- Location
- Phoenix, AZ
@OliWhail @Velorien @eaglejarl (tagging for visibility)
From this, we can see that a "perpetual genin" would indeed exist. If someone gets 1 XP per day, in 10 years, they'll be able to level their primary combat stats to around 35. Hazou, if he trains for 10 years, will be able to hit primary skill levels of around 60. This, may have some ramifications, which brings me to my second plot.
Second, I plotted the XP cost required to reach certain skill metrics (e.g. maxing 3 primary skills and 3 secondary skills) over the XP gain of a 10 year ninja growth with a growthrate of 10 XP per day. This results in the following:
On the x axis, we have the total XP available to the ninja. Note that it ends at 36,500, the total XP a ninja would gain after 10 years if they gained XP at a rate of 10 xp per day during that time. The y axis is the amount of XP required to max certain skills, as determined by the lines. The X scalling for this graph is the same as the x-scale for the first graph, though this one displays it in XP where the other one displays it in years. As an example interpretation, the top blue line is the amount of XP required to max 4 primary skills (or 3 primary skills, one of which is sealing), 3 secondary skills, and 3 tertiary skills. This graph suggests that high level Jounin would have very little to spend their XP on, as the skill caps would effectively stop them from improving their skills as they gain additional XP, leading to the accumulation of many tertiary skills.
That said, this graph is a little difficult to interpret from a chunnin perspective, since it focuses so much on the end behavior. To look at chunnin behavior, we consider Hazou's growth curve, using the rate of 4 XP per day instead of 10. In effect, this just rescales the above graph to examine the behavior before the square root term dominates.
Here, instead of using the 10 XP per day growth rate, we use Hazou's growth rate over 10 years (hence why the graph ends at 4 * 365 * 10 = 14600 XP). From this, we can see that Hazou's build might require some juggling before we hit ~4000 XP, though, at that point, the skill cap limits will dominate and we can again invest heavily in random XP sinks.
From these plots, I think the proposed skill cap method is too rough/stringent. I think that the rule of:
New proposal to manage skill specialisation (and prevent hyperspecialisation):
Each character has a base level defined according to their XP total:
Base level = (5 + (sqrt (XP / 7)))
Hazō has 3141 XP.
You are allowed to have:
3 primary skills at 1.25 * base level (32 for Hazou)
3 secondary skills at 1 * base level (26 for Hazou)
3 tertiary skills at 0.75 * base level (19 for Hazou)
An unlimited number of skills below that.
Questions? Comments? Large thrown objects?
Sure, I can start some basic analysis. First: here's the skill caps for various skills over time using different ninja growth rates:Could you-the-playerbase run the numbers on that for me? I don't think it's going to be the case that all jōnin will look the same or that there is one 'optimal' build under these rules.
As a point of reference, given the plans that the playerbase has made, Hazō has earned about 4 XP / day since TGR and a ninja would typically be promoted to jōnin after 6-10 years depending on their level of brilliance.
Second, I plotted the XP cost required to reach certain skill metrics (e.g. maxing 3 primary skills and 3 secondary skills) over the XP gain of a 10 year ninja growth with a growthrate of 10 XP per day. This results in the following:
That said, this graph is a little difficult to interpret from a chunnin perspective, since it focuses so much on the end behavior. To look at chunnin behavior, we consider Hazou's growth curve, using the rate of 4 XP per day instead of 10. In effect, this just rescales the above graph to examine the behavior before the square root term dominates.
From these plots, I think the proposed skill cap method is too rough/stringent. I think that the rule of:
Does not give characters enough to spend their XP on once they reach a certain level, and, as such we should pursue a slightly different model. As I've largely automated the production of these graphs, I'm going to try a few different models creating the same figures with different XP skill cap models and post later tonight with a suggestion. If anybody has a pet function they want plotted, let me know and I'll add it to the plots.Each character has a base level defined according to their XP total:
Base level = (5 + (sqrt (XP / 7)))
Hazō has 3141 XP.
You are allowed to have:
3 primary skills at 1.25 * base level (32 for Hazou)
3 secondary skills at 1 * base level (26 for Hazou)
3 tertiary skills at 0.75 * base level (19 for Hazou)
An unlimited number of skills below that.
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