MajorMUD Formula's Quesion MMud Experts Only

syntax53
Posts: 0
Joined: Wed Apr 03, 2002 6:00 am

Re: MajorMUD Formula's Quesion MMud Experts Only

Post by syntax53 »

Originally posted by Speed

You say poh-tay-toh, he says poh-tah-toh, but it's still the same god damned potato. :)



a-men, let it rest already
EvanElias
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Joined: Mon Jul 05, 2010 12:42 am

Re: MajorMUD Formula's Quesion MMud Experts Only

Post by EvanElias »

well, the second half of my post was on-topic at least :P
Reckless

Re: MajorMUD Formula's Quesion MMud Experts Only

Post by Reckless »

I think the exp should be easy to calculate. You can use megamud's calc and set a class to 1%, 1% and that should reveal some telling info, or so I'd think.
EvanElias
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Joined: Mon Jul 05, 2010 12:42 am

Re: MajorMUD Formula's Quesion MMud Experts Only

Post by EvanElias »

I don't see how 1% would be any more telling than 100%? :dunno:
Reckless

Re: MajorMUD Formula's Quesion MMud Experts Only

Post by Reckless »

smaller #'s to deal with
Helmut
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Joined: Mon Dec 24, 2001 6:00 am

Re: MajorMUD Formula's Quesion MMud Experts Only

Post by Helmut »

...for the simple-minded :D
Reckless

Re: MajorMUD Formula's Quesion MMud Experts Only

Post by Reckless »

would you rather deal in long integers or shorter integers? :P
Sterlin

Re: MajorMUD Formula's Quesion MMud Experts Only

Post by Sterlin »

uhm, the exp chart should be HELLA easy to figure out



A Human Warrior is a 0% race 100% class xp, right? So just figure out the entire xp chart for a human warrior. Then you add the mods. Most likely, Metro doesn't use a 'formula' to determine xp, it's likely a table they wrote that the xp modifiers simply modify to find out the xp. That would explain the xp/level drops you see at certain points a lot easier than some obscure formula used by Metro... and remember, the laziest way to code something, is usally the way that is most used.
Speed
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Joined: Sun Jan 13, 2002 6:00 am

Re: MajorMUD Formula's Quesion MMud Experts Only

Post by Speed »

Umm.... no... metro uses a formula, dude. They also use modifiers at certain levels to reduce that formula. The laziest way to code an exp table is to give it a formula, not to sit there and write out a table for levels 1-(what level has edge gotten, 2500?). There's a formula. If it's HELLA easy to figure out, go ahead.
EvanElias
Posts: 0
Joined: Mon Jul 05, 2010 12:42 am

Re: MajorMUD Formula's Quesion MMud Experts Only

Post by EvanElias »

Originally posted by Sterlin

uhm, the exp chart should be HELLA easy to figure out



A Human Warrior is a 0% race 100% class xp, right? So just figure out the entire xp chart for a human warrior. Then you add the mods. Most likely, Metro doesn't use a 'formula' to determine xp, it's likely a table they wrote that the xp modifiers simply modify to find out the xp. That would explain the xp/level drops you see at certain points a lot easier than some obscure formula used by Metro... and remember, the laziest way to code something, is usally the way that is most used.



Dude, did you even READ my post?



It's *definitely* a formula first of all, as I said, I discovered the base formula a long while ago.



Secondly, those drops you see at certain points are simply *modifiers inserted into the exp formula at certain levels*, the release notes say as much exactly!



Thirdly as more proof it's a formula, even with a 100% exp combo, the exp numbers are odd values at lower levels (like exp needed for some lower level might be 145829 exp, ie, its not a "clean" number)



Fourthly, as was said, a table is MORE time-consuming to code than a formula.
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