Difference between revisions of "Efficiency"

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(Random Actions: Success Chance)
(Added a useful startegy to optimize {{ap}} when repairing. And calculated increase of efficiency (It works taking as main point that X.5 = X))
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== Random Actions: Success Chance ==
 
== Random Actions: Success Chance ==
  
In most cases, a failed random action will only generate a {{notification|private log}} but will, however, '''increase the efficiency''' by half or less.  
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In most cases, a failed random action will only generate a {{notification|private log}} but will, however, '''increase the efficiency''' by half or a quarter.
 +
Just watching the table, is obvious that all the actions have this two efficiency variations (x1,5/x1,25), and as repairing with no tools increase more the efficiency, it would be a great idea to try to repair without them, so you use less {{ap}} to achieve a 34-44% or more, that becomes on 51-66% picking up one tool.
  
On the other hand, '''any other action consuming {{ap}}''' will '''reset''' the efficiency to its base level. Including  converting {{ap}} into {{mp}}. On the other hand, changing room when {{mp}} is available, lying down or eating do not consume {{ap}} and do not reset the efficiency.  
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However, '''any other action consuming {{ap}}''' will '''reset''' the efficiency to its base level. Including  converting {{ap}} into {{mp}}. On the other hand, changing room when {{mp}} is available, lying down or eating do not consume {{ap}} and do not reset the efficiency.  
  
 
The maximum efficiency is of 99%, meaning that a random action can ''always'' fail, even after 10 unlucky tries in a row.
 
The maximum efficiency is of 99%, meaning that a random action can ''always'' fail, even after 10 unlucky tries in a row.
  
{{todo|anyone knows how to fill this table without testing each action?}}
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{{todo|anyone knows how to fill this table without testing each action?-I've just wrote and calculated how before.}}
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
! rowspan="2" |Action
 
! rowspan="2" |Action
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|-
 
|-
 
| rowspan="1" |{{Item|Extinguisher}}: '''extinguish'''
 
| rowspan="1" |{{Item|Extinguisher}}: '''extinguish'''
| 50% || 62% || colspan="7" | ?%  || (tested)
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| 50% || 62% || 77% || 96% || colspan="5" | ?%  || (tested)
 
|}
 
|}

Revision as of 15:04, 9 March 2017

There are many actions in Mush to which an efficiency is attached, given as a percentage. They can be classified into two categories:

  • Progress actions, which are always successful, and are used for a greater task. The efficiency of all participants sums up, until 100% is reached and the task is complete.
  • Random actions (repairing something, shooting someone, etc.), which may fail: the efficiency is the chance of success.

In both cases, the efficiency you get varies depending on many factors: the action itself, skills, items in inventory, broken equipment, etc.

Progress Actions

More info Main article: Relaying. For several of such actions (Research, NERON Projects, PILGRED) the efficiency of any character drops after each progress, and is only reset to its base level when another character does the same action: relaying is thus needed.

Random Actions: Success Chance

In most cases, a failed random action will only generate a Icon Private log but will, however, increase the efficiency by half or a quarter. Just watching the table, is obvious that all the actions have this two efficiency variations (x1,5/x1,25), and as repairing with no tools increase more the efficiency, it would be a great idea to try to repair without them, so you use less Action Point to achieve a 34-44% or more, that becomes on 51-66% picking up one tool.

However, any other action consuming Action Point will reset the efficiency to its base level. Including converting Action Point into Movement Point. On the other hand, changing room when Movement Point is available, lying down or eating do not consume Action Point and do not reset the efficiency.

The maximum efficiency is of 99%, meaning that a random action can always fail, even after 10 unlucky tries in a row.

Icon TODO: anyone knows how to fill this table without testing each action?-I've just wrote and calculated how before.

Action Base chance
(first try)
Next tries
2nd 3rd 4th 5th 6th 7th 8th 9th
Repair 6% 9% 13% 19% 28% 42% 63% 94% 99%
12% 18% 27% 40% 60% 90% 99%
25% 37% 55% 77% 99%
Repair with 1 tool 9% 11% 14% 17% 21% 27% 34% 42% (tested on research lab)
Repair with 2 tools 56% 70% (tested on fuel tank)
Turret: shoot 30% 45% 67% 99% (tested)
AstroTerminal: scan 80% 99% (tested)
Icon Extinguisher: extinguish 50% 62% 77% 96%  ?% (tested)