Factoids and Statistics on Skill Gaining

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J. M. Pescado:
Here is a comprehensive table of the skill gaining rates of all skilling objects and interactions as of TS2U v1.0. Some of the conclusions may surprise you. Higher numbers are better. 100 represents the "base" rate of skill gain, 100%. Note the rates listed below can be modified by personality affinity, and a sim receives +100% learning rate while wearing a thinking cap, and +200% while under the influence of smart milk. Smart milk can normally only affect toddlers, but the attribute can become "stuck" randomly and result in children learning at accelerated rates. This tends to go away when you wear a TC, which also affects the attribute and thus clears the stuckage.

Having a tutor will also increase the rate of learning by a yet-unknown amount. Having the tutor wear a thinking cap or not has no effect, nor does the skill of level of the tutor as long as he is adequately skilled to function as a tutor.

Note that some objects have learning rates which unusually high, but are not a true reflection of their effectiveness because the learning rate is only applied during specific intervals of the usage cycle (military obstacle course, personal trainer, biotech station).

Base Skill Rates - All Skills
Edumacation Book:   500
FT Teaching:        200

Base Skill Rates - Cooking
Candy Machine:      200
Bookshelf:          200
Yummy:              200
Toy Oven:           150

Base Skill Rates - Mechanical
Surgical Station:   250
Bookshelf:          200
Activity Table:     150
Restorable Car:     100

Base Skill Rates - Body
Obstacle Course:    538
Bowling:            350 (?)
Punch Bag:          313
Treadmill:          300
Multipress:         250
Exercise Bike:      250
Yoga:               200
EDS(all):           200
Single Bench:       175
Personal Trainer:  +100 (adds to rate after personality adjustments)
TV Work Out:        150
Stereo Work Out:    100
Pool:               100
CS Limbo:           31

Base Skill Rates - Charisma
Golf Course:        250
Law Podium:         250
Politics Podium:    250
LS Podium:          250
Mirror:             200
Bird Teach/Talk:    150
Nursery Rhyme:      100
Toddler Rabbit:     75

Base Skill Rates - Logic
Biotech Station:    250
Telescope Good:     200
Telescope Crappy:   150
Chess - Indoor:     200
Chess - Outdoor:    150
Toddler Peg Box:    100

Base Skill Rates - Creativity
Mus. Career Guitar: 400
Lie Detector:       250
Hydroponic Garden:  250
DJ Booth:           250
Practice Music:     200
Karaoke Machine:    200
Modular Synth:      200
Violin:             175
Perform Music:      175
Easel Painting:     150
Write Novel:        150
Activity Table:     150
CS Bongo Drums      100
Toddler Xylophone:  75

Base Skill Rates - Cleaning
FP Scanner:         250
Bookshelf:          200

This following table concerns the relative difficulty weights of gaining 1% of a skillpoint based on your present skill level (0-9), in terms of how many ticks it will take to gain 1% of a skillpoint, meaning at level 0, it will take 4000 ticks to gain a skillpoint given a 100% skill rate. There are 1800 ticks in a Sim-hour, meaning it will take a sim 1:07 hr (2000t) to learn the first skillpoint at a rate of 200.
Weighted Difficulty Rates (ticks per 1%)
0: 40
1: 66
2: 84
3: 108
4: 139
5: 178
6: 228
7: 292
8: 374
9: 480

The base-rate + personality modifiers + PT bonus affects how many "ticks" it will take to gain 1 point (1% of a game 1-10 "point"). IQ (MYSemi 0x1C +0x64) affects how many points are gained when this duration passes.
Skill Gain Rate is therefore (BR * IQ) / 100.
Examples:
Assume no skillpoints.
Sim has 300 IQ, using base-rate 200. He will gain 3 points (3%) every 20 ticks, or 0.15/t.
Sim has 100 IQ, using base-rate 500. He will gain 1 point (1%) every 8 ticks, or 0.125/t.

dizzy:
So basically, to gain skill:

- For Cooking, Mechanical and Cleaning, use the bookshelf.
- For Charisma, use the mirror.
- For Logic, use the expensive chess/telescope.
- For Creativity, play music when you can or paint to combine with earning cash.
- For Body, use the treadmill or multipress (whichever works better).

- For all skills, career rewards are always faster, especially if another sim can help them with it.
Correct?

J. M. Pescado:
Quote from: dizzy-two on 2005 July 17, 18:05:26

- For Body, use the treadmill or multipress (whichever works better).
Note that the treadmill cannot be used with complete success until a skill of 700 (7) is reached. If you're using the Skillinator, this matter is handle for you, but otherwise, you're going to have severe ADHD problems with most of the new Uni exercise equipment, especially the treadmill.

Quote

- For all skills, career rewards are always faster, especially if another sim can help them with it.
Correct?

Few caveats: The Candy Machine provides no benefit over the bookshelf or Yummy, and requires a skill of at least 700 to use successfully. Of course, if you WANT to generate an invisopuddle, go for it at 400 and below, and you're sure to get one. The invisopuddle has a few uses with toddlers. As a method of pure skilling, however, it is ineffectual.

The Biotech station is entirely worthless operated solo, as it has one of the worst average performance values in the game due to the stop-and-go. It only becomes competitive with an instructor, and even then, requires horrid amounts of micromanagement unless the Skillinator is handling it.

Children cannot use the Scanner Gun successfully at all without an instructor, due to the severe ADHD effect.

Other interesting notes are that when a child is trained on the Candy Machine and the Surgical Station, since he is not the one using it, he will not quit due to mood or need decrease and can continue for quite some time as a result. The instruction in this case will end only when the instructor stops, or possibly at much lower point. This is convenient, as it avoids the sim food obsession.

dizzy:
Okay, update on reward objects:

++ Obstacle course
+ Punching bag, Golf Course, Podium, Hydroponic Garden
- Scanner Gun with kids
- Candy Machine, Biotech Station (unless "chaining" skill-training)

I like making them use the treadmill till they earn the punching bag anyway because the fall anim over never fails to be amusing to me. :D

vcline:
I noticed for the first time this weekend that the obstacle course is unavailable to pregnant sims, a male in my case, although he could use the exercise machine.  I guess Maxis decided that all that falling down wouldn't be healthy for someone who is pregnant.

Vicki

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