Difference between revisions of "User:Turnovus/Sandbox"
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+ | = Facilities = | ||
+ | === Facility then Main Building === | ||
+ | === Main Building then Facility === |
Revision as of 04:00, 12 November 2022
Some Medicine
Some Medicine
This is medicine.
Summary
Medicine is used to make sick people better.
Start of template
The amount of XP gained from tending depends on the type of medicine used, and what it is used on (human or animal). The equation for this is:
XP = Medicine XP Factor × Patient XP Factor × Doctor's Learning Rate |
Where:
- Medicine XP Factor is the medicine's potency multiplied by 0.7, and clamped in the range of 0.5 and 1.
- Patient XP Factor is a multiplier from the patient type. 175x for animal patients, and 500x for human patients.
- Doctor's Learning Rate is the doctor's own multiplier on XP gained for the medicine skill. See "Improving Skills" for more details.
Medicine | Potency | XP Factor | Tend XP from patient | |
---|---|---|---|---|
Human | Animal | |||
None | 0.30 | 0.5 | 250 | 87.5 |
Herbal medicine | 0.60 | 0.5 | 250 | 87.5 |
Medicine | 1.00 | 0.7 | 350 | 122.5 |
Glitterworld medicine | 1.60 | 1 | 500 | 175 |
End of template
Analysis
Medicine should only be used on people who you want to not die.
The amount of XP gained from tending depends on the type of medicine used, and what it is used on (human or animal). The equation for this is:
XP = Patient XP Factor × Medicine XP Factor × Doctor's Learning Rate |
Where:
- Patient XP Factor is a multiplier from the patient type. ×175 for animal patients, and ×500 for human patients.
- Medicine XP Factor is the medicine's potency multiplied by 0.7, and clamped in the range of 0.5 and 1.
- Doctor's Learning Rate is the doctor's own multiplier on XP gained for the medicine skill. See "Improving Skills" for more details.
Medicine | Potency | XP Factor | Tend XP from patient | |
---|---|---|---|---|
Human | Animal | |||
None | 0.30 | 0.5 | 250 | 87.5 |
Herbal medicine | 0.60 | 0.5 | 250 | 87.5 |
Medicine | 1.00 | 0.7 | 350 | 122.5 |
Glitterworld medicine | 1.60 | 1 | 500 | 175 |
The amount of XP gained from tending depends on the type of medicine used, and what it is used on (human or animal). The equation for this is:
XP = Patient XP Factor × Medicine XP Factor × Doctor's Learning Rate |
Where:
- Patient XP Factor is a multiplier from the patient type. ×175 for animal patients, and ×500 for human patients.
- Medicine XP Factor is the medicine's potency multiplied by 0.7, and clamped in the range of 0.5 and 1.
- Doctor's Learning Rate is the doctor's own multiplier on XP gained for the medicine skill. See "Improving Skills" for more details.
Medicine | Potency | XP Factor | Tend XP from patient | |
---|---|---|---|---|
Human | Animal | |||
None | 0.30 | 0.5 | 250 | 87.5 |
Herbal medicine | 0.60 | 0.5 | 250 | 87.5 |
Medicine | 1.00 | 0.7 | 350 | 122.5 |
Glitterworld medicine | 1.60 | 1 | 500 | 175 |
Research Points Table
0.09432
Speed Factor Per Level | Points Per 2,500 ticks (1 in-game hour) Per Difficulty | ||||
---|---|---|---|---|---|
Skill | Factor | Peaceful/Easy (x1.2) | Medium/Rough (x1) | Hard (x0.95) | Extreme (x0.9) |
0 | 0.15 | 4.95 | 4.13 | 3.92 | 3.71 |
1 | 19.5% | 1.931 | 1.609 | 1.528 | 1.448 |
2 | |||||
3 | |||||
4 | |||||
5 | |||||
6 | |||||
7 | |||||
8 | |||||
9 | |||||
10 | |||||
11 | |||||
12 | |||||
13 | |||||
14 | |||||
15 | |||||
16 | |||||
17 | |||||
18 | |||||
19 | |||||
20 |
The number of research points gained per tick is calculated with the following equation:
0.00825 × Pawn Research Speed × Building Research Speed Factor × Difficulty Factor
Where:
- 0.00825 points/tick is the base research factor.[Note]
- Pawn Research Speed is the research speed stat from the researcher. This depends on other factors, like health capacities and global work speed.
- Building Research Speed Factor is the multiplier from the research station. This depends on other factors, like whether the building is outdoors, the temperature, the cleanliness of the room, and if any facilities are connected. The following are the base factors:
- Simple research bench: ×0.75
- Hi-tech research bench: ×1.00
- Hi-tech research bench with Multi-analyzer: ×1.10
- Difficulty Factor is the multiplier from the chosen difficulty settings. The factors for the default difficulties are:
- Peaceful and Community Builder (Easy) - x1.2
- Adventure Story (Normal) and Strive to Survive (Rough) - x1
- Blood and Dust (Hard) - x0.95
- Losing is Fun (Extreme) - x0.9
Research Speed Per Level | Points Per 2,500 ticks (1 in-game hour) Per Difficulty | ||||
---|---|---|---|---|---|
Skill | Research Speed | Peaceful/Easy (x1.2) | Medium/Rough (x1) | Hard (x0.95) | Extreme (x0.9) |
0 | 8% | 1.98 | 1.65 | 1.568 | 1.485 |
1 | 19.5% | 4.826 | 4.022 | 3.821 | 3.62 |
2 | 31% | 7.673 | 6.394 | 6.074 | 5.754 |
3 | 42.5% | 10.519 | 8.766 | 8.327 | 7.889 |
4 | 54% | 13.365 | 11.138 | 10.581 | 10.024 |
5 | 65.5% | 16.211 | 13.509 | 12.834 | 12.158 |
6 | 77% | 19.058 | 15.881 | 15.087 | 14.293 |
7 | 88.5% | 21.904 | 18.253 | 17.34 | 16.428 |
8 | 100% | 24.75 | 20.625 | 19.594 | 18.563 |
9 | 111.5% | 27.596 | 22.997 | 21.847 | 20.697 |
10 | 123% | 30.443 | 25.369 | 24.1 | 22.832 |
11 | 134.5% | 33.289 | 27.741 | 26.354 | 24.967 |
12 | 146% | 36.135 | 30.113 | 28.607 | 27.101 |
13 | 157.5% | 38.981 | 32.484 | 30.86 | 29.236 |
14 | 169% | 41.828 | 34.856 | 33.113 | 31.371 |
15 | 180.5% | 44.674 | 37.228 | 35.367 | 33.505 |
16 | 192% | 47.52 | 39.6 | 37.62 | 35.64 |
17 | 203.5% | 50.366 | 41.972 | 39.873 | 37.775 |
18 | 215% | 53.213 | 44.344 | 42.127 | 39.909 |
19 | 226.5% | 56.059 | 46.716 | 44.38 | 42.044 |
20 | 238% | 58.905 | 49.088 | 46.633 | 44.179 |