Original formula in question looks like the following:
fEnchantingSkillCostMult * (BaseEffectCost * SoulGemUsedCharges / GrandSoulGemCharges)^fEnchantingCostExponent * (1 - sqrt(skill*fEnchantingSkillCostBase)))(more detailed description of the values used in the formula can be found here or here)
Blue part of the formula is essentially some constant value depending on what enchantment you're creating and what Soul Gem will be used.
Red part of the formula is exactly the reason as
y = (1 - sqrt(ax)) is a
decreasing function which makes the whole price formula also decreasing.
Green Part of the formula is a flat multiplier for the whole formula, which allows injecting of any arbitrary multiplier. This is used by Reversed formula to achieve the result.
Fixed FormulaThis variant doesn't do much and only sets the
fEnchantingSkillCostBase to 0:
fEnchantingSkillCostMult * (BaseEffectCost * SoulGemUsedCharges / GrandSoulGemCharges)^fEnchantingCostExponent * (1 - sqrt(skill*0)))
which after simplification becomes this:
fEnchantingSkillCostMult * (BaseEffectCost * SoulGemUsedCharges / GrandSoulGemCharges)^fEnchantingCostExponent
as you can see there is no longer a trace of
skill level in the formula, the final price will result exclusively on an actual value of enchantment and the soul gem used in the process.
Reversed FormulaThis variant utilizes
fEnchantingSkillCostMult to inject
multiplicative inverse of the
Red part to completely negate the effect of the latter and then add alternative function for skill level
(1 + sqrt(skill*fEnchantingSkillCostBase)) which is an
increasing function. And to take this change into account it slightly modifies original
fEnchantingSkillCostMult so that the Reversed formula will match the same price at Enchanting = 100.
The end result looks like this:
(fEnchantingSkillCostMult^0.75)*(1 + sqrt(skill*fEnchantingSkillCostBase)) * (BaseEffectCost * SoulGemUsedCharges / GrandSoulGemCharges)^fEnchantingCostExponent Here is an illustration that compares Vanilla, Fixed and Reversed formulas:
Spoiler:
Show
This diagram illustrates how an arbitrary Enchantment with
BaseEffectCost=157(can't remember which enchantment I took as example) will be priced throughout leveling Enchanting skill.
Check the interactive diagram
here to see how formula behaves with various parameters.
Legend:
M:
fEnchantingSkillCostMult b:
BaseEffectCost
F:
fEnchantingSkillCostBase
E:
fEnchantingCostExponent
Red: Vanilla formula
Blue: Fixed formula
Green: Reversed formula
Black: Guidelines for Vanilla min (15) and max (100) skill levels
All values there have configured meaningful ranges, so you can see how certain changes will be reflected in the price.