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Difference between revisions of "User talk:Squirrelloid/Optimizing Skills"

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(New page: Hello Squierrelloid, This seemed wrong: "Each use of a starting point in a skill for a dwarf is more valuable than the last such point. Going from Novice -> Normal is worth 600xp. From N...)
 
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Going from no-level to Novice costs 5 points.  So the xp/point ratio is 600/5 which is 120.  From Novice to <no-label> costs 6 points.  So the xp/point ratio is 700/6, which is about 117.  The ratio only continues to go down from there.  [[User:Gairabad|Gairabad]] 21:48, 14 December 2008 (EST)
 
Going from no-level to Novice costs 5 points.  So the xp/point ratio is 600/5 which is 120.  From Novice to <no-label> costs 6 points.  So the xp/point ratio is 700/6, which is about 117.  The ratio only continues to go down from there.  [[User:Gairabad|Gairabad]] 21:48, 14 December 2008 (EST)
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:Ah, I'm talking about efficiency in a different way.  Basically, the limiting resource here is not cash (you get a ridiculous amount of it to start), the limiting resource is skill picks, of which you have 10 per dwarf and can use no more than 5 per skill.  The return on each skill pick increases the more picks you invest in a given skill.  So you get 500xp for the first pick, 600 for the second pick, and so on.  XP is much harder to acquire than 'cash' value, especially for hard to train skills.  --[[User:Squirrelloid|Squirrelloid]] 22:22, 14 December 2008 (EST)

Revision as of 03:22, 15 December 2008

Hello Squierrelloid,

This seemed wrong:

"Each use of a starting point in a skill for a dwarf is more valuable than the last such point. Going from Novice -> Normal is worth 600xp. From Normal to Competent is 700xp. And so on. Thus, you'll get the most xp/point spent if you only take proficient skills."

Going from no-level to Novice costs 5 points. So the xp/point ratio is 600/5 which is 120. From Novice to <no-label> costs 6 points. So the xp/point ratio is 700/6, which is about 117. The ratio only continues to go down from there. Gairabad 21:48, 14 December 2008 (EST)

Ah, I'm talking about efficiency in a different way. Basically, the limiting resource here is not cash (you get a ridiculous amount of it to start), the limiting resource is skill picks, of which you have 10 per dwarf and can use no more than 5 per skill. The return on each skill pick increases the more picks you invest in a given skill. So you get 500xp for the first pick, 600 for the second pick, and so on. XP is much harder to acquire than 'cash' value, especially for hard to train skills. --Squirrelloid 22:22, 14 December 2008 (EST)