them, most of the work in this thread will be correlation type of work and involve a lot more verification by different avatars.
Summary of general findings / prerequisites:
First of all, the attributes are thought to have a multiplier associated with them, that brings them to the same scale as the skills. At this time, it is thought to be 20. This means, that an attribute of 500 would correspond to a skill of 10000. It is believed that if all contributing skills/attributes are at the old cap of 10000 for skills (and 500 for attributes?), a profession level of exactly 100 would result.
Therefore, the contributions of a skill or attribute to a profession are expressed as %: 10% means that if only this skill was at 10000 and all others are zero, a profession level of 10 (100 * 10%) would be achieved. For attributes, the multiplier has to be considered, so if we say Agility as 10%, then Agility * 20 * 10% is the contribution. All contribution % should add up to 100% for any profession. This has been nicely shown for the Ranged (Sniper, Pistoller) Hit professions here.
Summary of all findings by Attribute:
(it would be a good idea to include the findings from this thread in this list by professions)
Green = confirmed by 3 or more Avatars.
Black = pretty sure but unconfirmed
Red = still guesswork
Agility
8% to Evader, see Evader thread
7% to Brawler (Dmg) and Whipper (Dmg)
3% to all sniper and pistoleer (Hit) professions, see (this thread)
3% to Decoy Dispenser
2% to Knifefighter (Hit), Swordsman (Hit), One and Two handed Clubber (Hit)
2% to Brawler (Hit)
2% to Pet Handler
2% to Colorer
1% to all ranged (Dmg) professions, incl. Mindforce
Intelligence
5% on Paramedic
4% on Tailor (from Wittes data, weight for basic skills like Tailoring miss here)
3% to Colorer
3 % on Prospector and Surveyor (from Wittes data, consistent with my and Jimmy B's Avatar)
2% on all engineer professions
2% on Armor Engineer
2% on Attachments Engineer
2% on Electronics Engineer
2% on Shortblades Engineer
2% on Tool Engineer
2% on Humanoid Investigator
2% on Animal Investigator
2% on Robot Investigator
1% on Mutant Investigator
2% on Pet Handler
2% on Sweat Gatherer (see chipping thread)
1% on Driller and Miner
Strength
7% to melee DAMAGE professions: Knife, Sword, Clubber (1&2)
4% to Swordsman (Hit) and Two handed Clubber (Hit)
3% to One handed Clubber (Hit), Whipper (Hit), Knifefighter (Hit)
3% to Brawler (Hit)
Psyche
5% on Sweat Gatherer (see chipping thread)
Please post your observations in this thread, I will update this post as needed.
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