Preservation Chance: Difference between revisions
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'''Preservation Chance''' is a modifier which allows resources to be preserved when creating items, allowing for the creation of items at no cost to the player. When resource preservation triggers, the player will receive a notification stating "You managed to preserve your resources". | '''Preservation Chance''' is a modifier which allows resources to be preserved when creating items, allowing for the creation of items at no cost to the player. When resource preservation triggers, the player will receive a notification stating "You managed to preserve your resources". | ||
The chance to preserve resources only applies when creating items within a skill, it does not affect | The generic "chance to preserve resources" only applies when creating items within a skill, it does not affect: | ||
* [[Potions|Potion]] charge preservation | |||
* {{Skill|Summoning}} tablet preservation | |||
* [[Prayer#Reducing Prayer Point Usage|Prayer point preservation]] | |||
* [[Rune Preservation|Rune Preservation]] in {{Skill|Magic}} | |||
* [[Ammo Preservation|Ammo Preservation]] in {{Skill|Ranged}} | |||
* Dig site map excavation preservation in {{AoD}} {{Skill|Archaeology}} | |||
The preservation chance for all skills is capped at 80%, unless a [[#Chance Cap|modifier which increases the cap]] applies. | The preservation chance for all skills is capped at 80%, unless a [[#Chance Cap|modifier which increases the cap]] applies. | ||
Like preservation, doubling helps create more output for the same input. But doubling does this by increasing the output for each action taken, while preservation increases the number of actions possible for each unit of input. For sources of doubling, see [[Skill Boosts#Doubling Boosts]] for global modifiers or the "Skill Boosts" section of a specific skill. See [[Double Loot]] for more about doubling in combat. | |||
==Chance Cap== | ==Chance Cap== | ||
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* The {{ItemIcon|Bear}} & {{ItemIcon|Beaver}} synergy can increase the cap for {{Skill|Fletching}} by 5% | * The {{ItemIcon|Bear}} & {{ItemIcon|Beaver}} synergy can increase the cap for {{Skill|Fletching}} by 5% | ||
* The {{ItemIcon|Bear}} & {{ItemIcon|Fox}} synergy can increase the cap for {{Skill|Herblore}} by 5% | * The {{ItemIcon|Bear}} & {{ItemIcon|Fox}} synergy can increase the cap for {{Skill|Herblore}} by 5% | ||
* The {{ItemIcon|Herblore Preservation Scroll}} from {{Skill|Township}} can increase the cap for {{Skill|Herblore}} by 5%. This stacks with the above. | |||
== Calculating Gains == | == Calculating Gains == | ||
{{: | Let's say you have 120 bars, 80% resource preservation, and 0% doubling chance. If a dagger takes one bar to create, how many daggers would you create on average out of 120 bars? | ||
The answer is <math>\frac{120}{1 - 80/100} = \frac{120}{0.2} = 600.</math> | |||
The main idea behind resource preservation is that you can reuse the preserved resources to make more items, but those resources when used will themselves be preserved also. | |||
Using the same example with 120 bars, you take 120 actions producing 120 daggers, but with 80% preservation you are left with <math>120 \times 0.8 = 96</math> bars. | |||
Now you can use those 96 bars to do the same thing, and you will be left with <math>96 \times 0.8 = 76.8</math> bars on average. | |||
Repeat that to infinity, and you will get the average number of daggers that you will produce from 120 bars. | |||
But how do we calculate this number? | |||
So the number of daggers produced is <math>120 + (120 \times 0.8) + (120 \times 0.8 \times 0.8) +\cdots + (120 \times 0.8^n)</math> where <math>n</math> goes to infinity. | |||
If we generalize and represent the number of starting resources (<math>120</math>) with <math>a</math> and the probability (<math>0.8</math>) with <math>r</math>, the number of actions performed with <math>a</math> action's worth of starting resources and a resource preservation of <math>r</math> (where <math>0 \le r \lt 1</math>) can be expressed as follows: | |||
<math>a + (a \times r) + (a \times r \times r) + \cdots + (a \times r^n) = \sum\limits^{\infty}_{n=0} ar^n</math> | |||
This expression is an [https://en.wikipedia.org/wiki/Geometric_progression#Infinite_geometric_series infinite geometric series], which can simply be expressed as <math>\displaystyle \lim_{n \to \infty}\tfrac{a(1 - r^n)}{1 - r} = \frac{a}{1 - r}</math>. | |||
So, coming back to our example where <math>a = 120</math> and <math>r = 0.8</math>, we get <math>\frac{120}{1 - 0.8} = 600</math>. | |||
==Sources== | |||
For a list of boosts that apply to all skills, see the [[Skill Boosts]] page. | |||
{| class="wikitable" | |||
! Skill | |||
! Page | |||
|- | |||
| {{Skill|Ranged}} || [[Ranged/Boosts#Preservation Boosts]] | |||
|- | |||
| {{Skill|Magic}} || [[Magic/Boosts#Preservation Boosts]] | |||
|- | |||
| {{Skill|Prayer}} || [[Prayer/Boosts#Chance_to_Preserve_Prayer_Points]]<br>[[Prayer/Boosts#Chance_to_Preserve_Soul_Points]] | |||
|- | |||
| {{Skill|Farming}} || [[Farming/Boosts#Preservation Boosts]] | |||
|- | |||
| {{Skill|Firemaking}} || [[Firemaking/Boosts#Preservation Boosts]] | |||
|- | |||
| {{Skill|Cooking}} || [[Cooking/Boosts#Preservation Boosts]] | |||
|- | |||
| {{Skill|Runecrafting}} || [[Runecrafting/Boosts#Preservation Boosts]] | |||
|- | |||
| {{Skill|Herblore}} || [[Herblore/Boosts#Preservation Boosts]] | |||
|- | |||
| {{Skill|Summoning}} || [[Summoning/Boosts#Preservation Boosts]] | |||
|- | |||
| {{Skill|Magic|Alt. Magic}} || [[Alternative Magic/Boosts#Preservation Boosts]] | |||
|- | |||
| {{Skill|Cartography}} || [[Cartography/Boosts#Preservation Boosts]] | |||
|} | |||
{{Menu}} | {{Menu}} | ||
[[Category:Manual Tables]] |
Latest revision as of 03:03, 19 August 2024
This page is up to date (v1.3.1). |
Preservation Chance is a modifier which allows resources to be preserved when creating items, allowing for the creation of items at no cost to the player. When resource preservation triggers, the player will receive a notification stating "You managed to preserve your resources".
The generic "chance to preserve resources" only applies when creating items within a skill, it does not affect:
- Potion charge preservation
- Error creating thumbnail: File missingSummoning tablet preservation
- Prayer point preservation
- Rune Preservation in Error creating thumbnail: File missingMagic
- Ammo Preservation in Error creating thumbnail: File missingRanged
- Dig site map excavation preservation in Error creating thumbnail: File missingArchaeology
The preservation chance for all skills is capped at 80%, unless a modifier which increases the cap applies.
Like preservation, doubling helps create more output for the same input. But doubling does this by increasing the output for each action taken, while preservation increases the number of actions possible for each unit of input. For sources of doubling, see Skill Boosts#Doubling Boosts for global modifiers or the "Skill Boosts" section of a specific skill. See Double Loot for more about doubling in combat.
Chance Cap
The preservation chance for all skills is capped at 80%. For a few skills, there exists bonuses which can increase this cap:
- The Error creating thumbnail: File missingBear & Beaver synergy can increase the cap forError creating thumbnail: File missingFletching by 5%
- The Error creating thumbnail: File missingBear & Fox synergy can increase the cap forError creating thumbnail: File missingHerblore by 5%
- The Herblore Preservation Scroll from Error creating thumbnail: File missingTownship can increase the cap forError creating thumbnail: File missingHerblore by 5%. This stacks with the above.
Calculating Gains
Let's say you have 120 bars, 80% resource preservation, and 0% doubling chance. If a dagger takes one bar to create, how many daggers would you create on average out of 120 bars?
The answer is [math]\displaystyle{ \frac{120}{1 - 80/100} = \frac{120}{0.2} = 600. }[/math]
The main idea behind resource preservation is that you can reuse the preserved resources to make more items, but those resources when used will themselves be preserved also.
Using the same example with 120 bars, you take 120 actions producing 120 daggers, but with 80% preservation you are left with [math]\displaystyle{ 120 \times 0.8 = 96 }[/math] bars.
Now you can use those 96 bars to do the same thing, and you will be left with [math]\displaystyle{ 96 \times 0.8 = 76.8 }[/math] bars on average.
Repeat that to infinity, and you will get the average number of daggers that you will produce from 120 bars.
But how do we calculate this number?
So the number of daggers produced is [math]\displaystyle{ 120 + (120 \times 0.8) + (120 \times 0.8 \times 0.8) +\cdots + (120 \times 0.8^n) }[/math] where [math]\displaystyle{ n }[/math] goes to infinity.
If we generalize and represent the number of starting resources ([math]\displaystyle{ 120 }[/math]) with [math]\displaystyle{ a }[/math] and the probability ([math]\displaystyle{ 0.8 }[/math]) with [math]\displaystyle{ r }[/math], the number of actions performed with [math]\displaystyle{ a }[/math] action's worth of starting resources and a resource preservation of [math]\displaystyle{ r }[/math] (where [math]\displaystyle{ 0 \le r \lt 1 }[/math]) can be expressed as follows:
[math]\displaystyle{ a + (a \times r) + (a \times r \times r) + \cdots + (a \times r^n) = \sum\limits^{\infty}_{n=0} ar^n }[/math]
This expression is an infinite geometric series, which can simply be expressed as [math]\displaystyle{ \displaystyle \lim_{n \to \infty}\tfrac{a(1 - r^n)}{1 - r} = \frac{a}{1 - r} }[/math].
So, coming back to our example where [math]\displaystyle{ a = 120 }[/math] and [math]\displaystyle{ r = 0.8 }[/math], we get [math]\displaystyle{ \frac{120}{1 - 0.8} = 600 }[/math].
Sources
For a list of boosts that apply to all skills, see the Skill Boosts page.
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