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(→Calculating required mining level: Added formula from decompiled source.) |
m (→Calculating required mining level: Fixed typo.) |
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|+ objs.csv | |+ objs.csv | ||
|- | |- | ||
! Mined object !! | ! Mined object !! reqHarvest !! hp !! tagHard | ||
|- | |- | ||
| crystal || 20 || 100 || 1 | | crystal || 20 || 100 || 1 | ||
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| sulfur rock || 5 || 100 || 1 | | sulfur rock || 5 || 100 || 1 | ||
|} | |} | ||
* Calculate required effective hardness using the formula ''reqHardness'' = floor(''matHardness'' * ''hp'' / 100 * ''tagHard'' + '' | * Calculate required effective hardness using the formula ''reqHardness'' = floor(''matHardness'' * ''hp'' / 100 * ''tagHard'' + ''reqHarvest''). | ||
* The player's effective hardness is given by floor(''toolHardness'' + ''miningSkill'' * 3 / 2), where ''toolHardness'' is the hardness of the player's pickaxe and ''miningSkill'' is the player's mining skill. Hence, the skill requirement can be calculated by ''miningSkill'' ≥ 2 / 3 * (''reqHardness'' - ''toolHardness''). | * The player's effective hardness is given by floor(''toolHardness'' + ''miningSkill'' * 3 / 2), where ''toolHardness'' is the hardness of the player's pickaxe and ''miningSkill'' is the player's mining skill. Hence, the skill requirement can be calculated by ''miningSkill'' ≥ 2 / 3 * (''reqHardness'' - ''toolHardness''). | ||
** To be precise, the mined object's category and mining pick's enchant state and bless state also affect this calculation, which is omitted here for simplicity. | ** To be precise, the mined object's category and mining pick's enchant state and bless state also affect this calculation, which is omitted here for simplicity. |
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