Interval Reduction: Difference between revisions

From Melvor Idle
(Added information about rounding to game ticks and flat bonuses. Also separated section on compounding effects.)
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(Added formula for interval calculation)
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The game offers global interval reduction (which applies to every skill) and interval reduction for a specific skill. Both of these bonuses stack and are treated as equal. -10% global interval reduction has the same effect as, for instance, -10% [[Agility]] interval reduction.
The game offers global interval reduction (which applies to every skill) and interval reduction for a specific skill. Both of these bonuses stack and are treated as equal. -10% global interval reduction has the same effect as, for instance, -10% [[Agility]] interval reduction.
The full interval calculation is therefore:
<math>
\text{Effective Interval} = \min\left( \left\lfloor \frac{\text{Base Action Interval} \times \left(1 - \text{Sum of Percentage Reductions} \right) - \text{Sum of Flat Reductions}}{0.05} \right\rfloor \times 0.05, 0.25\right)
</math>


== Compounding of Interval Reduction ==
== Compounding of Interval Reduction ==

Revision as of 00:10, 20 September 2024

Interval Reduction is a mechanic that reduces the amount of time it takes to complete a skilling action. The time reduction is always based on the base interval for the action. This means that, if an action has a 5 second base interval, a 10% interval reduction will always decrease the timer by 0.5 seconds. This is regardless of how much the interval is reduced already. Similarly, flat reduction modifiers (of the type "-0.10s Interval") are also applied without being modified by the percentage bonuses. After applying bonuses, the interval is rounded down to a multiple of the game tick (0.05s) and capped to a minimum action time of 0.25 seconds.

The game offers global interval reduction (which applies to every skill) and interval reduction for a specific skill. Both of these bonuses stack and are treated as equal. -10% global interval reduction has the same effect as, for instance, -10% Agility interval reduction.

The full interval calculation is therefore:

[math]\displaystyle{ \text{Effective Interval} = \min\left( \left\lfloor \frac{\text{Base Action Interval} \times \left(1 - \text{Sum of Percentage Reductions} \right) - \text{Sum of Flat Reductions}}{0.05} \right\rfloor \times 0.05, 0.25\right) }[/math]

Compounding of Interval Reduction

Since the interval reduction is always based on the base action time, this means that the interval reduction becomes exponentially more impactful. The impact of the interval reduction can be calculated as follows:

[math]\displaystyle{ \text{Effective Reduction} = \frac{1}{1 - \text{Interval Reduction}} }[/math]

Interval Reduction Graph.svg

The graph above shows the relation between the interval reduction percentage, and the effect it has on the current interval. If a player equips -10% interval reduction on a skill with a base interval of 5 seconds, this deducts 0.5 seconds from the interval, or an effective reduction of 10% at 0% interval reduction.

However, if a player equips that same -10% interval reduction while they already have -50% interval reduction, the action time will go from 2.5 seconds to 2 seconds. This is an effective interval reduction of 20%.

This is also what the graph shows. The interval reduction gets a greater effect the higher the interval reduction already is. It is therefor important to use as many interval reduction items as possible, since their effects grow exponentially.

Sources

For a list of boosts that apply to all skills, see the Skill Boosts page.

Skill Page
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Combat
Combat boosts
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Farming
Farming boosts
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Woodcutting
Woodcutting boosts
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Fishing
Fishing boosts
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Firemaking
Firemaking boosts
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Cooking
Cooking boosts
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Runecrafting
Runecrafting boosts
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Herblore
Herblore boosts
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Agility
Agility boosts
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Summoning
Summoning boosts
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Astrology
Astrology boosts
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Alt. Magic
Alt. Magic boosts
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Cartography
Cartography boosts
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Archaeology
Archaeology boosts
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Harvesting
Harvesting boosts