Lair Larrikin
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Skill XP Dropoff
Is this determined by the level differential between you and the enemy? Is it better to dive to seek harder enemies at this point?
Ask fellow adventurers how to stay alive in the deep, dark, dangerous dungeon below, or share your own accumulated wisdom.
Lair Larrikin
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Hurkyl wrote:*: I'm not sure if and how this is affected by having allies (or other things) deal damage or by draining.
Lair Larrikin
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Tartarus Sorceror
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MainiacJoe wrote:2.381 skill points, always.
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MainiacJoe wrote:It will always be 2.381 skill points from a hobgoblin, but the amount of skill points between skill levels does increase.
Tartarus Sorceror
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MainiacJoe wrote:I don't know for sure whether XP given by a monster is passed into a XL-based step-down.
Arrhythmia wrote:MainiacJoe wrote:I don't know for sure whether XP given by a monster is passed into a XL-based step-down.
It is.
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duvessa wrote:This is literally the opposite of what happens. The number of skill points required for a specific skill level at a specific aptitude is always the same. The amount of XP required to get a skill point increases as you gain XP.MainiacJoe wrote:It will always be 2.381 skill points from a hobgoblin, but the amount of skill points between skill levels does increase.
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Pollen_Golem wrote:I think the correct way to experience Crawl, as originally intended by Linley Hanzell and subsequently the Stone Soup dev team, is to be constantly confused about how the game mechanics work.
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Tartarus Sorceror
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MainiacJoe wrote:Thank you.duvessa wrote:This is literally the opposite of what happens. The number of skill points required for a specific skill level at a specific aptitude is always the same. The amount of XP required to get a skill point increases as you gain XP.MainiacJoe wrote:It will always be 2.381 skill points from a hobgoblin, but the amount of skill points between skill levels does increase.
I have to say, I looked at the wiki article for skills and it didn't mention this step-down at all. So I looked up "skill points" and it did mention the stepdown, but the article as a whole is quite confusing. So this will sound petulant, but it's not: how ought I have gone about learning this? what is the reliable source for game mechanics, especially given how quickly the game changes?
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Arrhythmia wrote:You aren't.
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MainiacJoe wrote:???Arrhythmia wrote:You aren't.
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Sandman25 wrote:IMHO another thing is more important.
Skill 7 costs 1400 skill points
skill 8 costs 1800
skill 9 costs 2250
skill 10 costs 2800
skill 11 costs 3450
skill 12 costs 4200
skill 13 costs 5050
and so on.
"Just 1 more level" can be a very bad idea and it is not visible.
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braveplatypus wrote:I don't think it's intuitive that it takes way more goblins to raise your weapon skill to 0 to 1 then it took to raise your fighting skill from 0 to 1 because of the order you chose to raise them in. Knowing that changes my decisions especially when it comes to adding "just a few points" to some off build skills like stealth.
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Sprucery wrote:I think it would be clearer then to just show the amount of skill points needed for the next integer level: Armour 2.2 (143), Dodging 4.0 (298), for example (assuming -1 apt in both).
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savageorange wrote:I considered and discarded this idea (before making my earlier post), because I was working under the assumption that showing large numbers (like 24950) is bad and also problematic for console default settings.
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braveplatypus wrote:I don't think it's intuitive that it takes way more goblins to raise your weapon skill to 0 to 1 then it took to raise your fighting skill from 0 to 1 because of the order you chose to raise them in.
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braveplatypus wrote:Knowing that changes my decisions especially when it comes to adding "just a few points" to some off build skills like stealth.
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ontoclasm wrote:braveplatypus wrote:Knowing that changes my decisions especially when it comes to adding "just a few points" to some off build skills like stealth.
This is exactly why it's left hidden.
e: To clarify, I mean "because you've just decided, based on this information, to do something not at all warranted by said information."
Lair Larrikin
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Ziggurat Zagger
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tannisroot wrote:This mechanic increases the opportunity cost of skill choice and prevents advancement of low level skills from becoming trivial later in the game.
This might change my behavior in that I would be more careful about what to train for the first few levels.
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Pollen_Golem wrote:Lighten up, man, did a steamroller run over your family or something?
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Shoals Surfer
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braveplatypus wrote:I don't think it's intuitive that it takes way more goblins to raise your weapon skill to 0 to 1 then it took to raise your fighting skill from 0 to 1 because of the order you chose to raise them in. Knowing that changes my decisions especially when it comes to adding "just a few points" to some off build skills like stealth.
dpeg wrote:The only good player is a dead player.
Shoals Surfer
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archaeo wrote:Would it be possible to at least mention the fact that skills cost most XP with every level? I just looked through the help screen in the skill menu, and there's no mention of this in-game. I can understand the resistance to putting a whole table or graph in the help menu, but something as simple as, "Every level in a skill costs progressively more XP than the previous level," would at least make it clear for crawlers who don't interact much with the online community.
I'd also be a fan of including a single example/rule of thumb, like, "For example, raising a skill from level 20 to 27 requires as much experience as raising a skill from level 0 to 20."
dpeg wrote:The only good player is a dead player.
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