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Re: Morrowind Equations

Posted: 15 Jun 2012, 12:47
by xXShaddowTXx
Well, it was definitely worth a shot. At least we know they are supporting OpenMW [indirectly of course]. So that is a fantastic sign.

Also, would contacting more people be such a good idea? I mean we already have a kind "No" from Bethesda, wouldn't persisting just make them angry?

Any-who, to bad. But it'll all work out.

Re: Morrowind Equations

Posted: 18 Jun 2012, 16:47
by christo
I'll start with mercantile, since I sort of volunteered to code that. When I'm done, or in between if I want a little distraction, I should be available to help figure out what you need.

It would be nice if someone could help collect raw data (i.e. collections of ALL relevant skills & attributes + result) so whoever does the maths has less work.

I'll need dozens or even hundreds* of data points for each function that you want an accurate estimate of, depending on how many variables there are and what kind of function it is.

For example, let's say you wanted me to find the function for jump height.

Collect several jump heights (these need not be exact, I can try to estimate the maximum that you reached if you get me some dozens of values near the top). Do this at Luck = 10, Acrobatics = 10, Strenght = 10. Then do the same for Luck = 90, Acrobatics = 10, Strength = 10, and for (L=10, A=90, S=10), (L=10,A=10,S=90), (L=90, A=90,S=10), (L=90,A=10,S=90), ... (L=50,A=10,S=10), ... You don't need all the combinations, but more data is better and the same goes for the number of data points at each combination.

I'll try to write up an explanation of how you derive the functions and post it at a later stage. So you could do it on your own if you wanted to, but I obviously can't teach you everything about statistics in one forum post.

*For jump height, anyway.

Re: Morrowind Equations

Posted: 20 Jun 2012, 21:03
by Zeroed
Hi,

I've done some tests in Morrowind to try to determine the jumping. I changed the parameters as suggested above to see the effect on jump height (although I assume what we're really looking for here is the initial upward velocity when jumping, which is proportional to the square root of the jump height).

The jump height only seems to depend upon Acrobatics and the current Encumbrance (Luck does not seem to affect it, although I haven't tested that extensively). I unequipped everything and set strength to 0 in order to be sure that Encumbrance was not a factor.

Data follows:

Code: Select all

    Acro    0   5   10  15  20  25  30  35  40  45  50   55   
Max Height  72  72  72  72  72  74  77  81  88  98  114  138  
    Sqrt    8.5 8.5 8.5 8.5 8.5 8.6 8.8 9.0 9.4 9.9 10.7 11.7 


    Acro    60   70   80   90   100  110  120  ...  150  175  200
Max Height  164  222  290  366  453  546  647       1012 1359 1804
    Sqrt    12.8 14.9 17.0 19.1 21.3 23.4 25.4      31.8 36.9 42.5
From Acrobatics = 60 onwards, the sqrt of max height seems to be linear, although I haven't figured out a relation for Acrobatics < 60.

Re: Morrowind Equations

Posted: 22 Jun 2012, 19:52
by Tarius
Alright after messing with the numbers I found this

50 --- 114.47 --- 114
55 --- 138.21 --- 138
60 --- 164.16 --- 164
65 --- 192.31
70 --- 222.66 --- 222
75 --- 255.21
80 --- 289.95 --- 290
85 --- 326.89
90 --- 366.00 --- 366
95 --- 407.3
100 -- 450.79 -- 453
Equation: 0.05*(Skill)^1.9775
This matches the numbers good. Skill level is all the way on the left, equation answers are in the middle and values found through experimentation is on the right.

For 45 and below, I can only make partial sense of how they are getting what they are getting.
Equation: 0.05*(skill)^1.9775+(91-1.9*(skill))
Yields this:
20 --- 71.70 --- 72
25 --- 72.57 --- 74
30 --- 75.68 --- 77
35 --- 81.04 --- 81
40 --- 88.63 --- 88
45 --- 98.44 --- 98

Not as great a match. 15 to 0, I cant make any sense of it(other than linear, it wont go with anything else). No equation will fit a chart well at all. Its almost like they specified <20 as static, 20 to <50 as one equation and 50< as another. The graph of all the numbers starts out as linear, does an exponetial shape(although the computer cant seem to find an equation for this), and then ends as a slight curve thats almost linear.

Re: Morrowind Equations

Posted: 22 Jun 2012, 20:25
by sirherrbatka
yo,

whaaaaaaaaat? I always thought that this is linear.

Re: Morrowind Equations

Posted: 22 Jun 2012, 21:26
by Zini
I suggest to have a look at the jump related GMSTs. These suggest that the actual formulae look a bit different.

Re: Morrowind Equations

Posted: 23 Jun 2012, 07:49
by Greendogo
Yeah, the equations are not usually linear. I've been working on athletics and speed for the last several days; I'll post my findings when I'm done.

Edit: This includes verifying the formula found/put forward by Jon on the bugtracker page for Athletics.

Re: Morrowind Equations

Posted: 23 Jun 2012, 15:46
by Tarius
Oops, sorry typo there, the later values of 50< actually fit a power equation perfectly with an R^2=1, its not actually linear although its close to it. So yes, it is still curved slightly.

Re: Morrowind Equations

Posted: 23 Jun 2012, 17:34
by christo
First, an update on the mercantile skill:

I've worked out the formula for initial selling* (*to a merchant) price.

At fatigue=100%,

Code: Select all

Selling price = Value * (0.75 - abs(0.75 - (min(player->getpersonality, 50) - min(merchant->getpersonality))/800 - (min(player->getluck,100)-min(merchant->getluck,100))/1600-(player->getmercantile - merchant->getmercantile)/160 - merchant->getdisposition/160 - 3/16 ))
except that I didn't check for minimum/maximum bounds on merchant->getmercantile (I did for everything else).

P.S. RL just happened, gotta go. I'll have a look at your functions above later, but keep an eye open for piecewise functions if you haven't already. Mine was certainly piecewise.

Re: Morrowind Equations

Posted: 23 Jun 2012, 18:35
by scrawl
Please put these on the wiki as soon as you think that it's correct.