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Thread: EXP Chart

  1. #1
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    EXP Chart

    Does anyone know where there is an Accurate EXP chart?

    I have been using the one from hackersquest.com and always looked good until 55 it shows I need 30,000,000EXP and I really need 55,000,000.

    Was something changed here?

    Also did anyone hear about the rumor to remove Hell lvls? I hear its going to be retroactive so if your higher lvl yo ushould get lots of EXP on tuesday IF IT'S TRUE.
    /em crosses his fingers

  2. #2
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    that removing hell levels sounds like total bs to me... but anyway

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    We can always hope.. but even if they do, they are just going to remove the XP difference from everyone so they dont level up more.. otherwise anyone over 30 would gain 1 lvl, 35 would gain almost 2, 40 would be about 2.5 lvls.. etc.. would be insane.

    --Jeeves

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    Exp gained from mob:
    Level * level * ZEM * Class <- Blue or higher, lightblue are .5 or .25 times this

    Exp needed to level

    (Level^3 - (Level -1)^3)*Race*Class*LMOD*1000

    so to find the exp needed to clear any level is:

    ((Current_Level^3)*LMOD - ((Current_Level - 1)^3)*(Current_Level - 1 LMOD))*Race*Class*1000

    Class is now in both equations for all classes but Rogues and Warriors because VI took out the class penalties by multiplying the exp gained by your class penalty. Warriors and Rogues still benefit from having a Class mod of .9 (vs. the Equivalent of 1 for all other classes).

    LMOD is as follows:

    Level < 30: 1
    Level < 35: 1.1
    Level < 40: 1.2
    Level < 45: 1.3
    Level < 51: 1.4
    Level < 52: 1.5
    Level < 53: 1.6
    Level < 54: 1.7
    Level < 55: 1.9
    Level < 56: 2.0
    Level < 57: 2.1
    Level < 58: 2.2
    Level < 59: 2.4
    Level < 60: 2.5

    Class is as follows:

    Bard: 1.4
    Cleric: 1
    Druid: 1
    Enchanter: 1.1
    Magician: 1.1
    Monk: 1.2
    Necromancer: 1.1
    Paladin: 1.4
    Ranger: 1.4
    Rogue: .905
    Shadowknight: 1.4
    Shaman: 1
    Warrior: .9
    Wizard: 1.1

    Race is as follows:
    Barbarian: 1.05
    Dark Elf: 1
    Dwarf: 1
    Erudite: 1
    Gnome: 1
    Half-elf: 1
    Halfling: .95
    High elf: 1
    Human: 1
    Iksar: 1.2
    Ogre: 1.15
    Troll: 1.2
    Wood elf: 1

    So plug in the numbers and figure them out for yourself. Just to have it said again: before anyone goes arguing about them removing class penalties from the equations, they DIDN'T. What they do now is, with the exception of the Rogue and Warrior, multiply the exp you get from the kill by your Class modifier. This in essence removes it from the game without taking exp away from characters or having them suddenly level overnight.
    Last edited by Cryonic; 03-15-2002 at 11:40 AM.

  5. #5
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    3 questions.

    1) Do light blue mobs also follow the level*level*zem*class formula? Or do they use a different formula?

    2) Your LMODs indicate that 59 is not a hell level. It is a linear progression from 55 on according to your charts. Is there a typo or are 300,000 EQ players wrong about 59th?

    3) If I read your formulas right, then the xp a dwarf paladin needs to get thru 55th is this:

    ((55*55*55*2) - (54*54*54*1.9)) * 1.4 * 1 = 46,995.76

    1 level 45 mob is worth 45*45*1.4*1 in a zone with no zem. This is 2,835xp. So the paladin needs to kill only 16.58 low dark blues to level. This seems untrue in practice. Did I misuse the formula or misread your post? Or is that true?

    Skellt

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    Thanks

    Light blue mobs(Correct me if I am wrong) when they 1st turn light blue 1/2EXP then next ones down 1/4 and I think anything lower than that doesnt give EXP. If it does its not enough to give 1/330

  7. #7
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    Originally posted by skellt
    3) If I read your formulas right, then the xp a dwarf paladin needs to get thru 55th is this:

    ((55*55*55*2) - (54*54*54*1.9)) * 1.4 * 1 = 46,995.76

    1 level 45 mob is worth 45*45*1.4*1 in a zone with no zem. This is 2,835xp. So the paladin needs to kill only 16.58 low dark blues to level. This seems untrue in practice. Did I misuse the formula or misread your post? Or is that true?

    I have to agree that something doesn't ring true in theese equations... there is no way a 55 wood elven druid can be:
    ((55^3)*1.9 - (54^3)*1.7)*1*1 = 48,423.7

    If it were, one raptor out in OOT would be enough to level on I'd think!

    I believe there must be something missing from Cryonic's post or that I don't understand its correct application... If its the latter, I'd love a bit more detail so I can understand it, or if its the former I'd like to know whats missing so I can plug in the right numbers!

  8. #8
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    sorry, fixed the equations up a little.

  9. #9
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    Unless I'm really missing something, I believe the LMOD, Class, and Race figures are off by a decimal point, so the tables would be as follows:

    LMOD is as follows:
    • Level < 30: 10
    • Level < 35: 11
    • Level < 40: 12
    • Level < 45: 13
    • Level < 51: 14
    • Level < 52: 15
    • Level < 53: 16
    • Level < 54: 17
    • Level < 55: 19
    • Level < 56: 20
    • Level < 57: 21
    • Level < 58: 22
    • Level < 59: 24
    • Level < 60: 25


    Class is as follows:
    • Bard: 14
    • Cleric: 10
    • Druid: 10
    • Enchanter: 11
    • Magician: 11
    • Monk: 12
    • Necromancer: 11
    • Paladin: 14
    • Ranger: 14
    • Rogue: 9.05
    • Shadowknight: 14
    • Shaman: 10
    • Warrior: 9
    • Wizard: 11


    Race is as follows:
    • Barbarian: 10.5
    • Dark Elf: 10
    • Dwarf: 10
    • Erudite: 10
    • Gnome: 10
    • Half-elf: 10
    • Halfling: 9.5
    • High elf: 10
    • Human: 10
    • Iksar: 12
    • Ogre: 11.5
    • Troll: 12
    • Wood elf: 10


    For the curious these values can be found in the util.cpp file in the calc_exp routine. Although it calculates out the total experience for the level, so:
    exp_Level = (Level^3) * LMOD * Class * Race

    and to calculate the experience required to move between levels
    showeq does:
    exp_required = calc_exp(Level) - calc_exp(Level - 1)

    This is because it needs the full base experience from the previous level for other purposes.

    Using the above values and Cryonics formula yields for a level 54 wood elven druid to get to level 55 would require:
    ((55^3)*19 - (54^3)*17)*10*10 = 48423700

    And inside ShowEQ it does:
    ((55^3)*19*10*10) - (54^3)*17*10*10) = 48423700

    Which seems somewhat closer to reality.

    Enjoy,
    Zaphod (dohpaZ)
    Last edited by Zaphod; 03-15-2002 at 12:04 PM.
    Chief Software Engineer of the Apocalypse.
    http://showeq.doomed.to/
    SourceForge.net user: dohpaz.

    Personal thank you donations are now accepted.

  10. #10
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    Go here...

  11. #11
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    Nice, Thanks

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    The chart that Kurack links to, looks totally correct to me. It shows slightly higher LMODS for 56+ than Cryonic's chart, but is otherwise the same. Unfortunately the maker of the chart doesn't apply hybrid class bonus per kill, so his rightmost column seems to be incorrect. I emailed him about it.

    Skellt

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    Hell levels

    To address an earlier comment:

    Pre-50 hell levels = gone.
    I've seen it with my own characters... on a side note, the level after hell (ie: 31, 36, 41, 46) seems to be slower than previous. My thought is that they probably evened out the curve quite a bit.


    51-59 are appear unchanged.

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    Thats what they said

    Thats what they said. It will still take the same amount of xp to get to level 50 just wont be as curvy.

    As to their Mathmagics.....some people are going to loose xp, they have too.

    Think about it the easiest thing for them to do is straighten the curve then go to each player and calculating where they'd be on that curve given they same point in the current level.

    given that a human warrior (by the OLD charts) needs
    157,500,000 xp
    level 30 starts at 21,950,100
    and ends at 26,730,000
    needing 4,779,900 xp

    now that level 30s xp needs only about 3,100,000 since the curve as been flatten and about 460k of xp is applied to each level after (I know that is linear but for the example it is good enough)
    If someone had 3,100,000 in level 30 they'd be about
    65% of the way through the level but if they kept them at 25,050,100 they would have logged in and dinged. So what Verant have had to do is go
    Ok new point is for level 31 is 25,050,100 instead of 26,730,000
    to keep this guy in level 30 at the same point we need to put him at 65% of the way through the current level which is

    (25,050,100 - 21,950,100 ) * .65 = new xp in current level 2,015,000

    thus they made this player loose 1 million xp. The people that get hurt is everyone if I've figured it right. The closer you are to a hell level the better off you are but still almost everyone is going to get hit that has a char between 30 and 50.

    Because everyone sees the same point on the xp bar they won't even realise over all they've taken less than 1% of the total xp to level 50 for this guy but still we shouldn't be fooled.

    RSB
    RSB

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    Actually, they were also quoted as saying "It is no easier to get to level 50 now."

    My guess is the adjusted all XP curves to even out the hell levels. No experience got removed to get to 50. To figure "current" XP for a player they took the percentage through their current level, and adjusted their raw XP so it would stay at the curr percentage.

    Just my thoughts, I could be way off... This is how I would do it if I was in their position.. nobody "looks" like they are gaining or losing XP, nobody gets to 50 any faster/slower than before (from level 1, not from any specific level).. every one is blissfully ignorant of any slowdown that has happened, because it is spread out between all the non-hell levels, but the speed increase is huge in the hell levels...

    --Jeeves

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