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Farming: Difference between revisions

From Melvor Idle
501 bytes removed ,  23 October 2020
→‎Seed Return Chance: Clarified the exact number
m (fixed my mistake on the new crop formula)
(→‎Seed Return Chance: Clarified the exact number)
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==Mastery Unlocks==
==Mastery Unlocks==


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}}.
===Item Mastery Unlocks===
{{MasteryUnlocks}}


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
===Mastery Pool Checkpoints===
Reaching 99 Mastery for a given crop requires (WIP) harvests, assuming no boosts are used to increase harvest quantity.
{{MasteryCheckpoints}}


===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 + 0.4L_m \right \rfloor </math> this is then multiplied by 3 for allotments and herbs, or 7 for trees
<math> Q_h = \left \lfloor 5 + 0.4L_m \right \rfloor </math> after bonuses are applied, the harvest is then multiplied by 3 for allotments and herbs, and 7 for trees  
 


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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{| class="wikitable"
{| class="wikitable"
|-
|-
! Mastery Level !! Harvest Amount
! Mastery Level !! Harvest Amount herbs/allotments !! Harvest Amount trees
|-
|-
| 1 || 15
| 1 || 15 || 35
|-
|-
| 2 || 15
| 2 || 15 || 35
|-
|-
| 3 || 18
| 3 || 18 || 42
|-
|-
| 4 || 18
| 4 || 18 || 42
|-
|-
| 5 || 11
| 5 || 21 || 49
|-
|-
| 10 || 27
| 10 || 27 || 56
|-
|-
| 20 || 39
| 20 || 39 || 84
|-
|-
| 50 || 75
| 50 || 75 || 175
|-
|-
| 75 || 105
| 75 || 105 || 245
|-
|-
| 99 || 54 (before 20% boost)
| 99 (before 20% boost) || 132 || 308
|}
|}
=== Seed Return Chance ===
=== Seed Return Chance ===
Starting at level 16 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.
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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
This means that at 75 mastery two seeds are returned on average and herbs become self-sustainable. At 99 mastery <math> L_m </math> is replaced with 120, resulting in an average seed return of 3.5 seeds per harvest and making allotments self-sustainable.
 


== 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, 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}}
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.  


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.