Category talk:Potion Strength

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Ok, that's enough of that for a while. I'll come back later and connect/make the necessary game settings, etc., mention which parts have been tested and how throughly, as well as add some code to determine all this via script.--Haama 16:10, 5 January 2008 (EST)

Jesus, why on earth would they make this so complicated? It seems fairly obvious to just have one formula with extra factors depending on what apparatuses and what types of effects are being used...
Anyway, thanks for writing it up. In addition to creating the GMST pages, we also need to chop up the formulae so they don't run over the width of the page. I'm willing to help, but this is your show, so give me a little direction on how you think things should be done.
Dragoon Wraith TALK 17:01, 5 January 2008 (EST)
He, that's about the right reaction. I've spent the past week in utter disbelief of the equations at UESP, but they're spot on.
Formulas - that was my thought too, but I'm not sure how to go about it. The longest lines could use a division bar instead of the slash, but I have no idea how to do that and it would still go off the page a little bit... hmm, maybe I should take out the "Base Magnitude = " bit, that would help. Otherwise, I guess I'll move to the next line for each individual part.
What has and hasn't been tested - First, the default equations come from UESP and have been tested on over 3000 potions. All I did to complete the equations was to plug in the correct sounding game settings (and Nephele really did the harder half of them). From there I tested the game settings by altering them in game using SetGameSetting. (You can change the game setting, remove one of the ingredients, and then add it back to the mix to see the new strengths.)
fPotionT1CalDurMult - I tested this with every combination of equipment. Changing it between 1000 and .0001 had no effect on effect strength for Type 1 Beneficial effects, Type 1 Detrimental effects, or Type 2 Detrimental effects (Restore Health, Shock Shield, Damage Magicka, Silence).
fMagicDurMagBaseCostMult - I compared normal strengths of Restore Health (altered Base Cost = 5.0), Shock Shield, Damage Magicka, and Silence or Type 1+, Type 1-, and Type 2- effects to the strengths when fMagicDurMagBaseCost = .05 (default = .1). For several combinations of Alchemy 25/96, novice and master Mortar and Peslte, novice and master Calcinator and novice and master Retort the equation predicted the new potions.
fPotionT1CalMagMult - Tested with fPotionT1CalMagMult = .007 (default = .0035) and almost every permutation of Alchemy skill 25/96, novice and master Mortar and Pestle, novice and master Calcinator, novice and master Retort, and novice and apprentice Alembic (an Expert and Master are too powerful). In every tested case, the equations predicted the strength of the new potions (including the duration of the new potions). I didn't test permutations including a master Mortar and Pestle and an Alembic or a Calcinator and Master Retort. (This is ideally how they should all have been done, but it took way too much time.)
fMagicCostScale - Similarly I tested fMagicCostScale = 1 (default = 1.28) and about half the permutations that I did in fPotionT1CalMagMult. Again the equations predicted the new potions.
fPotionT1AleMagMult, fPotionT1AleDurMult, fPotionT2AleDurMult, fPotionT2CalDurMult - I only ran four tests on these as permutations of novice and master Mortar and Pestle and novice and apprentice Alembic. Changing the T1AleMagMult only changed the magnitude of Damage Magicka, T1AleDurMult the duration of Damage Magicka, T2AleDurMult the duration of Silence, and T2CalDurMult the duration of Silence (but by a different degree compared to T2AleDurMult).
From those tests and the fact that the equations worked on the default potions, I assume from there the rest are true. If there's some way of turning this into a project so others can contribute piecemeal I'd be happy to hear it.--Haama 18:51, 5 January 2008 (EST)
Added game settings' pages. I put them left to right, top to bottom (rearranging Deprecated Settings was kind-of difficult, so making it easier to add/remove articles). Should I add the Apparatus and Magic Effect articles?