HarleyM wrote:
The way the system here was explained to me when I joined Nasomi was that you needed to be at least a full effective skill point below a craft to gain skillups. While partial real skill points were disregarded, direction and moon bonuses could provide these partial skill points. So being one below cap on a neutral day and direction, but with a full moon, you would get no skill. Is this understanding correct (for the pre-change system)?
Nah, this is wrong. You could always get a skillup even at .1 real skill away from cap, it was just very rare compared to 5 away from cap.
Real skill = gear+synth support+actual skill
Effective skill = real skill+moon(linear 1 to -1)+direction(.5, 0, or -.5)+day(1, 0, or -1)
If your real skill is .1 below cap, you will get a skill up even if your effective skill was the max of 2.4 over. Real skill mattered for the 15 level requirement to synth, 5 level gap for skill on breaks, and for capping. Effective skill mattered for hq teirs and skill ups.
So for a 96 level earth crystal synth, you could line up the craft on 76% earthday and gain slightly more 1.5 effective skill, face se for another .5 and youre at 107 for t1.
Or if you were 10 away from a synth you wanted to skill up on. So you throw on your 2 pieces of gear and grab adv synth support to be 5 real skill away for skill up chance on breaks. Then you line up the craft on new moon, opposite day, facing hq direction and your effective skill level would be 7.5 away. For the sake of skill ups, that's a huge bonus to rates over being much closer, but your real skill would still be within 5, so youd get skill ups on breaks.