# Skills and IP Distribution Essay

## IP cost explanation

### General

In AO we can differentiate between abilities and skills. Abilities being str, agi, sta, int, psy and sen (not body dev and nano pool although they are listed under the 'abilities' category), and skills being all the rest. This difference is important because it determines how the value for a skill/ability is calculated.

Abilities are 100% based on breed, they have nothing to do with profession. For an overview, go look at your local AO-site and see the breed chart.

Skills are a.) based on a percentage dependency on abilities (pistol is based 60% on agi and 40% on sense) and b.) based on profession in that profession determines the 'ratio' for that skill (more on 'ratio' later).

### Abilties

As said, abilities are solely based on breed. For a solitus that would mean a value of 6 in every abilty at the start.

Raising abilities will cost more IP for each following point. The 'ratio' by which the cost to raise an ability 1 point goes up is determined as follows: ipcost_of_the_last_raise_of_1_point + ipcost_of_the_first_raise_of_1_point/5. (The cost of the first raise of 1 point is (as far as known) determined by the developers of AO).

Example for a solitus:

• to raise agi from 6 to 7 I would have to spend 8 ip points (starting value determined by Funcom and raising from 6 to 7 is my first raise so no extra cost increase yet)
• to raise it from 7 to 8 would cost me 10 ip (8 + (8/5) = 8 + 1.6 = 9.6 = 10) <--- all ip cost numbers are rounded on screen, .5 is rounded down - in calculating values non-rounded numbers are used!
• to raise from 8 to 9 the cost would be 11 (9.6 + (8/5) = 9.6 + 1.6 = 11.2 = 11) <--- again, all ip cost numbers are rounded on screen, .5 is rounded down - in calculating values non-rounded numbers are used!

So far so good, no problems here since ability scores are not influenced by the value of other abilites or skills. For skills however this is not the case, raising an ability by 1 point will not only add 1 point to the value of the ability (doh) but will possibly also add a 'free' point to one or more dependant skills (more on that below).

### 'Free' points

Abilities effect skill in the following manner: a 100% dependant skill will get an extra point for every 4 points that it's related ability rises. Note that the 1st point in every ability does not count and that values are rounded (0.5 is rounded down). All skills have a base value of 5. So seeing body dev is 100% dependant on sta, the starting value for body dev of a solitus would be: 5 + ((sta_value - 1)/4) = 5 + ((6-1)/4) = 5 + 1.2 = 6.2 = 6 The body dev value of a starting atrox would be: 5 + ((sta_value - 1)/4) = 5 + ((10-1)/4) = 5 + 2.25 = 7.25 = 7

Again for the solitus, if you would never raise body dev but would raise sta from 6 to 37, your body dev would get a value of 14 ---> (5 + ((37-1)/4) = 5 + 9 = 14

Note that profession does not have anything to do with these values yet.

Skills that depend on more then one ability are weighed based on the percantage they depend on that ability (a 'free' point in pistol would be based 60% on agi and 40% on sen).

### Skills

Skill starting values are based on breed (a base of 5 points for each skill + the free points based on abilities). The cost to first raise a skill is based on profession.

Similar to raising abilities, the cost to raise a skill will increase with every point. The 'ratio' for raising a skill is determined as follows: ipcost_of_the_last_raise_of_1_point + ipcost_of_the_first_raise_of_1_point/5. The cost of the first raise of 1 point is again (as far as known) determined by the developers of AO). All similar to the cost of raising abilities.

Example for an adventurer with no extra points in the abilities that pistol skill depends on (agi and sen, both at a value of 6):

• to raise pistol from 6 to 7 I would have to spend 5 ip points (starting value determined by Funcom and raising from 6 to 7 is my first raise so no extra cost increase yet)
• to raise pistol from 7 to 8 would cost me 6 ip (5 + (5/5) = 6)
• to raise from 8 to 9 the cost would be (6 + (5/5) = 7

Example for an adventurer with no extra points in the abilities that rifle skill depends on (agi and sen, both at a value of 6)

• to raise rifle from 6 to 7 I would have to spend 8 ip points (starting value determined by Funcom at 8.5 but rounded down, raising from 6 to 7 is my first raise so no extra cost increase yet)
• to raise rifle from 7 to 8 would cost me 10 ip (8.5 + (8.5/5) = 8.5 + 1.7 = 10.2 = 10) <--- all ip cost numbers are rounded on screen, .5 is rounded down - in calculating values non-rounded numbers are used!
• to raise from 8 to 9 the cost would be 12 (10.2 + (8.5/5) = 10.2 + 1.7 = 11.9 = 12) <--- all ip cost numbers are rounded on screen, .5 is rounded down - in calculating values non-rounded numbers are used!

### 'Free points' again

Now add 'free points' to the equasion (sp?). As explaned a 100% dependant skill will get 1 free point for every 4 points its parent ability is above the value of 1. These 'free points' do not count in determining the ipcost to raise that skill 1 point.

Example:

• with the parent abilities agi and sen both at their base values of 6, the dependant skill pistol will have a base value of 6 and raising it to 7 will cost me 5 ip.
• with the parent abilities agi and sen both at values of 41, the dependant skill pistol will have a base value of 15 (5 base points + ((41-1)/4) = 5 + 10 = 15. Raising pistol to 42 will however only cost me 5 ip since it is my first raise and all the rest are 'free points'.

### Max amount to raise per level

Depending on the cost of the first raise, there is a maximum that an ability or skill can be raised per level.

If the cost of the first raise is:

• between 5 and 7.5, a maximum of 5 points level
• between 7.5 and 15, a maximum of 4 points per level
• over 15, a maximum of 3 points per level

### IP-points per level (unchecked so these could be way off!)

As far as known the IP-points gained per level are as follows:

• lvls 1 to 14 4000
• lvls 15 to 39 10000
• lvls 40 to 89 17500
• lvls 90 to 139 26500
• lvls 140 to 189 38000
• lvls 190 to 200 51000

Does your brain hurt yet ? Mine does.

I hope that in, spite of my not so perfect english sometimes, people are able to better understand the principles of the ip point distribution system after reading this.

Although the system as described above may be a bit more subtle here and there, I am pretty convinced that this is how it works, please post any comments and flaws you may notice.