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Talk:Attribute
How attributes are actually calculated:
- Take the 7 XXX_ATT_RANGE values from the raws as A:B:C:D:E:F:G
- Pick a random number N between 0 and 11999, inclusive
- For N in 0-1999, calculate
X = (1999 - N) * AandY = (N - 0) * B - For N in 2000-3999, calculate
X = (3999 - N) * BandY = (N - 2000) * C - For N in 4000-5999, calculate
X = (5999 - N) * CandY = (N - 4000) * D - For N in 6000-7999, calculate
X = (7999 - N) * DandY = (N - 6000) * E - For N in 8000-9999, calculate
X = (9999 - N) * EandY = (N - 8000) * F - For N in 10000-11999, calculate
X = (11999 - N) * FandY = (N - 10000) * G
- For N in 0-1999, calculate
- The attribute value itself is initialized to
(X + Y) / 1999 - The attribute's maximum value is set to either
(value * XXX_ATT_CAP_PERC) / 100orvalue + D, whichever is higher
Exactly how this should be translated into a readable form for the article, I'm not sure, but hopefully somebody will be able to manage. --Quietust (talk) 20:22, 30 May 2025 (UTC)
- What's the distribution of N? I've understood the attribute range system as being a bunch of linear buckets that approximate a normal distribution. This sounds like it might actually be distributed normally? DPhKraken (talk) 00:17, 31 May 2025 (UTC)
- N is calculated as
trandom(12000), so every result should have (more or less) equal probability. Basically, each of the 6 buckets has equal probability (i.e. a 1/6 chance for each one), and the values you get within those buckets are also equal probability (i.e. within the F-G bucket, you have an approximately equal chance of rolling the lowest value, the highest value, or any value in between). I ran a script to calculate all of the probabilities, and the very first entry in each bucket ended up having a slightly higher change (e.g. 11/12000 instead of 10/12000) and the very last entry had a slightly lower chance (e.g. 9/12000 instead of 10/12000), but that's fairly insignificant overall. --Quietust (talk) 00:30, 31 May 2025 (UTC)
- N is calculated as
Skills by Soul Attributes[edit]
Actually according to the skills associated by attributes list the skills "Musician", "Singer" and the skills associated to the different instrument types (Keyboardist etc.) do train the soul attribute "Musicality". Still the skills are not listed in the list/table "Skills by Soul Attribute" and the clicking the edit button for that section will not give the content of that list/table (only the heading and SkillsBySoulAttributes between double curly-brackets), so that I am unable to change that.91.49.242.21 03:49, 11 September 2026 (UTC)
- The double curly-brackets call a template, you can get to those by prepending them with "template:" Template:SkillsBySoulAttribute, which also works in the search box. Ziusudra (talk) 05:37, 11 September 2026 (UTC)
- Ah thanks, but template editing is considered harmful if done by anons (or new users). So replacing the content under Musicality with "Musician • Singer • Keyboardist • Stringed instrumentalist • Wind Instrumentalist • Percussionist • Dancer" (without quotation marks) was not possible.91.49.242.21 14:07, 11 September 2026 (UTC)