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| ===Bribe Cost===
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| I'll put it this way. Bribe cost is calculated in an absurd way.
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| <blockquote>
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| I'll try copying down what Quackers found in a readable manner:
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| First off the cost.
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| This is calculated in OC as your Crime Points * 5, then divided by your "BriberySkillCostDivisor", but what's a BriberySkillCostDivisor?
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| Your BriberySkillCostDivisor is equal to Skill * 0.2 * SkillFactor[1.0] * AlcoholPenalty[1.0-0.0] * (1-FailChance)[0.65] * QualityFactor[1] * RecipeSkillFactor[1]
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| The main obfuscation comes from attaching full names to unchanging values. This means the formula can be shortened to:
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| BriberySkillCostDivisor = SkillLevel * 0.13 * AlcoholPenalty[1.0-0.0]
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| (Yes, being drunk makes bribes more expensive)
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| But wait, there's more.
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| To put it "simply", a random value from -0.6 to 0.6 is generated, but it actually isn't clamped to that range, and is instead bound by the fact that numbers past those two values become exponentially more difficult to roll. Sort of like a parabola! Fun.
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| Once this random value is determined, it is then added to your BriberySkillCostDivisor and the resulting value is clamped to 0.25-2.0.
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| </blockquote>
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| '''TL;DR:'''
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| The cost in OC starts off as 5x your Crime Points, but is divided by the following:
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| What the '''cost is divided by =''' (Your '''Skill Level * 0.13 *''' How '''Drunk''' you are ranging from a '''1x multiplier to a 0x multiplier''') + A '''Random Number''' typically ranging from '''-0.6 to 0.6''', but rarely exceeding those values
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| If this results in a number '''less than 0.25 or higher than 2''', the number is then '''rounded up or down''' respectively.
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| This means that your Bribe can cost anywhere from
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| ===Bribe Success Rate===
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