Difference between revisions of "Efficiency"

From Mushpedia
Jump to: navigation, search
(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)
(Added hacker kit efficiency, changed typos of the note, added ? on weird numbers as said on discussion, removed space on extinguiser for formatting purposes)
Line 17: Line 17:
 
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, we see that bare hands actions repair fails have a have x1.5 multiplier efficiency variation, while repairing with tools fails makes this a x1.25.
+
{{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 having two tools "apparently" boosts the base chance on x2.25 (basicx1.5x1.5) and as repairing with no tools increase more quickly the  efficiency, it would be a good idea to start repairing hard items without tools (quick growth of base efficiency), and then pick tools to get the x2,25 boost just when the chance to repair with tools is more than a 20-25% repair without them. }}
+
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.  
Line 49: Line 49:
 
|-
 
|-
 
| 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}}
Line 68: Line 68:
 
| 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

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.

Icon Note: {{{1}}}

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?

Action Base chance
(first try)
Next tries
2nd 3rd 4th 5th 6th 7th 8th 9th
Repair 3% Icon Confirm: do alien TV and BIOS have the lowest repair chance ingame?
6% 9% 13% 19% 28% 42% 63% 94% 99%
12% 18% 27% 40% 60% 90% 99%
25% 37% 55% 77% 99% Icon Confirm: 77% should be 82% by multipliers
Repair with 1 tool 9% 11% 14% 17% 21% 27%? 34%? 42%? (tested on research lab) Icon Confirm: With multipliers and rounding, numbers should be: 9-...-21-26-32-40-60
18% 22% 27% 34% 42% 53% 66% 82% 99% Icon Confirm: experimental numbers, test them
37% 46% 57% 71% 89% 99% Icon Confirm: experimental numbers, test them
Repair with 2 tools 13% 16% 20% 25% 31% 39% 49% 61% 76% Icon Confirm: experimental numbers, test them
25% 22% 27% 34% 42% 53% 66% 82% 99% Icon Confirm: experimental numbers, test them
56% 70% 87%? 99% (first two tested on fuel tank) Icon Confirm: IMPORTANT, seems multipliers aren't based on base chance.
Turret: shoot 30% 45% 67% 99% (tested)
AstroTerminal: scan 80% 99% (tested)
Icon Extinguisher:extinguish 50% 62% 77% 96% 99% (tested)
Icon Hacker Kit: hack 25% 31%? 39%? 49%? 61% 99% Icon Confirm: numbers with ? are experimental numbers, test them