After seeing several questions and confusion regarding persuasion on the Forum, I decided to do some testing and share the results:


Black Ring Camp - ACT 3 - MEM CHECK

Test 1 - 0 PER / 0 MEM = Fail = Failable test
Test 2 - 0 PER / 34 MEM = Fail
Test 3 - 0 PER / 100 MEM = Fail (Broken, ignore)
Test 4 - 0 PER / 500 MEM = Fail (Broken, ignore)
Test 5 - 0 PER / 10000 MEM = Fail (Broken, ignore)

Test 6 - 5 PER / 0 MEM = Fail
Test 7 - 5 PER / 50 MEM = Pass (I was starting to think it was impossible)
Test 8 - 5 PER / 10 MEM = Fail = PER is absolutely not an independent check.
Test 9 - 1 PER / 10.000 MEM = Fail (Could be that there is a hard cap on how much of the attribute is used, or you need to pass an attribute check AND a PER check) (Broken, Ignore)
Test 10 - 4 PER / 40 MEM = Fail
Test 11 - 5 PER / 40 MEM = Pass (Check too hard for conclusive results, since only 5 PER can ever pass it)
Test 12 - 6 PER / 0 MEM = Pass

Test 13 - 5 PER / 25 MEM = Pass
Test 14 - 5 PER / 20 MEM = Fail
Test 15 - 5 PER / 23 MEM = Fail
Test 16 - 5 PER / 24 MEM = Pass

So far:
PER alone is not enough to pass a check
Checks either have both an attribute and a PER check or there is a cap for how much an attribute can contribute.

Ship Magisters - ACT 1 SHIP - INT CHECK
Test 1 = 0 PER / 10 INT = Fail
Test 2 = 1 PER / 10 INT = Pass
Test 3 = 1 PER / 0 INT = Pass
Test 4 = 0 PER / 40 INT = Pass
Test 5 = 0 PER / 20 INT = Pass
Test 6 = 0 PER / 15 INT = Pass
Test 7 = 0 PER / 13 INT = Pass
Test 8 = 0 PER / 12 INT = Pass
Test 9 = 0 PER / 11 INT = Fail

Since at 0 of the attribute and 1 PER the check always passes, this check is too easy for conclusive results.

Stingtail - ACT 1 - INT Check
Test 1 = 0 PER / 10 INT = Fail
Test 2 = 0 PER / 30 INT = Pass
Test 3 = 0 PER / 20 INT = Pass
Test 4 = 0 PER / 15 INT = Pass
Test 5 = 1 PER / 0 INT = Pass

Stingtail - ACT 1 - MEM Check
Test 1 = 1 PER / 0 MEM = Fail
Test 2 = 5 PER / 0 MEM = PASS
Test 3 = 1 PER / 20 MEM = Fail
Test 4 = 1 PER / 40 MEM = Fail
Test 5 = 1 PER / 201 MEM = Fail (Broken, ignore)
Test 6 = 2 PER / 0 MEM = Fail
Test 7 = 3 PER / 0 MEM = Pass
Test 8 = 2 PER / 40 MEM = Pass
Test 9 = 2 PER / 25 MEM = Pass
Test 10 = 2 PER / 15 MEM = Pass
Test 11 = 2 PER / 10 MEM = Fail
Test 12 = 2 PER / 13 MEM = Fail
Test 13 = 2 PER / 14 MEM = Pass

Test 14 = 1 PER / 70 MEM = Fail (70 is the max, 30 stats and Lonewolf, without breaking the softcap, still, can't know how much goes for the check)

At this point I found out that the way I was breaking the cap wasn't working, which is why I wrote "(Broken, ignore)" on several results, those are all useless, as the attribute was not propperly working (this probably means the 0's should be treated as 10's too).

Afterwards I continued on the same Stingtail check.

Test 15 = 1 PER / 590 MEM = Fail (This time with the attribute on items, so I'm certain it was working, still can't be sure if there is a hardcap for persuasion purposes though).


The more relevant results are in bold.

From those results, there are 2 possible conclusions:

Conclusion 1 - All checks have 2 ways of being passed: either have X persuasion, or have X-1 persuasion and Y of the relevant attribute.

Conclusion 2 - Both the attribute and the Persuasion skill are relevant for the check. But for the purpose of a persuasion check there is a hard cap on the relevant attribute.


Note that conclusion 1 could be false: if the persuasion gives a very large contribution to the relevant stat, large enough that it can't be met with attributes because of the hardcap.

Or, conslusion 2 could be false: and each level of persuasion changes the attribute requirements to pass a check.


This doesn't absolutely answers it, but narrows it down to 2 possibilities.


As far as playing is concerned, it appears that attributes over 14 # are irrelevant, checks normally require 14 # attribute + x-1 persuasion, or x persuasion. 14 # is also the largest requirement on equipment so it makes some small ammount of sense, for now. (edit: stats above 14 appear to be relevant at some checks, probably it increases as the games goes forward, the remaining conclusions remain the same)

For absolute certainty I'd need a check where it is possible to pass at 3 different values of persuasion, that is probably the only way to pinpoint the hardcap and how exactly persuasion contributes to the check.


Until someone datamines the requirements this should settle some confusion for players.

Cheers!

Last edited by NeoAnubis; 17/10/17 10:22 PM.