Question re. JobDifficultyScaling

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J. M. Pescado:
Quote from: pbox on 2010 January 16, 19:05:58

Is this taken into account? I am using the ScaleToAge option, with difficulty 1.0 now.
The age-to-difficulty autoscale does not care what your Agecons settings are, it only cares about the relative proportions of Normal vs. Epic, etc, with "normal" treated as the default. If Scale To Age is on, then your job difficulty is 1.0 at Normal, more at higher aging difficulties. Because we are anti-easiness, reducing the aging setting below normal will not make it drop below 1. Additional difficulty is multiplicatively stacked with this.

Quote from: pbox on 2010 January 16, 19:05:58

Total PPH 3.1 / 14 = 0.22 according to my calculator, but the Total PPH is 3.111 = 3.1 + 0.011 so I'm a little confused here .. ?
3.1 is 3.111, only the display is truncated at fewer digits.

Quote from: pbox on 2010 January 16, 19:05:58

The x 4 resp. x 6 factor after that is that the scale to age thing perhaps? is the number of hours in a day, which results in PPD = Performance per Day. Thanks.
That is hours worked. The /1 you're seeing after Standard PPH is the difficulty adjusted for both your difficulty scale and your aging scale.

Quote from: pbox on 2010 January 16, 19:05:58

Total PPD - this is the final result (of the TotalPPH function) - which means the second sim would only *ever* get a promotion if they WorkHard, otherwise it'll stay the same.
That's right, because his metrics are a uniformly awful average of 0, meaning he earns no performance for regular work.

Quote from: pbox on 2010 January 16, 19:05:58

What's the value shown in brackets after the coworker names - the relationship?
Yes.

Quote from: pbox on 2010 January 16, 19:05:58

Also, I noticed that the sims don't always get their nominal §/hour - it's usually some odd value, I'm guessing/hoping depending on their current performance.
It's possible that if you arrive a few minutes late, you will get docked a few minutes worth of paycheck. Otherwise, your odd value is just floating point rounding error and is nothing to be concerned about.

Quote from: pbox on 2010 January 16, 19:05:58

Would there be a way to make jobinfo show what their current hourly rate is? Or is that what the S/hr line already does (and the two sims in question actually do get 15§ and 10§ respectively at the moment)? Also, do you know how the final hourly rate is calculated? Is that perhaps what the inexplicable Max/MinPerfFlowMaxLevel parameters are for?
That's what $/hr is. You get that much per hour, less if you are late, and the final value printed out by the game may be visibly off by 1 due to floating point error.

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