Scaling

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This page will list some of the scaling functions that are frequently used in game to calculate talent parameters. The sections below are named after the actual function names used in the game's Lua files. The majority of these functions can be found in tome.team/mod/class/interface/Combat.lua.

The goal here is to provide basic explanations of how various talent parameters are scaled so that talent pages do not need to be filled with unknown variables. Instead, the actual range of values can be displayed on each talent page with a footnote linking to this article for further details.


(gTL) getTalentLevel

Talent parameters that scale by this function should be noted with Template:gtl

Example of talent description
The value is lowhighgtl
What the talent description means
The value scales from low to high as talent level increases, including mastery values.
For raw talent level
If talent level is used without mastery (eg. pure points allocated into the talent), then use lowhighgtl :raw.
In almost all cases, this means 1 - 5, so you should write {{gtl|1|5|raw}} to get 1–5gtl :raw

(cL) combatLimit

Talent parameters that scale by this function should be noted with Template:cl

This function is the archetype for both combatStatLimit and combatTalentLimit.

Example of talent description
The value is ylowyhighcL:limit as parameter x varies from xlowxhigh
What the talent description means
The value will be ylow when parameter x is xlow, and yhigh when the parameter is xhigh, with some diminishing returns and will never exceed limit.

(cS) combatScale

Talent parameters that scale by this function should be noted with Template:cs

This function is the archetype for both combatStatScale and combatTalentScale.

Example of talent description
The value is ylowyhighcS as parameter x varies from xlowxhigh
What the talent description means
The value will be ylow when parameter x is xlow, and yhigh when the parameter is xhigh, with some diminishing returns.
What the game actually does
Using the function y(x) = m * (t + shift) power + b + add,
find the values of m and b that produce the best fit to the two points y( xlow ) = ylow and y( xhigh ) = yhigh,
then return the value y(x) with the fitted function given the actual parameter x of the character
Default values for the fit parameters are
power = 0.5
shift = 0
add = 0
Example calculation
The trap detection power of Heightened Senses is 0–125cS as (0.25 * Cunning * Talent Level) varies from 0–125
The resulting fit function is y = 11.18 * (0.25 * Cunning * Talent Level) 0.5 and will, for example, produce the following results:
Talent Level Cunning Detection Power
1 10 18
1 20 25
1 40 35
5 40 79
5 100 125
5 150 153

(cSL) combatStatLimit

Talent parameters that scale by this function should be noted with Template:csl

Example of talent description
The value is lowhighcSL:limit,stat
What the talent description means
The value will be low when the stat is 10, and high when the stat is 100, with some diminishing returns and will never exceed limit.

(cSS) combatStatScale

Talent parameters that scale by this function should be noted with Template:css

This function is almost identical to combatScale except that the scaling parameter is always a character stat, and it uses xlow = 10 and xhigh = 100 as default parameters.

Example of talent description
The value is lowhighcSS:stat
What the talent description means
The value will be low when stat is 10, and high when stat is 100, with some diminishing returns.
What the game actually does
Using the function y(x) = m * (t + shift) power + b + add,
find the values of m and b that produce the best fit to the two points y(10) = low and y(100) = high,
then return the value y(stat) with the fitted function given the actual stat of the character
Default values for the fit parameters are
power = 0.5
shift = 0
add = 0

(cTID) combatTalentIntervalDamage

Talent parameters that scale by this function should be noted with Template:ctid

Example of talent description
The value is minmaxcTID:stat_weight *stat
What the talent description means
The value will be max when stat is 100 and the talent level is 6.5.
What the game actually does
Calculate Base Value = min + (max - min) * ( (stat_weight * stat / 100) + (1 - stat_weight) * Talent Level / 6.5 )
then return Final Value = Base Value * ( 1 - Log10(2 * Base Value) / 7 )
The stat_weight parameter
The stat_weight parameter determines the relative weight between stats and talent level. It defaults to 0.5 to indicate equal contributions.

(cTL) combatTalentLimit

Talent parameters that scale by this function should be noted with Template:ctl

Example of talent description
The value is lowhighcTL:limit
What the talent description means
The value will be low at talent level 1, and high at talent level 5, with some diminishing returns and will never exceed limit.
Paradox modifier
With a talent description of: Value is lowhighcTL:limit,PM
the game will multiply your talent level by a Paradox Modifier when calculating the value, where
Paradox Modifier = (0.5 + Paradox / 600)0.5

(cTMD) combatTalentMindDamage

Talent parameters that scale by this function should be noted with Template:ctmd

Example of talent description
The value is [base]maxcTMD
What the talent description means
The value will scale with respect to both mindpower and talent level, returning max at 100 mind power and talent level 5.
What the game actually does
The actual value will be ( max * Mindpower Factor * Talent Factor )1.04, where
Mindpower Factor = (base + Mindpower) / (base + 100),
Talent Factor = (0.2 + 0.8 * √ Talent Level) / (0.2 + 0.8 * √ 5)
Notice that base is not actually the minimum possible value, but instead controls the amount of diminishing returns applied to Mindpower.

(cTPD) combatTalentPhysicalDamage

Talent parameters that scale by this function should be noted with Template:ctpd

Example of talent description
The value is [base]maxcTPD
What the talent description means
The value will scale with respect to both physical power and talent level, returning max at 100 physical power and talent level 5.
What the game actually does
The actual value will be ( max * Physical Power Factor * Talent Factor )1.04, where
Physical Power Factor = (base + Physical Power) / (base + 100),
Talent Factor = (0.2 + 0.8 * √ Talent Level) / (0.2 + 0.8 * √ 5)
Notice that base is not actually the minimum possible value, but instead controls the amount of diminishing returns applied to Physical Power.

(cTS) combatTalentScale

Talent parameters that scale by this function should be noted with Template:cts

This function is almost identical to combatScale except that the scaling parameter is always your talent level, and it sets xlow = 1 and xhigh = 5 as default parameters.

Example of talent description
Value is lowhighcTS
What the talent description means
The value will be low at talent level 1, and high at talent level 5, with some diminishing returns.
What the game actually does
Using the function y(x) = m * (x + shift) power + b + add,
find the m and b that produce the best fit to the two points y(1) = low and y(5) = high,
then return y(x) as the desired value using the fitted function and the actual talent level x of the character
Default values for the fit parameters are
power = 0.5
shift = 0
add = 0
Custom power
With a talent description of: Value is 5–10cTS:0.75P
the fit parameter power = 0.75 will be used instead.
Higher power suppresses the effects of diminishing returns.
Custom shift
With a talent description of: Value is 5–10cTS:2S
the fit parameter shift = 2 will be used instead.
Higher shift basically acts as a direct bonus to your talent level.
Logarithmic fits
With a talent description of: Value is 5–10cTS:log
the game will use a logarithmic fit with the function y(x) = m * Log10(x + shift) + b + add instead
Paradox modifier
With a talent description of: Value is 5–10cTS:PM
the game will multiply your talent level by a Paradox Modifier and return y ( x * Paradox Modifier ), where
Paradox Modifier = (0.5 + Paradox / 600)0.5
Example of calculation
If the description of a talent is: This skill has a range of 5–10cTS
then the game will use default values to produce the fit function
y(x) = 4.045 * x 0.5 + 0.955
which would return the following values for the talent's range
Talent Level x Range y(x)
1 5
2 6.68
3 7.96
4 9.05
5 10
6 10.86
7 11.66
In cases such as this where non-integer values are not meaningful, the final value will be rounded up or down, though no convention has yet been set to indicate how this rounding will be expressed.

(cTSpD) combatTalentSpellDamage

Talent parameters that scale by this function should be noted with ctspd template.

Example of talent description
Value is [base]maxcTSpD
What the talent description means
The value will scale with respect to both spellpower and talent level, returning max1.04 at 100 spell power and talent level 5.
What the game actually does
The actual value will be ( max * Spellpower Factor * Talent Factor )1.04, where
Spellpower Factor = (base + Spellpower) / (base + 100),
Talent Factor = (0.2 + 0.8 * √ Talent Level) / (0.2 + 0.8 * √ 5)
Notice that base is not actually the minimum possible value, but instead controls the amount of diminishing returns applied to Spellpower.
Paradox modifier
With a talent description of: Value is [base]maxcTSpD:PM,
the game will multiply the final value by your Paradox Modifier, which is defined as
Paradox Modifier = (0.5 + Paradox / 600)0.5
Cursed Form spellpower override
With a talent description of: Value is [base]maxcTSpD:CF,
the game will use (1.2 * (Character Level + Willpower) ) as your effective spellpower instead


(cTStmD) combatTalentSteamDamage

Talent parameters that scale by this function should be noted with ctstmd template.

Example of talent description
Value is [base]maxcTStmD
What the talent description means
The value will scale with respect to both steampower and talent level, returning max1.04 at 100 steampower and talent level 5.
What the game actually does
The actual value will be ( max * Steampower Factor * Talent Factor )1.04, where
Steampower Factor = (base + Steampower) / (base + 100),
Talent Factor = (0.2 + 0.8 * √ Talent Level) / (0.2 + 0.8 * √ 5)
Notice that base is not actually the minimum possible value, but instead controls the amount of diminishing returns applied to Steampower.

(cTStD) combatTalentStatDamage

Talent parameters that scale by this function should be noted with Template:ctstd

Example of talent description
Value is [base]maxcTStD:stat
What the talent description means
The value before diminishing returns will scale with respect to both stat and talent level, returning max at 100 stat and talent level 5.
What the game actually does
Calculate Base Value = ( max * Stat Factor * Talent Factor ), where
Stat Factor = (base + Stat) / (base + 100),
Talent Factor = (0.2 + 0.8 * √ Talent Level) / (0.2 + 0.8 * √ 5),
then return Final Value = Base Value * ( 1 - Log10(2 * Base Value) / 7 )
Notice that base is not actually the minimum possible value, but instead controls the amount of diminishing returns applied to stat.

(cTWD) combatTalentWeaponDamage

Talent parameters that scale by this function should be noted with Template:ctwd

Example of talent description
Value is basemaxcTWD
What the talent description means
The value will be max at talent level 5.
What the game actually does
The value is (base + (max - base) * √ (Talent Level / 5) )
The t2 Parameter
An extra t2 parameter can sometimes be provided (e.g. Shield Pummel), in which case
the value is (base + (max - base) * √ ((Talent Level + t2 / 2 ) / 5) )
Although Template:ctwd will accept an extra parameter for t2, it is probably best to just explain its effects directly in a talent's description instead.