cthulhudarren said:Thanks for the maths. Anyone care to explain the calculation a little better for the daft?
Average increase if you roll over your skill is 3.5.
If you calculate the chance of getting this, and express it as a fraction between 0 an 1 (where a 50-50 chance is 0.5, a 1-in-10 chance is 0.1) then you multiply this chance by 3.5. Then, you take the inverse chance, i.e. 0.5 and 0.9 in these examples, and multuply that by what you get - i.e. multiuply it by 1 because you get +1 if you didn't roll over your skill.
So, your skill is 50 and your INT is 10, you have a 40% chance of getting +1 and a 60% chance of getting 3.5, so the average is 0.4*1 + 0.6*3.5, i.e. 2.5.
So, that gets your skill up to 52.5 on average. Then, your average improvement is 0.425*1 + 0.575*3.5, i.e. 2.4375
That gets your skill up to 54.9375, etc.
Repeat until you get over 100%.
The problem here is, you can't have a skill of 54.9375%. If my simulation is correct, then clearly performing the calculation based on these fractional average skill levels does not reflect reality.
The simulation calculates it properly - it rolls a random number between 1 and 100, adds the INT value, compares it to the current skill or 100, adds 2-5 if it's over or adds 1 if it's not over. Then it repeats until the skill is 100 or more, and then it repeats again as many times as you specify and takes the average resulting number of improvements.