Scaling
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.
Contents
- 1 (cL) combatLimit
- 2 (cS) combatScale
- 3 (cSL) combatStatLimit
- 4 (cSS) combatStatScale
- 5 (cTID) combatTalentIntervalDamage
- 6 (cTL) combatTalentLimit
- 7 (cTMD) combatTalentMindDamage
- 8 (cTPD) combatTalentPhysicalDamage
- 9 (cTS) combatTalentScale
- 10 (cTSpD) combatTalentSpellDamage
- 11 (cTStD) combatTalentStatDamage
- 12 (cTWD) combatTalentWeaponDamage
(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 ylow–yhighcL:limit as parameter x varies from xlow–xhigh
- 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 ylow–yhighcS as parameter x varies from xlow–xhigh
- 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 low–highcSL: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 low–highcSS: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 min–maxcTID: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 low–highcTL: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 low–highcTL: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 is sets xlow = 1 and xhigh = 5 to represent the talent level that the scaling is based on.
- Example of talent description
- Value is low–highcTS
- 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
(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 base–maxcTWD
- 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.