It's all about knowing the rules of how skills work. Let's examine them:
1) The most important rule: If it takes 1 arbitrary unit of skill (aus) to train from 0.0 to 1.0...
EDIT: These new calculations are correct. Thanks stickyfingers!
Patashu wrote:stickyfingers wrote:Patashu wrote:1) The most important rule: If it takes 1 arbitrary unit of skill (aus) to train from 0.0 to 1.0, it takes 3 to train from 1.0 to 2.0, then 6, then 10, 15, 21, 28... or the triangular number (x^2+x)/2. This also means that to go from 0 to x in a skill costs the tetrahedral number, (x^3 + 3x^2 + 2x)/6.
Actually, if it takes 1 arbitrary unit of skill to train from 0.0 to 1.0, it takes 3 to train from 0.0 to 2.0, so just 2 to train from 1.0 to 2.0, and so on.
See the
source function and
its use.
The examples are thus off (but obviously you're right in the general sense).
Hurkyl wrote:How certain are you of this? The table on the wiki page indicates that this changes after 10 skill, then again after 19 skill (and I stopped bothering to analyze beyond that point).
The table on the wiki is correct.
Thanks! So it looks like it's more like this:
-Training a skill from 0 to 12 could be used to train two skills to 9 or three skills to 7
-Training a skill from 12 to 20 could be used to train two skills to 14 or three skills to 12
-Training a skill from 20 to 26 could be used to train one skill to 20 (!!)
-Training a skill from 26 to 27 could be used to train one skill to 9
-In general, if you have a skill at level X and another skill at 2*X, the skill at 2*X will take you 2-3 times as long (2 for low X, 3 for high X) to train one extra level of that skill, before aptitudes
(Spoilered old calculations that are incorrect)
it takes 3 to train from 1.0 to 2.0, then 6, then 10, 15, 21, 28... or the triangular number (x^2+x)/2. This also means that to go from 0 to x in a skill costs the tetrahedral number, (x^3 + 3x^2 + 2x)/6.
If you don't know what that means, here are some examples:
If training a skill to the next level costs X, it would be 25% as expensive to get one level in a skill half as expensive.
-For the cost of training a 12 to a 20, you could have trained three skills from 0 to 12.
-For the cost of training a 20 to a 26, you could have trained three skills from 0 to 14.
-For the cost of training a 26 to a 27, you could have trained three skills from 0 to 8.
In general - if you try to train one skill super high, you are denying yourself a lot of skill points you could have filled out lesser skills with.
If one skill is a lot higher than others, and you're not about to reach some milestone, maybe you want to train all those more?
2) Spellcasting is 1/4 as effective as training a spell school is for spells of that spell school, but applies to every school at once.
It also increases max mp, spell slots and reduces spell hunger.
So you want to throw in some spellcasting when it's about a half (because remember - the cost in aus to train a skill goes up by the square!) of the level the spell schools you're training (a bit higher for every extra spell school you need to train), or if you need more spell slots desperately.
Otherwise spellcasting goes on the backburner.
Also, when doing this calculation make sure to only consider spell schools that you actually care about training further (e.g. if you already have haste casteable, you probably aren't going to care about your charms improving)
3) Weapon skills' primary benefit is reducing the delay on a weapon.
If you're not trying to get mindelay or you already have it - train something else instead.
(And also think about, if you're going for a very high weapon skill to get min delay - like 20 for great mace, or 26 for exec axe. Especially 26 for exec axe - Wow - you should think, 'that's a LOT of skill points, maybe I should just suck up that it's not at min delay, or use a good batleaxe?' when thinking about doing this!!)
4) Armour skill gives you a benefit directly (linearly) proportional to how much AC (pre-enchantment) your equipment in total gives. (Armour skill * base AC / 22). So if you can't get a lot of both you don't want to train this yet. For example - if you have only 5 base AC then you need to get to 4.4 armour skill to get even your first AC point from this. If you're a book background, you might not even have 5 base AC! Think about how armoured you are, how much armour skill you can spare (=> how much AC you get) and if this is a worthy tradeoff for how much you'd get in other skills, such as your 'kills things' skills instead, and then you'll know how much of this you want.
5) Dodging skill has a weird interaction with heavy armour. Based on how well you carry yourself in that armour (str and dex affect this I believe*) (*apparently dex doesn't matter), training dodging gives a flat ZERO to your EV until you hit an 'invisible breakpoint', then training it further starts pumping out EV as fast as if you were in robe from that point onwards. Usually this 'invisible breakpoint' is in the teens. So if you want to train dodging in heavy armour - wait until your first or second rune, to the point where getting past the invisible breakpoint and seeing your return on EV makes sense to go for, and before then don't give it even a single aus.
6) Fighting gives a steady boost to your melee prowess (I think it also improves your ranged prowess in 0.15?) but even better, it improves your HP. But, similar to armour skill, it is multplicative, in that your base max hp * your fighting skill come together to determine how many extra HP you will see - which means that as you gain XLs there is an increasing push that makes you want to train fighting more, because you're getting more per aus spent, not just because auses are becoming easier to come across.
7) This post should talk about ranged, evo, invo and stealth too but I don't know enough about them to say what are some interesting properties about them. Anyone else have some tips?