Difference between revisions of "User:Turnovus/Sandbox"

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= Research Points Table =
 
= Research Points Table =
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{{#expr: (0.08 + 5 * 0.115) * 1.2 * 0.12 }}
 
{| class="wikitable"
 
{| class="wikitable"
! colspan=2 | Speed Factor Per Level !! colspan=6 | Points Per {{Ticks|1000}} Per Difficulty
+
! colspan=2 | Speed Factor Per Level !! colspan=4 | Points Per {{Ticks/gametime|2500}} Per Difficulty
 
|-
 
|-
! Skill || Factor || Peaceful (x1.2) || Easy (x1.2) || Medium (x1) || Rough (x1) || Hard (x0.95) || Extreme (x0.9)
+
! Skill || Factor || Peaceful/Easy (x1.2) || Medium/Rough (x1) || Hard (x0.95) || Extreme (x0.9)
 
|-
 
|-
| 0 || 0.15 || 4.95 || 4.95 || 4.13 || 4.13 || 3.92 || 3.71
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! 0
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| 0.15 || 4.95 || 4.13 || 3.92 || 3.71
 
|-
 
|-
| 1 || 0.2
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{{Research Points Table/row|1|1000}}
 
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| 2
 
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|}
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{{Research_Points_Table|2500}}

Revision as of 04:26, 11 November 2022

Some Medicine

Some Medicine

Some Medicine

Medicine for making boo-boos better.

Base Stats

Type
[[{{{type}}}]]

Medical

Medical Potency
1%

This is medicine.

Summary

Medicine is used to make sick people better.

Start of template

The amount of XP gained from tending depends on the type of medicine used, and what it is used on (human or animal). The equation for this is:

XP = Medicine XP Factor × Patient XP Factor × Doctor's Learning Rate

Where:

  • Medicine XP Factor is the medicine's potency multiplied by 0.7, and clamped in the range of 0.5 and 1.
  • Patient XP Factor is a multiplier from the patient type. 175x for animal patients, and 500x for human patients.
  • Doctor's Learning Rate is the doctor's own multiplier on XP gained for the medicine skill. See "Improving Skills" for more details.
Medicine Potency XP Factor Tend XP from patient
Human Animal
Doctor care but no medicine.png None 0.30 0.5 250 87.5
Herbal medicine Herbal medicine 0.60 0.5 250 87.5
Medicine Medicine 1.00 0.7 350 122.5
Glitterworld medicine Glitterworld medicine 1.60 1 500 175

End of template

Analysis

Medicine should only be used on people who you want to not die.

The amount of XP gained from tending depends on the type of medicine used, and what it is used on (human or animal). The equation for this is:

XP = Patient XP Factor × Medicine XP Factor × Doctor's Learning Rate

Where:

  • Patient XP Factor is a multiplier from the patient type. ×175 for animal patients, and ×500 for human patients.
  • Medicine XP Factor is the medicine's potency multiplied by 0.7, and clamped in the range of 0.5 and 1.
  • Doctor's Learning Rate is the doctor's own multiplier on XP gained for the medicine skill. See "Improving Skills" for more details.
Medicine Potency XP Factor Tend XP from patient
Human Animal
Doctor care but no medicine.png None 0.30 0.5 250 87.5
Herbal medicine Herbal medicine 0.60 0.5 250 87.5
Medicine Medicine 1.00 0.7 350 122.5
Glitterworld medicine Glitterworld medicine 1.60 1 500 175

The amount of XP gained from tending depends on the type of medicine used, and what it is used on (human or animal). The equation for this is:

XP = Patient XP Factor × Medicine XP Factor × Doctor's Learning Rate

Where:

  • Patient XP Factor is a multiplier from the patient type. ×175 for animal patients, and ×500 for human patients.
  • Medicine XP Factor is the medicine's potency multiplied by 0.7, and clamped in the range of 0.5 and 1.
  • Doctor's Learning Rate is the doctor's own multiplier on XP gained for the medicine skill. See "Improving Skills" for more details.
Medicine Potency XP Factor Tend XP from patient
Human Animal
Doctor care but no medicine.png None 0.30 0.5 250 87.5
Herbal medicine Herbal medicine 0.60 0.5 250 87.5
Medicine Medicine 1.00 0.7 350 122.5
Glitterworld medicine Glitterworld medicine 1.60 1 500 175

Research Points Table

0.09432

Speed Factor Per Level Points Per 2,500 ticks (1 in-game hour) Per Difficulty
Skill Factor Peaceful/Easy (x1.2) Medium/Rough (x1) Hard (x0.95) Extreme (x0.9)
0 0.15 4.95 4.13 3.92 3.71
1 19.5% 1.931 1.609 1.528 1.448
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Research Speed Per Level Points Per 2,500 ticks (1 in-game hour) Per Difficulty
Skill Research Speed Peaceful/Easy (x1.2) Medium/Rough (x1) Hard (x0.95) Extreme (x0.9)
0 8% 1.98 1.65 1.568 1.485
1 19.5% 4.826 4.022 3.821 3.62
2 31% 7.673 6.394 6.074 5.754
3 42.5% 10.519 8.766 8.327 7.889
4 54% 13.365 11.138 10.581 10.024
5 65.5% 16.211 13.509 12.834 12.158
6 77% 19.058 15.881 15.087 14.293
7 88.5% 21.904 18.253 17.34 16.428
8 100% 24.75 20.625 19.594 18.563
9 111.5% 27.596 22.997 21.847 20.697
10 123% 30.443 25.369 24.1 22.832
11 134.5% 33.289 27.741 26.354 24.967
12 146% 36.135 30.113 28.607 27.101
13 157.5% 38.981 32.484 30.86 29.236
14 169% 41.828 34.856 33.113 31.371
15 180.5% 44.674 37.228 35.367 33.505
16 192% 47.52 39.6 37.62 35.64
17 203.5% 50.366 41.972 39.873 37.775
18 215% 53.213 44.344 42.127 39.909
19 226.5% 56.059 46.716 44.38 42.044
20 238% 58.905 49.088 46.633 44.179