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 consumption of [[Potions|potion]] doses, {{Skill|Summoning}} tablets, or [[Prayer#Reducing Prayer Point Usage|prayer points]]. [[Rune Preservation]] and [[Ammo Preservation]] are also separate modifiers, which allow for the preservation of runes and {{Skill|Ranged}} ammunition respectively.
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.


__TOC__
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.
 
==Sources==
Below is a list of many things other than {{Icon|Mastery}} bonuses and {{Skill|Summoning}} [[Synergy|synergies]] which provide a chance to preserve resources. Another notable mention is that the {{ItemIcon|Crown of Rhaelyx}} gains 15% preservation chance (for a total of 25%) when the player has at least one {{ItemIcon|Charge Stone of Rhaelyx}} within their [[Bank]].
{{ModifierTable|GlobalPreservationChance,SkillPreservationChance|Preservation Bonuses|true}}


==Chance Cap==
==Chance Cap==
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== Calculating Gains ==
== Calculating Gains ==
{{:Math:Resource Preservation}}
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]]
|}


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[[Category:Manual Tables]]

Latest revision as of 03:03, 19 August 2024

This page is up to date (v1.3.1).
Preservation.svg

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:

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 missing
    Bear
    & Beaver synergy can increase the cap for
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    Fletching
    by 5%
  • The
    Error creating thumbnail: File missing
    Bear
    & Fox synergy can increase the cap for
    Error creating thumbnail: File missing
    Herblore
    by 5%
  • The Herblore Preservation Scroll from
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    Township
    can increase the cap for
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    Herblore
    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.

Skill Page
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Ranged
Ranged/Boosts#Preservation Boosts
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Magic
Magic/Boosts#Preservation Boosts
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Prayer
Prayer/Boosts#Chance_to_Preserve_Prayer_Points
Prayer/Boosts#Chance_to_Preserve_Soul_Points
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Farming
Farming/Boosts#Preservation Boosts
Error creating thumbnail: File missing
Firemaking
Firemaking/Boosts#Preservation Boosts
Error creating thumbnail: File missing
Cooking
Cooking/Boosts#Preservation Boosts
Error creating thumbnail: File missing
Runecrafting
Runecrafting/Boosts#Preservation Boosts
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Herblore
Herblore/Boosts#Preservation Boosts
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Summoning
Summoning/Boosts#Preservation Boosts
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Alt. Magic
Alternative Magic/Boosts#Preservation Boosts
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Cartography
Cartography/Boosts#Preservation Boosts