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[Pre-BB] MapleStory Formula Compilation
Uhh I think I fail at searching. I swear I've seen it before, but I can't find it now.

What's the new party exp formula in KMS? D:
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From what I recall they just changed the base self-exp from 20% to 60%.

So instead of equal level party being 60-40 split (66-44 with 10% 2-person bonus, 99-66 with HS) it's 80-20 (88-22, 110-33 with HS due to HS being capped at 110% of base exp)
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Alright, thanks Stereo!
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Stereo Wrote:From what I recall they just changed the base self-exp from 20% to 60%.

So instead of equal level party being 60-40 split (66-44 with 10% 2-person bonus, 99-66 with HS) it's 80-20 (88-22, 110-33 with HS due to HS being capped at 110% of base exp)

...
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That's Nexon's fix for a little problem GMS had a while ago... Priests could get 150% of their own exp without a party (resulting in Priests soloing, because even with their lower damage it was way faster). Rather than make the skill work differently on 1 target, it now has a max exp per player amount >_>
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I might be mistaken, but I think the 1-handed sword formula (at the VERY least) is in need of updating.

Both STR and DEX are far more potent for them now than with the old formula. I don't know when it changed or what, precisely, they did to it, but it's a lot more complicated.

Given 0 STR and Y DEX, the amount of bonus that Y gives seems to be based on either weapon attack. That sounds obvious at first, but let me explain what I mean, because I guarantee it's nonobvious.

Assuming we have 0 STR and 30000 DEX and a 17 attack weapon, the old formula was:

(30000) * 17 / 100, which should be 5100. The client currently reports 11100.

So you think "okay, the secondary stat must have a multiplier now." So you calculate it out to get the client displaying correctly and it's roughly 2.157, a really ugly multiplier.

Now take a 48 attack item.

(30000) * 48 / 100, which should be 14400. The client currently reports 20400.

If you calculate this one out, it returns another ugly multiplier of roughly 1.14167.

STR is no better. If you take our test cases of 17 attack and 48 attack with 30000 str instead of dex, you get:

Old formula: (30000 * 4 * [.1 * .9]) * 17 / 100 = 1836~20400
Client displays: 23976~44400

Old formula: (30000 * 4 * [.1 * .9]) * 48 / 100 = 5184~57600
Client displays: 44064~81600

Just plain changing the multiplier doesn't seem to come close to breaking even. There's something more complicated at work. I don't know if it's a change in the way things are truncated or rounded or what.
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LazyBui Wrote:I might be mistaken, but I think the 1-handed sword formula (at the VERY least) is in need of updating.

Both STR and DEX are far more potent for them now than with the old formula. I don't know when it changed or what, precisely, they did to it, but it's a lot more complicated.

Given 0 STR and Y DEX, the amount of bonus that Y gives seems to be based on either weapon attack. That sounds obvious at first, but let me explain what I mean, because I guarantee it's nonobvious.

Assuming we have 0 STR and 30000 DEX and a 17 attack weapon, the old formula was:

(30000) * 17 / 100, which should be 5100. The client currently reports 11100.

So you think "okay, the secondary stat must have a multiplier now." So you calculate it out to get the client displaying correctly and it's roughly 2.157, a really ugly multiplier.

Now take a 48 attack item.

(30000) * 48 / 100, which should be 14400. The client currently reports 20400.

If you calculate this one out, it returns another ugly multiplier of roughly 1.14167.

STR is no better. If you take our test cases of 17 attack and 48 attack with 30000 str instead of dex, you get:

Old formula: (30000 * 4 * [.1 * .9]) * 17 / 100 = 1836~20400
Client displays: 23976~44400

Old formula: (30000 * 4 * [.1 * .9]) * 48 / 100 = 5184~57600
Client displays: 44064~81600

Just plain changing the multiplier doesn't seem to come close to breaking even. There's something more complicated at work. I don't know if it's a change in the way things are truncated or rounded or what.

You have level 20 Blessing.

Scared me for a second there.
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Well, that certainly makes me feel like an ass. Thank you for informing me.
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LazyBui Wrote:Well, that certainly makes me feel like an ass. Thank you for informing me.
Where you been? We need you to update the Attack Speed references for us~
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Aran isn't out yet, and I don't think it can be implemented in PServers yet either.
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Fiel Wrote:Aran isn't out yet, and I don't think it can be implemented in PServers yet either.

?
If you're referencing the Attack Speed updates, we're talking about the updated delays for Buccaneers in particular. I don't believe anything else had a change except maybe Boomerang Step since then?
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Is there a formula for EXP loss upon death?

There are some strange instances such as myself losing 9% EXP with (4 + 1) luk, a Hero friend losing 7% and maybe also 7% for a BM friend.
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5 + 20/LUK still works in at least some instances. That covers your 9%. If your Hero friend had a Z-helm that would explain the 7% also.

That's assuming equipment LUK counts; I don't remember if it did.
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It used to, but it doesn't anymore. Only base LUK counts.
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Credit to Chris from Kryptodev for this formula:

This formula determines what level your Monsterbook is:

numCardsNeeded = (5 * desiredMBLevel) * (desiredMBLevel + 1)

So if you wanted to know how many cards you needed for level 3:

numCardsNeeded = (5 * 3) * (3 + 1)
numCardsNeeded = 15 * 4
numCardsNeeded = 60
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Does that mean your book can de-level when you level up? :f6:
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wha... where did I say that?

EDIT: Oh, I see what you mean. "Level" in this case is not the character's level, but the level of the monsterbook.
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Fiel Wrote:wha... where did I say that?
According to your formula, as you level up, the number of cards you need for your book to be a certain level is higher. But when you level up, the number of cards you have stays the same.

The only reasonable explanation for what happens to your book is that it de-levels.
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Fiel Wrote:Credit to Chris from Kryptodev for this formula:

This formula determines what level your Monsterbook is:

numCardsNeeded = (5 * desiredMBLevel) * (desiredMBLevel + 1)

So if you wanted to know how many cards you needed for level 3:

numCardsNeeded = (5 * 3) * (3 + 1)
numCardsNeeded = 15 * 4
numCardsNeeded = 60
Added under EXP Required, since I didn't know where to stick it. I realize it's not the first place you'd think to look (not even the thread, let alone the section within it) but oh well it's there.
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Russt Wrote:5 + 20/LUK still works in at least some instances. That covers your 9%. If your Hero friend had a Z-helm that would explain the 7% also.

That's assuming equipment LUK counts; I don't remember if it did.

I guess the formula's not in this thread...

5+20/luk applies to warriors and mages. Bowmen/Thieves get 5+8/luk, I'm not sure what Pirates use (same as warriors?)

And yeah, last I checked base luk only, no bonuses.
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