What are combat skills
Combat skills include those that deal with the use of close-range and long-range weapons, as well as the arts of magic. Furthermore, the defense skills of light and heavy armor fall under it.
Combat skills can only be increased in combat, regardless of whether this is done while hunting or in a duel. The best upgrade is obtained with the best portable equipment.
How do the equipment worn and the chosen opponent influence the skill increase? In order to better understand the calculation of the skill increase, we have put together a few details of the calculations here.
There are currently two values that influence the gain in experience and the increase in skills:
Skills benchmark - only affects skills enhancement
Counterparty comparative value - affects skills increase - affects gold gain from duels - affects experience points gain
Skills benchmark (Outdated)
Every object (depending on where it is worn) influences the increase in skills. As is well known, this increase is time-dependent ... i.e. the time you have invested (or the action points you have invested in it). With this time to be calculated, a distinction is made between close combat time (movement towards an opponent counts as close combat) and long-range combat time (change from ranged to close combat equipment counts as long-range combat). What has now been added is a comparison of the item level with the corresponding skill level.
Example: Fighter X wears a short sword (level 1) but has a sword skill level of 5.
Since you can rarely keep all your equipment at the complete skill level, we have built in a tolerance of "3".
Calculation: Skill level: 5 - 3 = 2 Item level: 1
Both levels are at least "1". Smaller values are set to 1.
Comparison: item level / skill level = factor
1 / 2 = 0.5
The limit values for this factor are 1.20 and 0.30.
According to Discord discussions, tolerance value is apparently out of date. There is now a penalty of 0.05 per level on the learning modifier
Counterparty comparison value
Each character and each monster is assigned a value that consists of 40 "parts". Here 10 parts are determined by the weapon, 10 parts by the armor worn and 20 parts by the character level.
When comparing, the attacker value is compared to the defender value. So here, too, a factor consisting of defender value divided by attacker value.
The limits for this comparison value are 1.20 and 0.20.
In the case of monsters (NPCs), the comparison value consists of a full 40 parts of the level of the monster.
Here is an example of the counterparty comparison value:
Imagine a number ... in this case: 100. (How this number came about does not matter at first ... the important thing is that it was created from 10 parts of weapon, 10 parts of equipment and 20 parts of character level)
A calculation for the weapon carried results in a number of 25, for the equipment carried a number of 30 comes together and the remaining 45 points are obtained through a calculation for the character level.
Another character who is a few levels higher and wears much better equipment comes to a value of 250.
The counterparty comparison value would thus be the defender value divided by the attacker value.
Invoice of character with value 100:
250/100 = 2.50 (this receives the maximum value of 1.20 for itself)
Invoice of character with value 250:
100 / 250 = 0.40
This calculation example should explain the counterparty comparison value a little better.
Then what is the training equipment for?
1. For characters who do not yet have a skill level for better armor (starter characters)
2. For characters who no longer have gold.
Two / one-handed weapon
Does it matter whether I fight with a two-handed weapon, a one-handed weapon or two one-handed weapons for the increase in skills? No, it doesn't matter whether you attack with one two-handed weapon, two one-handed weapons (same skill) or one one-handed weapon. The increase for "weapons" is the same for all three combinations.
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