Ok, this is a very long and strenuous process which is probably 1/4 of the way done so far, but I wanted to post what I have up to now to allow for some formulas or theories to be determined. This first part of the testing began at 100 AS skill and continued testing at intervals of 25 AS skill.
Code:
AS Skill AS Total 1x Mult 1x % rate 2x Mult 2x % rate 3x Mult 3x % rate 4x Mult 4x % rate 5x Mult 5x % rate 6x Mult 6x % rate
100 1156 1154 0.998269896 2 0.001730104
125 2042 1981 0.970127326 61 0.029872674
150 1358 1284 0.9455081 74 0.0544919
175 1086 993 0.914364641 93 0.085635359
200 1387 1218 0.87815429 168 0.12112473 1 0.000720981
225 2267 1939 0.855315395 302 0.133215704 26 0.011468902
250 1366 1141 0.835285505 177 0.129575403 48 0.035139092
275 1355 1078 0.795571956 208 0.153505535 69 0.050922509
300 2582 1984 0.768396592 468 0.181254841 129 0.04996127 1 0.000387297
325 1293 976 0.75483372 224 0.173240526 83 0.064191802 10 0.007733952
350 1358 968 0.71281296 272 0.200294551 98 0.072164948 20 0.014727541
375 1624 1124 0.692118227 340 0.209359606 109 0.067118227 51 0.031403941
400 1627 1099 0.675476337 347 0.213275968 115 0.070682237 64 0.039336202 2 0.001229256
425 1021 659 0.645445642 221 0.216454456 96 0.094025465 42 0.041136141 3 0.002938296
450 1139 676 0.593503073 292 0.256365233 96 0.08428446 56 0.049165935 19 0.016681299
475 1085 617 0.568663594 302 0.278341014 107 0.098617512 41 0.037788018 18 0.016589862
500 1624 924 0.568965517 437 0.26908867 149 0.091748768 71 0.043719212 40 0.024630542 3 0.0018473
Sorry if it is a bit cluttered, it's difficult for me to copy from excel and into the forums like this.
While it does appear that every 100 AS skill opens a new AS multiplier, the chance of that new mult occuring are incredibly low. Other than that, there was a consistent decrease in the rate of 1x multipliers until the 500 AS skill level, while the other multipliers seemed to fluctuate the higher the AS skill went.
Even with a trial of 1000 aimed shots it seems that the percent rate can be off so establishing an effective degree of error in these trials would help make determining a potential formula for rates easier. Otherwise, I think a more extensive !as module that simply lists the rates above and below whatever skill level a player inputs should allow them to determine about how effective their AS would be.
That's all I have so far, the rest of my testing will be in multiples of 100 AS skill up to whatever the maximum potential AS I can reach is. If there are any specific AS skill levels I should check please ask and I will try to run those as well.
Code:
AS Skill AS Total 1x Mult 1x % rate 2x Mult 2x % rate 3x Mult 3x % rate 4x Mult 4x % rate 5x Mult 5x % rate 6x Mult 6x % rate 7x Mult 7x % rate 8x Mult 8x % rate 9x Mult 9x % rate 10x Mult 10x % rate 11x Mult 11x % rate 12x Mult 12x % rate 13x Mult 13x % rate 14x Mult 14x % rate 15x Mult 15x % rate 16x Mult 16x % rate
500 1624 924 0.568965517 437 0.26908867 149 0.091748768 71 0.043719212 40 0.024630542 3 0.001847291
600 4019 1743 0.433689973 1372 0.341378452 459 0.114207514 227 0.056481712 120 0.029858174 92 0.022891266 6 0.001492909
700 2708 858 0.316838996 1071 0.39549483 357 0.13183161 154 0.056868538 119 0.04394387 90 0.03323486 54 0.019940916 5 0.001846381
800 3703 837 0.226032946 1631 0.440453686 493 0.133135296 254 0.068593033 199 0.053740211 121 0.032676208 99 0.02673508 64 0.017283284 5 0.001350257
900 2926 313 0.106971975 1453 0.496582365 504 0.172248804 250 0.085440875 133 0.045454545 103 0.03520164 81 0.027682843 48 0.016404648 35 0.011961722 6 0.002050581
1000 2626 0 0 1471 0.560167555 485 0.184691546 239 0.091012947 146 0.055597867 103 0.039223153 73 0.027798934 40 0.015232292 34 0.012947449 32 0.012185834 3 0.001142422
1100 2518 0 0 1237 0.491262907 522 0.207307387 242 0.096108022 159 0.063145353 117 0.046465449 69 0.027402701 53 0.021048451 44 0.017474186 47 0.018665608 24 0.009531374 4 0.001588562
1200 2523 0 0 1066 0.422512881 587 0.232659532 257 0.101862862 174 0.068965517 126 0.049940547 83 0.032897344 64 0.025366627 53 0.021006738 45 0.01783591 40 0.015854142 24 0.009512485 4 0.001585414
1300 2726 0 0 1054 0.386647102 642 0.235509905 322 0.11812179 199 0.073000734 152 0.055759354 91 0.033382245 69 0.025311812 79 0.028980191 36 0.013206163 25 0.009170946 32 0.011738811 24 0.008804109 1 0.000366838
1400 2405 0 0 798 0.331808732 619 0.257380457 284 0.118087318 203 0.084407484 135 0.056133056 77 0.032016632 76 0.031600832 44 0.018295218 32 0.013305613 46 0.019126819 36 0.014968815 29 0.012058212 21 0.008731809 5 0.002079002
1500 3528 0 0 973 0.275793651 987 0.279761905 515 0.145975057 274 0.077664399 191 0.054138322 147 0.041666667 94 0.026643991 77 0.021825397 75 0.021258503 54 0.015306122 35 0.009920635 45 0.012755102 34 0.009637188 22 0.006235828 5 0.001417234
Here is my next set of data in intervals of 100 and between the skills of 500 aimed shot and 1500 aimed shot. I tried to test with a larger sample size here because of the number of multipliers increasing at each interval.
It seems that the base multiplier for Aimed Shot becomes 2x somewhere between 900 and 1000 aimed shot skill, likely close to if not 1000 aimed shot skill. The 2x mult also continues to increase for a while but quickly starts to decrease at almost the same rate it was increasing, so a point at which 3x mult becomes the base multiplier might even become predictable.
The higher mult values also seem to fluctuate a bit, not maintaining a steady slope or even a positive trend. There may be a pattern here but that would be more for someone better educated in higher mathematics to help determine.
I will setup again after a bit of a break from testing and try to continue the testing until I reach a maximum of aimed shot skill. I may also test aimed shot at a few points, most likely 500, 1000, and 1500 skill with a non-agent profession and verify that all professions utilize the same AS mechanic (which I am sure they do but it still helps to check).
I also have all my data saved in an excel spreadsheet if anyone would like a copy just PM me with an email address which I can send it to.