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How Thieving works
Demo 0.11.2How it works
Pickpocketing
- Each attempt takes Interval and succeeds with Success chance.
- A failure deals between 1 and the target's damage, uniformly, unless Damage Avoidance Chance avoids it, and stuns for Stun interval unless Stun Avoidance Chance avoids it. The stage is kept.
- A success rolls Currency loot chance for Currency reward, Common loot chance for one common drop and Rare loot chance for one rare drop. A drop's quantity is floor(q × (1 + Fortune ÷ 100)), doubled with Output Doubling Chance.
- With Same area pickpocket chance, every other unlocked target of the same type in the area is also rolled at its own success chance and pays the same way.
- A success advances the stage by 1, or by 2 with Stage Skip Chance. Past Max stages, one completion drop and XP are paid and the stage returns to 1; stages before that pay no XP.
Formulas
- Base experience
Recipe base experience- Base currency reward
Recipe currency reward- Interval
floor((Recipe base interval + Interval (Flat)) × (1 + Interval (%)))- Stun interval
floor((Base stun interval + Stun Interval (Flat)) × (1 + Stun Interval (%)))- Currency reward
- Min quantity
trunc(max(0, floor((Base currency reward min quantity + Flat currency reward) × (1 + Percent currency reward))))Max quantitytrunc(max(0, floor((Base currency reward max quantity + Flat currency reward) × (1 + Percent currency reward)))) - Stealth
max(floor((Level + Stealth (Flat)) × (1 + Stealth (%))), 0)- Perception
max(floor((Recipe perception + Target Perception (Flat)) × (1 + Target Perception (%))), 0)- Success chance
min(1, (100 + Stealth) ÷ (100 + Perception))- Max stages
max(1, Recipe stages + trunc(Stages (Flat)))- Common loot chance
clamp(Recipe base common loot chance × (1 + Common Loot Chance), 0, 1)- Rare loot chance
clamp(Recipe base rare loot chance × (1 + Rare Loot Chance), 0, 1)- Currency loot chance
clamp(Recipe base currency loot chance × (1 + Currency Chance), 0, 1)- Fortune
Fortune (Flat) + Fortune under 100% Success Chance (Flat) if Success chance < 1, otherwise Fortune (Flat)
Base values
- Base stun interval
- 2,000 ms (2 s)
Modifiers
| Modifier | Granted by |
|---|---|
| Output Doubling ChanceYour chance to double the output |
|
| Interval (Flat)The adjustment to the base intervalGlobal flat action interval | None in the demo |
| Interval (%)The adjustment to the base intervalGlobal percent action interval |
|
| Stealth (Flat)Adjustment to your Stealth value |
|
| Stealth (%)Adjustment to your Stealth value | None in the demo |
| Target Perception (Flat)Adjustment to the Target's Perception value | None in the demo |
| Target Perception (%)Adjustment to the Target's Perception value |
|
| Stages (Flat)The adjustment to the maximum amount of Stages |
|
| Stage Skip ChanceYour chance to Skip a stage while Thieving | None in the demo |
| Fortune (Flat)Increases item rewards by +1% per +1 Fortune |
|
| Fortune under 100% Success Chance (Flat)Increases item rewards by +1% per +1 Fortune when under 100% Success chance |
|
| Common Loot ChanceAdjustment to chance to receive Common Loot | None in the demo |
| Rare Loot ChanceAdjustment to chance to receive Rare Loot |
|
| Currency ChanceAdjustment to chance to receive Currency | None in the demo |
| Percent currency reward |
|
| Flat currency reward | None in the demo |
| Stun Avoidance ChanceAdjustment to your chance at avoiding Stuns |
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| Stun Interval (%)Adjustment to Stun interval |
|
| Stun Interval (Flat)Adjustment to Stun interval | None in the demo |
| Damage Avoidance ChanceAdjustment to your chance at avoiding damage from Stuns | None in the demo |
| Same area pickpocket chance |
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