Difference between revisions of "Efficiency"
Franfran2424 (Talk | contribs) (I calcultated what the numbers should be like, but I have some issues: Multipliers stack, multiplying themselves (two tools=x2.25 base chance). Third type of objects, base repair chance is 3% (the lowest). Tested numbers don't fit calculated ones) |
Franfran2424 (Talk | contribs) (Added hacker kit efficiency, changed typos of the note, added ? on weird numbers as said on discussion, removed space on extinguiser for formatting purposes) |
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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. | 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. | ||
| − | {{note|Just watching the table, | + | {{note|Just watching the table, bare hands actions unsuccesful repairs increase previous effciciency by x1.5, while unsuccesful repairs with N tools increase increase previous efficiency with N tools by x1.25. |
| − | If we consider that | + | If we consider that equipping two tools increases the base efficiency (bare hands=base) by x2.25 (basex1.5x1.5) and as repairing with no tools increases the efficiency faster, it would be a good idea to start repairing low efficiency items without tools (quick growth of base efficiency), and then pick tools to get the x2.25 boost when base efficiency is 20-25% or higher. }} |
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. | 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. | ||
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|- | |- | ||
| rowspan="3" |[[Equipment Maintenance|Repair]] with 1 tool | | rowspan="3" |[[Equipment Maintenance|Repair]] with 1 tool | ||
| − | | 9% || 11% || 14% || 17% || 21% || 27% || 34% || 42% || || (tested on research lab) {{confirm|With multipliers, numbers should be: 9-...-21-26-32-40-60}} | + | | 9% || 11% || 14% || 17% || 21% || 27%? || 34%? || 42%? || || (tested on research lab) {{confirm|With multipliers and rounding, numbers should be: 9-...-21-26-32-40-60}} |
|- | |- | ||
| 18% || 22% || 27% || 34% || 42% || 53% || 66% || 82% || 99% || {{confirm|experimental numbers, test them}} | | 18% || 22% || 27% || 34% || 42% || 53% || 66% || 82% || 99% || {{confirm|experimental numbers, test them}} | ||
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| 80% || colspan="8" | 99% || (tested) | | 80% || colspan="8" | 99% || (tested) | ||
|- | |- | ||
| − | | rowspan="1" |{{Item|Extinguisher}}: '''extinguish''' | + | | rowspan="1" |{{Item|Extinguisher}}:'''extinguish''' |
| 50% || 62% || 77% || 96% || colspan="5" | 99% || (tested) | | 50% || 62% || 77% || 96% || colspan="5" | 99% || (tested) | ||
| + | |- | ||
| + | | rowspan="1" |{{Item|Hacker Kit}}: '''hack''' | ||
| + | | 25% || 31%? || 39%? || 49%? || 61% || colspan="4" | 99% || {{confirm|numbers with ? are experimental numbers, test them}} | ||
|} | |} | ||
Revision as of 12:28, 17 May 2019
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
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
Private log but will, however, increase the efficiency by half or a quarter.
However, any other action consuming
will reset the efficiency to its base level. Including converting
into
. On the other hand, changing room when
is available, lying down or eating do not consume
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.
TODO: anyone knows how to fill this table without testing each action?
| Action | Base chance (first try) |
Next tries | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||
| Repair | 3% | | ||||||||
| 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) | |
| 18% | 22% | 27% | 34% | 42% | 53% | 66% | 82% | 99% | | |
| 37% | 46% | 57% | 71% | 89% | 99% | | ||||
| Repair with 2 tools | 13% | 16% | 20% | 25% | 31% | 39% | 49% | 61% | 76% | |
| 25% | 22% | 27% | 34% | 42% | 53% | 66% | 82% | 99% | | |
| 56% | 70% | 87%? | 99% | (first two tested on fuel tank) | ||||||
| Turret: shoot | 30% | 45% | 67% | 99% | (tested) | |||||
| AstroTerminal: scan | 80% | 99% | (tested) | |||||||
| 50% | 62% | 77% | 96% | 99% | (tested) | |||||
| 25% | 31%? | 39%? | 49%? | 61% | 99% | | ||||