''Note: You will need to adjust your pickaxe quality to stay at the line of optimal %chance success. For the most part, 20-30QL pickaxe will work for skill gain.''
== More details on mining skillgain ==
'''First Rule of mining skillgain:''' The only thing that matters for the skillgain PER SKILL TICK is the time spent on the action and the Circle of Cunning enchantment (if any) of your pick.
*TEST*
QL 28.5ish pick with CoC 65
Skill 64.2-64.3
No Sleep Bonus. Unwounded status except where noted specifically below.
Rock, Normal Quality, skill gain per 1.01-39.99 = 0.00262
Iron, Very Good, skill gain per 1.01-39.99 hit = 0.00262
Zinc, Very Good, skill gain per 1.01-39.99 hit = 0.00262
Lead, poor (22), skill gain per 1.01-21.99 hit = 0.00262
(For the lead, note that you cannot see 22-39.99 hits because they are capped as 22. You also cannot see what would normally have been 40+)
Tin, Very Good, skill gain per 1.01-39.99 hit = 0.00262
Copper, Normal Quality, skill gain per 1.01-39.99 = 0.00262
With a single very light wound, I generated skillgains of 0.00270 on the copper, tin, and rock tests. The wound increased my mining timer slightly.
'''Second rule of mining skillgain:''' When mining inside mines, on walls, you will only get skillgains if you generate rock or ore between QL 1.01 and 39.99.
A) This rule does *NOT* hold for surface mining or tunneling.
B) It MAY not hold for mining straight up or straight down in mines. I'm pretty sure the skillgain calculations for mining ceilings or floors are different. I was slack and did not test this.
C) It MAY not hold for miners with skill less than 50 (I'm 64 skill)
*SPECIAL NOTE - Apparently the quality of the ore or rock you generate is *initially* calculated without consideration to the QL of the tile - the quality of the vein is compared to the quality of your hit. If your hit quality is higher than the QL of the tile, then it is revised downwards to the QL of the tile. See the first example above. I was getting lead hits at maximum possible QL for the vein, but they were giving me skill only sometimes. I've seen the same thing happen with other ores with less than 40 QL, but until recently I never put it together how it had to be working.
A) QL=1 is a critical failure and gives you no skill
B) QL>39.99 is too good of a success, and you get no skill
C) Veins or rock tiles with less than 40 QL can give skillgain even if you max their QL, but it's harder to judge based on your pile what sort of success rate you are achieving because the max QL of the tile masks the actual quality of your hits.
'''Third rule of mining skillgain:''' Your pick quality and enchantment is critical to your choice of what ore you mine.
In order to fully optimize your skillgain PER HIT, you need the lowest possible quality pick which will allow you to frequently create ore or rock (in a mine) between 1.01 and 39.99 quality.
However, a slightly faster pick, on a different type vein, might end up generating just as much skillgain, because you are hitting for skill more often, even if you are getting a bit less skill PER HIT.
Another consideration: A quality 30ish pick is going to maintain it's status and it's enchantment FAR better than a QL 10 pick will, and a QL 1 pick will poof if you aren't very careful watching your pick's damage level.
So the most efficient method for mining skillgain would *probably* be to acquire a QL30-ish steel pick (steel is rumored to take less damage and hold enchantments better) with very high Circle of Cunning enchantment and jump on some high QL ores until you determine which types of ores give you the most hits between 1.01 and 39.99 QL, then find a horrible trash QL version of that ore and go to town mining it.
If your skilling pick is also your everyday use pick, then look around and experiment on different ores that you have access to, again looking for an ore type that you generate a lot of hits between 1.01 and 39.99 quality
== Other considerations ==