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  1. {{HasCalculator|Calculator:Disassembly by category}}
  2. {{Infobox spell
  3. |name = Disassemble
  4. |image = [[File:Disassemble.png]]
  5. |members = Yes
  6. |level = 1 {{sc|Invention}} 80 {{sc|Crafting}} 80 {{sc|Divination}} 80 {{sc|Smithing}}
  7. |cost = None
  8. |spellbook = All
  9. |type = Skilling
  10. |exp = 0
  11. |anim = Disassemble.gif
  12. |animresize = 150
  13. }}
  14. '''Disassemble''' is an [[Invention]] ability unlocked during the [[Invention Tutorial]], located under skilling spells. When used on an item, the item will be disassembled into [[materials]] which can be used in Invention. It requires 1 [[Invention]] (which in turn requires 80 [[Divination]], [[Crafting]], and [[Smithing]]) and the [[Inventor's Tools]] (which are automatically added to the [[tool belt]] during the tutorial) to use, but has no cost. Disassemble can also be used by dragging the item over the Invention icon in the inventory; additionally, [[Weapon gizmo|weapon]] and [[armour gizmo]]s can be disassembled using their right-click option.
  15.  
  16. Both noted and unnoted items can be disassembled. Some items disassemble in batches - for example, most ammunition disassembles in batches of 50. Up to 60 batches (normally 60 items, or 3000 ammunition, etc) will be automatically disassembled per use of disassemble.
  17.  
  18. [[Analyse]] can be used to know what materials the item can be disassembled into, but using it is not a requirement to disassemble the item.
  19.  
  20. ==Mechanics==
  21. Almost all the necessary information for disassembly is provided by the [[Analyse]] ability. There is essentially two steps to the mechanics of disassembly: how the analysis information is generated, and how that list, over many disassemblies, is turned into a distribution of those materials.
  22.  
  23. Within analysis, several key points are given:
  24. * The number of items disassembled per action
  25. * The [[junk]] chance of the item
  26. * The number of materials obtained per disassemble (''"chances for materials"''), excluding special components
  27. * The list of possible materials to be obtained from disassembling the item, with special components at the top, then listed in decreasing probability order
  28.  
  29. Additionally, upon disassembly, Invention experience is gained. Repeated disassembly of the same item will give a distribution of the possible materials (and junk).
  30.  
  31. ===Disassemblable===
  32. In general:
  33. * Items that can be [[alchemy|alchemised]] can also be disassembled (though there are many counterexamples)
  34. * Items that cannot be alchemised also cannot be disassembled (again, many counterexamples)
  35. * [[Augmentation|Augmented items]] can always be disassembled, even if their non-augmented versions cannot be
  36.  
  37. ===Disassembly categories===
  38. Almost every item falls into a group of items which disassemble into the same list of possible materials; for example, [[rune helm]]s, [[rune platebody|rune platebodies]], and [[mithril helm]]s all disassemble into the same list of possible materials, just with varying material and junk chances. This means that they are in the same disassembly category. Disassembly categories don't have visible in-game names, so we have given them our own, logical names on the wiki - e.g. the category for the above items is ''[[:Category:Disassemble category/melee armour|melee armour]]''.
  39.  
  40. Within each category there are essentially subcategories which vary the material number. For example, within the ''melee armour'' category there are several subcategories, for example: ''melee helm'', which give 6 materials; ''melee body'', which gives 8 materials; and ''melee boots'', which give 4 materials. Subcategories are mainly the intersection of an item's main category and an item's slot (equipment)/use.
  41.  
  42. The key point is that if the list of possible materials is different (excluding special materials), it is a different category.
  43.  
  44. ====Determining an item's category====
  45. An item is given a category by the game the following points (in loose order of precedence):
  46.  
  47. * Manual category specification
  48. * If the item is equipable:
  49. ** Assign category based on offensive and defensive stats, assign material number based on slot/hand
  50. ** If it has no class nor stats, assign [[:Category:Disassemble category/clothing|clothing]] category
  51. * If it is a craftable item, use the primary required skill to determine category
  52. * If it is a gatherable material, use the primary gathering skill to determine category
  53. * If it is a crafting material with no gathering skill, use the crafting skill to determine category
  54. * If all else fails, assign [[:Category:Disassemble category/default|default]] category
  55.  
  56. On the player's end, the easiest way to find an item's category is to analyse it, then look that up in the [[Calculator:Disassembly categories|known categories]].
  57.  
  58. ====Special materials====
  59. Whether an item gives special materials are essentially all manually defined. Special materials are given in addition to the normal number of materials. Special materials are almost always ''rare'' materials which require additional research to utilise in a gizmo.
  60.  
  61. Most of the time, if special materials are given, they are always given. However, there is a not insignificant number of items which give special materials sometimes (and if they do, they tend to be one of the material each time); if a special material is given sometimes, the other result is getting nothing (you won't get junk or any other material instead). Unfortunately, the only way to know how many special materials are given, and if it is always given, is to disassemble several of the item.
  62.  
  63. An interesting exception to this is non-attuned [[crystal equipment]]. Crystal items will always give one special material, but the material can be either [[crystal parts]] or [[Seren components]], with the distribution being heavily weighted toward crystal parts.
  64.  
  65. ===Item level===
  66. Item disassembly level - not to be confused with [[equipment tier]] or any other use of 'level' - is an internal number related to each item which determines both the base junk chance of the item, and the experience given upon disassembly. The level is directly related to how the category is determined - the equip requirement, the crafting/gathering level, etc. It is an integer with minimum 1 and (current) maximum of 100.
  67.  
  68. ====Experience====
  69. The experience <math>x</math> given by a normal item is a function of its item disassembly level <math>l</math>, and a "goodness" variable <math>g</math>:
  70. :<math>x = \max(\left \lfloor 0.03 \times l \times g \right \rfloor,0.1 )</math>
  71. :<math>g = \begin{cases}
  72. 10 & \text{if good} \\
  73. 1 & \text{otherwise}
  74. \end{cases}
  75. </math>
  76. * Items that are defined as good are most equipable items, with some exceptions (e.g. signs, ammunition), and some non-equipable items (e.g. unstrung amulets)
  77. * For equipment, the level of the item is usually the level required to equip the item.
  78. * For most created products (pouches, scrolls, signs, portents), the level of the item is the level required to create it.
  79.  
  80. For example, a [[rune platebody]] requires level 50 [[Defence]] to equip, so its level is 50. As it is an equipable item, it is considered "good".
  81. :<math>\max(\left \lfloor 0.03 \times 50 \times 10 \right \rfloor,0.1 ) = 1.5 \times 10 = 15</math>
  82.  
  83. All items give at least 0.1 experience. Level 1 items, for example, are calculated to give 0.03 experience, which rounds down to 0. The <math>\max</math> function corrects this, giving it 0.1 for disassemble.
  84.  
  85. Augmented items give this experience in addition to experience based on its item level.
  86.  
  87. ====Junk chance====
  88. {{main|Junk#Calculation}}
  89. An item's junk chance depends on its item disassembly level and your current junk chance reduction. Junk chance is split into three sections: levels 1 to 74 follow a linear formula, levels 75 to 89 roughly follow a quadratic formula, and levels 90 and higher never give junk.
  90.  
  91. Augmented items level 4 and higher never give junk when disassembled.
  92.  
  93. ===Augmented items===
  94. [[File:Augmented disassemble.png|thumb|400px|Prompt for disassembling a tier 80 level 10 item]]
  95. Augmented items behave differently from other items when disassembled past level 1. Level 1 augmented items will give the exact same materials and experience as the unaugmented version. Level 2 items and above have additional experience amounts and different behaviour, as described in the table below.
  96.  
  97. {{clear}}
  98. {{Equipment level}}
  99.  
  100. Disassembling an item gives different experience based on its tier, with the normal value being for tier 80. Tier 90 items give 15% more experience; tier 70, 15% less. For tier 75 items give 7.5% less experience and tier 85 items give 7.5% more experience. Tier 1 items count as tier 25 for this experience, giving 17.5% of tier 80 experience.
  101. :<math>\text{XP} = \text{Base XP} \times \left (1 + 1.5 \times \frac{\text{Tier}-80}{100} \right)</math>
  102.  
  103. This experience reward is given in addition to the normal experience of disassembling the item, and will not be affected by any form of bonus experience (like most experience lamps).
  104.  
  105. ===Material distribution===
  106. {{incomplete|we need much more data! please contribute [[User:Gaz Lloyd/Disassembly|here]]}}
  107. The process by which the resulting materials are given upon disassembly is as follows:
  108. :''Here, the term "roll" is used to mean randomly generate a number and compare against the relevant chance''
  109.  
  110. * For each of the number of materials:
  111. *# Roll against junk chance
  112. *# If not junk, roll against the material distribution
  113. * If the item gives special components always, give them; if it gives them sometimes, roll against special chance
  114.  
  115. Thus, there are two steps to determining the chance of getting a specific material from an item: the junk chance, which is clearly stated in analysis, and the material distribution, which is obfuscated.
  116.  
  117. However, with large sample sizes of non-junk materials, a material distribution can be found. For example, [[:Category:Disassemble category/shortbows|shortbows]] have distribution:
  118.  
  119. {| class="wikitable align-right-2"
  120. ! Material
  121. ! Chance
  122. |-
  123. | {{plink|Stave parts}}
  124. | 35%
  125. |-
  126. | {{plink|Tensile parts}}
  127. | 30%
  128. |-
  129. | {{plink|Flexible parts}}
  130. | 30%
  131. |-
  132. | {{plink|Precise components}}
  133. | 3%
  134. |-
  135. | {{plink|Dextrous components}}
  136. | 2%
  137. |}
  138.  
  139.  
  140. ==Limitations==
  141. {{See also|Category:Items that cannot be disassembled}}
  142.  
  143. * Disassemble cannot be used at the following locations; attempting to do so will prompt the message: "You can't disassemble items here."
  144. ** Inside [[Daemonheim]], during [[Dungeoneering]]
  145. ** The [[Wilderness]]
  146. ** Underwater
  147. ** [[Barrows]] minigame
  148. ** [[Castle Wars]]
  149. ** [[Clan Wars]]
  150. ** [[Soul Wars]]
  151. ** [[Stealing Creation]] and Tutorial
  152. ** [[New Varrock]] area
  153. ** [[Duel arena]] area
  154. * Disassemble cannot be used on equipped items, nor items on the ground, present in the [[Loot]] tab, or in a [[Beast of Burden]]'s inventory - they must be moved to the player's inventory first.
  155.  
  156. Not all items can be disassembled:
  157. * Attempting to disassemble crystal seeds prompt the message: "You cannot disassemble crystal seeds."
  158. * Attempting to disassemble items such as [[dreadnip]]s and [[red chinchompa]]s will prompt the message: "You monster! You can't disassemble a living thing."
  159. * Attempting to disassemble [[Tokkul]] will prompt the message: "The TzHaar would not approve if you disassembled TokKul."
  160. * Attempting to disassemble certain [[bolt tips]] will prompt the message: "You cannot disassemble bolt tips." Similarly, [[arrowheads]] prompt the message: "You cannot disassemble arrowheads."
  161. * Attempting to disassemble certain rare items ([[Off-hand rubber chicken]], [[Blue marionette]]) or high valued items ([[Blue partyhat]]) will prompt the message: "You could not bring yourself to destroy this rare item."
  162. * Attempting to disassemble certain items ([[Amulet of ranging]], [[Cat antipoison]]) will prompt the message: "You could not disassemble that item."
  163. * Attempting to disassemble most non-disassemble items will prompt the message: "That item cannot be disassembled."
  164.  
  165. ==Trivia==
  166. * [[Pet]]s such as [[raven]]s will only yield the default "That item cannot be disassembled." message despite being a living thing. On the other hand, [[salamander]]s, [[seeds]], and [[sapling]]s can be disassembled.
  167.  
  168. {{Invention}}
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