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Vernacular Wrote:In kMS yea.
Leeching is horrible EXP,
party training is more balanced.
Oh YUS. The day this comes, leechers will bi tch up a shitstorm, and we can all laugh evilly and twirl our mustaches.
EH HEE HEE HEE HEE!
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2009-08-09, 01:50 PM
(This post was last modified: 2009-08-09, 02:18 PM by Stereo.)
Main thing I don't like is the near linear party exp gain vs. exponential leveling-up exp gain.
That is, a level 160 + 160 party - splits 60-40. 160+147 splits 61.7-38.3. 160+134 splits 63.5-36.5. 160+108 splits 67.8-32.2. 160+82 splits 72.9-27.1. If you're leeching BF, extend that to 160-30 for 87.4-12.6.
But every 13 levels, exp requirement doubles. At 160-160, they need an equal amount. 160-147 the lower player needs 1/2 the exp to level up. 160-134 they need 1/4. 160-108 they need 1/16. 160-82 they only need 1/64 as much exp to level up. Under level 50 the curve changes, but it's still approximately 1/1000 as much exp to level up.
So if it went
60-40 (same)
80-20 (13 level gap)
90-10 (26 level gap)
97.5-2.5 (52 level gap)
99.375-0.625 (78 level gap)
99.961-0.039 (130 level gap)
This system would result in the leecher gaining the same %/hr at all levels. It makes it easy to calculate the ratio between same % and actual % gained by leeching:
160: 100%
147: 192%
134: 365%
108: 1288%
82: 4336%
30: 32307%
It's not hard to see why leeching is so good. If you're getting 1/4 of the exp with a 160 mage, you still gain 10 times as much exp at level 80 as you would soloing.
I'm not necessarily advocating the identical doubling rate - the curve in player strength isn't the same as the exp curve, and some normal parties would lose out on this scheme. But it should be an exponential fit, rather than a linear one, so the extreme level gaps result in extreme exp penalties on the lower player.
ex. formula fix: define X=(1.04^{level gap}) - note level gap is negative for lower player, so eg. -13 levels = 0.6(lower) to 1.66(higher)
exp(non-kill): 0.8*(Xa/[Xa+Xb])
exp(kill): 0.2+0.8*(Xa/[Xa+Xb])
etc.
For 3+ person parties, define X[i,j] = (1.04^{level gap between player i and j, li-lj})
exp(kill by player j, for player i): 0.8*(X[i,j] / sum_(k=1 to n){X[k, j]})
exp(kill by player i, for player i): 0.2+0.8*...
I think that works out ok
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fiftyschmooo Wrote:fine by me as long as everyone levels at the EXACT same pace>.> tired of pting with a bishop for like 8 hours and they gain upwards of 100M more exp than me..
No change to the calculation will do what you want - the simple fact is AMs and Bishops are killing up to 16 times more than other classes.
The difference the KMS change would make is that you would get less - They'd get more because they'd get full credit for thier kills while you get nothing.
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eos367 Wrote:No change to the calculation will do what you want - the simple fact is AMs and Bishops are killing up to 16 times more than other classes.
The final calculation I proposed in the previous post leaves equal-level current parties alone, only really affects the parties with massive level gaps. This results in strength-for your level- being more important than absolute kill rate.
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Stereo Wrote:The final calculation I proposed in the previous post leaves equal-level current parties alone, only really affects the parties with massive level gaps. This results in strength-for your level- being more important than absolute kill rate.
Which is nice and all, but has absolutely nothing to do with what the reply I posted was addressing and has nothing do with the fact that AMs/Bishops would still get more than "helpers" and nothing to do with the reality of how the formula does or will work.
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eos367 Wrote:Which is nice and all, but has absolutely nothing to do with what the reply I posted was addressing and has nothing do with the fact that AMs/Bishops would still get more than "helpers" and nothing to do with the reality of how the formula does or will work. 
I'm just saying if it's acceptable now it should still be acceptable if they changed it to that
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Stereo Wrote:I'm just saying if it's acceptable now it should still be acceptable if they changed it to that
The person I was replying to's point is that to them it wasn't acceptable the way it is now, and neither the KMS changes nor your formula would change that so it won't become any more acceptible (to them).
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I must have missed the point of that comment (the idea that somehow normal classes and Bishops could gain exp at the same rate is too foreign to me ).. I see your meaning now.
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Stereo Wrote:I must have missed the point of that comment (the idea that somehow normal classes and Bishops could gain exp at the same rate is too foreign to me ).. I see your meaning now.
Yeah, it was a very deluded train of thought that any change to the formula itself would somehow compensate for the extreme imbalance in killing potential.
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Wait, this is confusing me. To make it long story short:
Does the MS Party EXP change make it harder to leech than now, and if so how how much less EXP? Does it actually make it easier, provided the leecher is nearly an equal level with the nuker?
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IllegallySane Wrote:Wait, this is confusing me. To make it long story short:
Does the MS Party EXP change make it harder to leech than now, and if so how how much less EXP? Does it actually make it easier, provided the leecher is nearly an equal level with the nuker?
As far as I can tell, the Party EXP change reduces EXP gotten for everyone that isn't a bishop/AM. So, while this affects leechers, it also affects everyone else.
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Cactuar Wrote:As far as I can tell, the Party EXP change reduces EXP gotten for everyone that isn't a bishop/AM. So, while this affects leechers, it also affects everyone else.
That I can understand, but it does curb leeching and still encourages partying because the attackers will be roughly earning solo EXP plus bonus party EXP. Well one good news is they are just one step away from eliminating leeching. No EXP awarded for when AFKed for over 5 min = win. Heck, we need PG accuracy too.
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IllegallySane Wrote:That I can understand, but it does curb leeching and still encourages partying because the attackers will be roughly earning solo EXP plus bonus party EXP. Well one good news is they are just one step away from eliminating leeching. No EXP awarded for when AFKed for over 5 min = win. Heck, we need PG accuracy too.
Dont some versions already have PG Accuracy?
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eos367 Wrote:Actually the alleged change would make it so that each person was effectively gaining solo level XP plus party bonus.
Sorry late reply - I've been gone all day; so my understanding is that there is no leeched exp at all? That doesn't make a lot of sense. Something like what Stereo proposed where leechers get an exponentially smaller chunk of the total exp would be a lot more fair, and that's kind of what I was expecting. I wouldn't mind levelling slightly slower with a Bishop than I do now; it's still about twice as fast as I level solo.
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Dusk Wrote:so my understanding is that there is no leeched exp at all?
They based it purely on "how much damage you do to the mobs" so in the way parties with Ultimates work today, no. You'd get squat unless the latest change to the change made it better.
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2009-08-10, 12:38 PM
(This post was last modified: 2009-08-10, 12:43 PM by ZakumSlaYers.)
This update to party EXP distribution has been made to MSEA on v.79 patch if I'm not wrong.
I kept getting main exp while training if I'm the highest level in the party
SethElite Wrote:Dont some versions already have PG Accuracy?
MSEA since v.70 or something, no more low level leechers at anego now.
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I'm all for elliminating leeching and all, but I think this new formula is bullshit.
It seems that all it does is discourage partying. I mean unless your partner has buffs, whats the difference between partying and splitting the map now?
Its based on damage dealt to mobs, but with how maple is constructed, maplers dont attack each others' mobs while training, so its utterly pointless to change it in this manner.
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Vernacular Wrote:In kMS yea.
Leeching is horrible EXP,
party training is more balanced.
Time to Dance!!!
nvm... I read the rest of the thread, but I'm going to stay positive.
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