Halls Hopper
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Joined: Saturday, 25th January 2014, 22:17
Ask fellow adventurers how to stay alive in the deep, dark, dangerous dungeon below, or share your own accumulated wisdom.
Halls Hopper
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Joined: Saturday, 25th January 2014, 22:17
Ziggurat Zagger
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Tartarus Sorceror
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Location: Surabaya, Indonesia
Ziggurat Zagger
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Halls Hopper
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Crypt Cleanser
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Ziggurat Zagger
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Joined: Tuesday, 10th January 2012, 19:49
Quazifuji wrote:Is there ever a scenario in which training a high-aptitude weapon first just for cross-training bonuses and then training a second type actually costs less XP than only training the second type? I assume not (and if so, it should probably be changed), but I was just curious. How much does it cost for a Merfolk to train a certain level of polearms, and then the same level of staves, rather than just going straight to staves?
Tomb Titivator
Posts: 909
Joined: Thursday, 3rd January 2013, 20:32
minmay wrote:You are ignoring the effect of skill_cost_level. The more skills you have the more expensive they get.
Here is an easy test you can do to see for yourself: start MfFi in wizard mode, with a trident. Set experience level to 27 (don't train skills). Create and quaff a potion of experience, and put it all into polearms. Create and quaff a second potion, now put it into axes. You should come out with 10.7 axes skill.
Now quit and repeat the same process, but put the first experience potion into axes. It gets it to 15.4 - you got MORE axes skill by spending HALF the amount of experience. If you keep them closer to each other as you gain experience, this loss is much smaller, and yes, it can work out to get you more axes skill than you would otherwise, but I'm not going to bother figuring out the exact formulas used because it turns out training slings on ogres and axes on merfolk is completely boneheaded no matter what.
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