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Farming: Difference between revisions

From Melvor Idle
67 bytes added ,  15 October 2020
updated mastery changes, am unsure how to determine how many harvests are required to reach certain masteries so left blank, someone please update. i am never in my life updating this page again good god.
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(updated mastery changes, am unsure how to determine how many harvests are required to reach certain masteries so left blank, someone please update. i am never in my life updating this page again good god.)
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==Mastery Unlocks==
==Mastery Unlocks==
Farming [[Mastery]] impacts many aspects of Farming. 1 Mastery point is given for each allotment/herb/wood harvested. Increased mastery level increases the amount harvested from a plot. At 11 mastery, harvesting herbs and allotments has a chance to return seeds. At 50 mastery, crops, herbs and trees cannot die, and no longer require {{ItemIcon|Compost}}.


Reaching 99 Mastery for a given crop requires 27,570 harvests, assuming no boosts are used to increase harvest quantity.
Farming [[Mastery]] impacts many aspects of Farming. Mastery point is given for each allotment/herb/wood harvested. Increased mastery level increases the amount harvested from a plot. At 16 mastery, harvesting herbs and allotments has a chance to return seeds, and every 15 mastery levels after increases the amount of seeds that can be returned. At 50 mastery, crops, herbs and trees cannot die, and no longer require {{ItemIcon|Compost}}.
 
at 99 mastery, harvested crops are increased by an additional 20%, grow times are reduced by 10%, and max seed return is increased to 8
Reaching 99 Mastery for a given crop requires (WIP) harvests, assuming no boosts are used to increase harvest quantity.


===Crop Harvest Quantity===
===Crop Harvest Quantity===
The harvest quantity, <math> Q_h </math>, increases with the mastery level, <math> L_m </math>, according to the formula:
The harvest quantity, <math> Q_h </math>, increases with the mastery level, <math> L_m </math>, according to the formula:


<math> Q_h = \left \lfloor 5 + \frac{4L_m}{10} \right \rfloor </math>
<math> Q_h = \left \lfloor 15 + \frac{4L_m}{10} \right \rfloor </math>


where: <math> \left \lfloor x \right \rfloor </math> is the [https://en.wikipedia.org/wiki/Floor_and_ceiling_functions floor function].
where: <math> \left \lfloor x \right \rfloor </math> is the [https://en.wikipedia.org/wiki/Floor_and_ceiling_functions floor function].
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! Mastery Level !! Harvest Amount
! Mastery Level !! Harvest Amount
|-
|-
| 1 || 5
| 1 || 15
|-
|-
| 2 || 5
| 2 || 15
|-
|-
| 3 || 6
| 3 || 16
|-
|-
| 4 || 6
| 4 || 16
|-
|-
| 5 || 7
| 5 || 17
|-
|-
| 10 || 9
| 10 || 19
|-
|-
| 20 || 13
| 20 || 23
|-
|-
| 50 || 25
| 50 || 45
|-
|-
| 75 || 35
| 75 || 35
|-
|-
| 99 || 44
| 99 || 54 (before 20% boost)
|}
|}
=== Seed Return Chance ===
=== Seed Return Chance ===
Starting at level 11 Mastery, there is a chance to get seeds back when harvesting herb and allotment plots.
Starting at level 16 Mastery, there is a chance to get seeds back when harvesting herb and allotment plots.
Higher levels of mastery increase the chance and quantity of seeds that are returned. The average number of seeds returned, <math> Q_s </math>, varies with the mastery level, <math> L_m </math> as follows:
Higher levels of mastery increase the chance and quantity of seeds that are returned. The average number of seeds returned, <math> Q_s </math>, varies with the mastery level, <math> L_m </math> as follows:


<math> Q_s = \frac{n}{x} \left (x-\frac{n+1}{2}\right)  </math><br>
<math> Q_s = \frac{n}{x} \left (x-\frac{n+1}{2}\right)  </math><br>
where:<br>
where:<br>
<math> x = \frac{L_m}{10} </math><br>
<math> x = \frac{L_m}{15} </math><br>
<math> n = \left \lfloor x \right \rfloor </math>
<math> n = \left \lfloor x \right \rfloor </math>




This means that at 50 mastery, two seeds are returned on average, and herbs become self-sustainable. Reaching 50 Mastery requires a plant to be harvested 436 times, assuming no boosts are used to increase harvest quantity.
This means that at 75 mastery, two seeds are returned on average, and herbs become self-sustainable. Reaching 75 Mastery requires a plant to be harvested (WIP) times, assuming no boosts are used to increase harvest quantity. at 99 mastery, <math> L_m </math> is replaced with 120


At 70 mastery, three seeds are returned on average, and allotments become self-sustainable. Reaching 70 Mastery requires a plant to be harvested 2,235 times, assuming no boosts are used to increase harvest quantity.


== Skillcape ==
== Skillcape ==
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{{FarmingTreePlotTable}}
{{FarmingTreePlotTable}}
== Seeds ==
== Seeds ==
Seeds are required to start Farming and can be acquired from several sources, such as [[Farmer|Thieving]], [[Combat]], or [[Bird Nest|Woodcutting]]. Allotments require three seeds to plant, herbs require two, and trees require one. Seeds planted without [[Compost|fertiliser]] have a 50% chance to yield crops after growing. To increase the chance above 50% seeds must be fertilised using {{ItemIcon|Compost}}. Each {{ItemIcon|Compost}} used on a seed will increase its survival chance by 10%, raising the [[Compost]] Level to 5 will guarantee the crops survive. {{ItemIcon|Compost}} must be used every time a seed is planted to have an effect.
Seeds are required to start Farming and can be acquired from several sources, such as [[Farmer|Thieving]], [[Combat]], or [[Bird Nest|Woodcutting]]. Allotments require three seeds to plant, herbs require two, and trees require one. Seeds planted without [[Compost|fertiliser]] have a 50% chance to yield crops after growing, unless mastery level 50 has been reached. To increase the chance above 50% seeds must be fertilised using {{ItemIcon|Compost}}. Each {{ItemIcon|Compost}} used on a seed will increase its survival chance by 10%, raising the [[Compost]] Level to 5 will guarantee the crops survive. {{ItemIcon|Compost}}


As an alternative to compost players may use {{ItemIcon|Weird Gloop}}. Only 1 Gloop is required to fill the compost bar and prevent crops from dying. In addition, it provides a bonus of 10% to harvest quantity.
As an alternative to compost players may use {{ItemIcon|Weird Gloop}}. Only 1 Gloop is required to fill the compost bar and prevent crops from dying. In addition, it provides a bonus of 10% to harvest quantity.
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