We hope that you've enjoyed this blog, and please remember that it will be the last for the time being. So for example, if you had selected a five player size dungeon at the start and earned 100,000xp before bonuses, the base XP value in the formula would actually be 20,000. We divide the base XP amount that you get at the end of a dungeon by the party size difficulty that you, or your party leader, selected at the beginning of the dungeon, or dungeon run. There is a slight difference when it comes to Dungeoneering, however. Here's what I'd get if I was 200m in Construction and I had just built a Mahogany table: What we do is divide the base XP by the modifier, then multiply it by your virtual level (this time, we add 200 if you have 200m XP in the skill for XP-based methods) to get your chance out of 50,000,000. Once we have the skill, base XP earned and the right modifier, we can look at the formula. Once we have the skill and the base XP that you've earned in that skill, we then look at pre-assigned modifiers for the skill which, during development, were determined to try and take into account the potential XP per hour players could earn in that skill. Bonuses include, but are not limited to, skill outfits, bonus XP, clan avatars, Invention perks, potion effects, auras or equipment etc. The value that we use in the formula is the absolute base value of XP BEFORE ANY bonuses are applied. The time value for this is the expected time to complete the lap.įor the XP-based method, we care about the amount of XP you earn when rolling for a Skilling Pet. Skilling Pets are not rolled for every individual step of an Agility Course, and are instead only (possibly) obtained when completing a lap. There is one difference and that is for Agility Courses. Our example with Woodcutting and Ivy at level 99 would then continue to be:Ĥ x 99 / 50,000,000 = 99/12,500,000 chance every time you swing your hatchet at Ivy with a Rune Hatchet at level 99. If you have 200m total XP in the skill, we add a flat 50 to your virtual level whilst doing the calculation. We take the time value and then multiply it by your virtual level in the skill, then divide it by 50,000,000. For example, when cutting Ivy, it always takes four server cycles for you to attempt to 'chop', so your time value in the formula would be four for Woodcutting on Ivy. Skills which fall under the XP-based method are: Construction, Cooking, Crafting, Dungeoneering, Farming, Fletching, Herblore, Invention, Runecrafting, Smithing.Īs it says in the title, the skills in this method are based on the amount of time it takes to do something, rather than the amount of XP you get. Skills which fall under the time-based method are: Agility, Divination, Firemaking, Fishing, Hunter, Mining, Thieving, Woodcutting. There are two different methods of awarding Skilling Pets: the time-based method and the XP-based method. What we will not be doing is listing every single method for every single skill the only cases in which we explicitly prohibit Skilling Pets from being obtained are typically temporary events and Treasure Hunter items such as proteans and dummies (although sometimes exceptions are made, like with 2017 Christmas XP activities). With each method explanation, we'll give one example of a skill within that method to better explain the working out in action. We'll do our best to explain as accurately and clearly as we can so that this info can aid you in your pet hunting. Today, we're going to be revealing how we calculate the chance to obtain a Skilling Pet. Welcome to the Skilling Pets drop formula development blog.
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