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	<title>OOC:Xkoranate RP bonus formulae - Revision history</title>
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	<updated>2026-05-17T12:54:53Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://nssportwiki.com/index.php?title=OOC:Xkoranate_RP_bonus_formulae&amp;diff=68346&amp;oldid=prev</id>
		<title>Osarius: Created page with &quot;Xkoranate has two methods of applying RP bonus when using the built-in &quot;Bonuses&quot; section, rather than directly applying RP bonus to rank or skill. Below is a summary of how these work, and their implications, as explained by Commerce Heights on the NS Sport forum  Before applying RP bonus, the participants’ skills are converted to a 0–1 scale:  &lt;math&gt;Skill = {\frac{(NominalSkill-MinimumSkill)}{(MaximumSkill-MinimumSkill)}}&lt;/math&gt;  ===Absolute=== Wi...&quot;</title>
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		<updated>2025-05-14T08:41:02Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;Xkoranate has two methods of applying RP bonus when using the built-in &amp;quot;Bonuses&amp;quot; section, rather than directly applying RP bonus to rank or skill. Below is a summary of how these work, and their implications, as explained by Commerce Heights &lt;a href=&quot;http://forum.nationstates.net/viewtopic.php?p=9773168#p9773168&quot; class=&quot;extiw&quot; title=&quot;nspost:9773168&quot;&gt;on the NS Sport forum&lt;/a&gt;  Before applying RP bonus, the participants’ skills are converted to a 0–1 scale:  &amp;lt;math&amp;gt;Skill = {\frac{(NominalSkill-MinimumSkill)}{(MaximumSkill-MinimumSkill)}}&amp;lt;/math&amp;gt;  ===Absolute=== Wi...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Xkoranate has two methods of applying RP bonus when using the built-in &amp;quot;Bonuses&amp;quot; section, rather than directly applying RP bonus to rank or skill. Below is a summary of how these work, and their implications, as explained by Commerce Heights [[nspost:9773168|on the NS Sport forum]]&lt;br /&gt;
&lt;br /&gt;
Before applying RP bonus, the participants’ skills are converted to a 0–1 scale:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;Skill = {\frac{(NominalSkill-MinimumSkill)}{(MaximumSkill-MinimumSkill)}}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Absolute===&lt;br /&gt;
With absolute bonus, the RP-modified skill is calculated as: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;RPSkill = Skill + RPBonus \times \left\vert 1-{\frac{1}{(1-RPEffect)}}\right\vert&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The RP bonus effect dictates how much of the total RP-modified skill is accounted for by the RP bonus. For example, if the RP bonus effect is 20%, then the RP-modified skill is the participant’s skill plus 25% of its RP bonus, so that RP bonus accounts for 20% of the total. The &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;maximum&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; RP-modified skill is now 1.25, so all values are divided by 1.25 before they’re fed into the scorinator.&lt;br /&gt;
&lt;br /&gt;
===Relative===&lt;br /&gt;
With relative bonus, the RP-modified skill is calculated in the same way as with relative bonus, but instead of dividing by the maximum RP-modified skill, values are divided by &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;the largest value actually achieved by a participant in the event&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; (a participant who has been placed into a group, to be precise). For example, if the best participant in the event has a skill of 0.9 and an RP bonus of 0.8, for a total of 1.1 (0.9 + 0.8 × 25%), then everyone in the event will have their RP-modified skill divided by 1.1. If no participant has an RP-modified skill greater than 1, then no rescaling occurs.&lt;br /&gt;
&lt;br /&gt;
The intent of this system is to allow athletes with the highest skill values to achieve world-class results without being penalized if no one in the event has accrued a high RP bonus (e.g., in the early stages of an event).&lt;/div&gt;</summary>
		<author><name>Osarius</name></author>
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