According to information I got from DL fansite I gathered statistics.
Intelligence
Pts - Cost
10 - 100 %
20 - 95 %
30 - 90 %
40 - 85 %
50 - 80 %
60 - 75 %
70 - 70 %
80 - 65 %
90 - 60 %
100 - 55 %
Class bonuses
# - Cost
0 - 100 %
1 - 61 %
2 - 37 %
3 - 22 %
4 - 14 %
5 - 8 %
So these make huge difference. I just calculated class bonuses to 5 classes, but basically you can only get maximum of 3 (?) learning bonuses per skill.
PS. These are based old game version (1.3 or lower), so these might not be 100% correct.
Learning Bonuses Statistics
Learning bonuses largely determine your characters potential
Right Speech has four aspects: 1. Not lying, but speaking the truth, 2. Avoiding rude and coarse words, but using gentle speech beneficial to the listener, 3. Not slandering, but promoting friendliness and unity, 4. Avoiding frivolous speech, but saying only what is appropriate and beneficial.
I thought the learning bonus help to lower cost, but didn't realize it's that much.
Another interesting thing, from Dungeon Lords Class and Skill Analysis -website, was that attributes have also different costs per race.
I played some more with excel and created a table of races with attribute levels and -costs. (class rankings are somewhat guidelines based on race attributes...)
http://kuvablogi.com/nayta/iso/img918710.jpg
Another interesting thing, from Dungeon Lords Class and Skill Analysis -website, was that attributes have also different costs per race.
I played some more with excel and created a table of races with attribute levels and -costs. (class rankings are somewhat guidelines based on race attributes...)
http://kuvablogi.com/nayta/iso/img918710.jpg
- Grimmstail
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Based on my own experimentation, I agree with the intelligence bonus. .5% for every point of intelligence. However, this modifier is only applied after the base cost is calculated. It does not stack as class based learning bonuses do.
Again, from my own somewhat limited experimentation with the save file editor, I determined that the class based learning bonuses have an initial value of .75 in general, with each of the four base classes getting a .5 modifier to their one prime skill (fighter's actually get 2 of these). Thereafter, whereas normally cost to increase a skill doubles with every level, the cost for a bonus skill only increases by 1.8.
So for a skill like Light Weapons 1 (1000 point base cost) a Rogue of INT 10 would pay 750 for the first level and then 1350 for the second. A Mage with INT 60 would pay 750 for the first level and then 1500 for the second.
And yes, the multiplier bonus actually seems to do better than simply stacking. The numbers that I calculated for multiple bonuses are as follows:
# - Cost
0 - 2X
1 - 1.8X
2 - ~1.62X
3 - ~1.458X
4 - ~1.312X
5 - ~1.181X
From my experiments, it appeared that stacking 4 or 5 bonuses was possible. These numbers are all based on the CE version so that may explain any discrepancies.
Again, from my own somewhat limited experimentation with the save file editor, I determined that the class based learning bonuses have an initial value of .75 in general, with each of the four base classes getting a .5 modifier to their one prime skill (fighter's actually get 2 of these). Thereafter, whereas normally cost to increase a skill doubles with every level, the cost for a bonus skill only increases by 1.8.
So for a skill like Light Weapons 1 (1000 point base cost) a Rogue of INT 10 would pay 750 for the first level and then 1350 for the second. A Mage with INT 60 would pay 750 for the first level and then 1500 for the second.
And yes, the multiplier bonus actually seems to do better than simply stacking. The numbers that I calculated for multiple bonuses are as follows:
# - Cost
0 - 2X
1 - 1.8X
2 - ~1.62X
3 - ~1.458X
4 - ~1.312X
5 - ~1.181X
From my experiments, it appeared that stacking 4 or 5 bonuses was possible. These numbers are all based on the CE version so that may explain any discrepancies.
Dungeon Lords Information Warehouse -site states that the correct formula would be:
cost = base_cost * int_bonus * learning_skill_factor * level_skill_factor
initial_cost = 1000 or 3000 based on skill
level_increment = 0... 4 based on skill
base_cost = initial_cost * ( 2 ^ ( skill_level + level_increment - 1 ) )
int_bonus = ( intelligence - 10 ) * 0.005
learning_skill_factor = 0.74949 ^ num_learning_bonuses
level_skill_factor = ( 0.9 ^ num_learning_bonuses ) ^ ( skill_level - 1 )
Haven't actually tested, but I'm quite sure it's pretty close, unless they have changed it for CE...
cost = base_cost * int_bonus * learning_skill_factor * level_skill_factor
initial_cost = 1000 or 3000 based on skill
level_increment = 0... 4 based on skill
base_cost = initial_cost * ( 2 ^ ( skill_level + level_increment - 1 ) )
int_bonus = ( intelligence - 10 ) * 0.005
learning_skill_factor = 0.74949 ^ num_learning_bonuses
level_skill_factor = ( 0.9 ^ num_learning_bonuses ) ^ ( skill_level - 1 )
Haven't actually tested, but I'm quite sure it's pretty close, unless they have changed it for CE...
- Grimmstail
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Interesting. That formula actually agrees with my numbers. The difference being that I was only looking for a constant to drop into my Excel sheet. And I would drop the level increment from the calculation and open up the number of initial costs to include 2K, 4K, 8K, 12K, and 16K. But it works out the same.
The only thing that appears to be different for CE is the learning factor change for the base four classes that I mentioned in my previous post:
Adept - .5 in Celestial Magic
Fighter - .5 in Light and Medium Weapons
Mage - .5 in Arcane Magic
Rogue - .5 in Inspect
This is pretty easy to see. Just create a dwarf character (Int 10) and check the cost for each of these skills by class.
The only thing that appears to be different for CE is the learning factor change for the base four classes that I mentioned in my previous post:
Adept - .5 in Celestial Magic
Fighter - .5 in Light and Medium Weapons
Mage - .5 in Arcane Magic
Rogue - .5 in Inspect
This is pretty easy to see. Just create a dwarf character (Int 10) and check the cost for each of these skills by class.
I'm too playing with excel, don't know what's wrong with me, but I like to do these statistics sheet for every game.
Yes, I just tested and I agree. So it seems first learning bonus gives 50% learning bonus. Does it also work for other (non-core) classes? Interesting, I'd love the have the new formula for CE, because they must have changed it quite much.
Test the formula I earlier mention, but change learning_skill_factor = 0,5^num_learning_bonuses.
Yes, I just tested and I agree. So it seems first learning bonus gives 50% learning bonus. Does it also work for other (non-core) classes? Interesting, I'd love the have the new formula for CE, because they must have changed it quite much.
Test the formula I earlier mention, but change learning_skill_factor = 0,5^num_learning_bonuses.
- Grimmstail
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- Joined: Sat Feb 16, 2008 8:17 am
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