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NEW EXP TABLE
#61
Question Wrote:Those who got perm safty charm will have huge advantage on death XD lucky me I got one wish my other char can get some too

I hope they bring perm safety charms back.

However... -5% from level 100 Ambition, -4% from Cannoneer card, and -1% from a grade C Undead in Monster Life, should be enough to ensure no exp loss at death at all. Right?
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#62
SaptaZapta Wrote:I hope they bring perm safety charms back.

However... -5% from level 100 Ambition, -4% from Cannoneer card, and -1% from a grade C Undead in Monster Life, should be enough to ensure no exp loss at death at all. Right?

The least you can lose is 5%, I think Takebacker or Justin proved it.
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#63
66alex66 Wrote:The least you can lose is 5%, I think Takebacker or Justin proved it.

Well then... death is now quite terrifying again (at least at those levels).
Yay? I don't think so.
Methinks this calls for different penalties upon death.
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#64
TrollHunter Wrote:Well then... death is now quite terrifying again (at least at those levels).
Yay? I don't think so.
Methinks this calls for different penalties upon death.

I don't mind, I think the game is more fun when there's something at stake. Although others think that a chance to die and lose exp justifies them not doing anything to risk losing exp, like pq, boss, and even train Tongue
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#65
66alex66 Wrote:The least you can lose is 5%, I think Takebacker or Justin proved it.
Which is wierd since the Undead monster life potential goes up to -7% EXP loss.
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#66
66alex66 Wrote:I don't mind, I think the game is more fun when there's something at stake. Although others think that a chance to die and lose exp justifies them not doing anything to risk losing exp, like pq, boss, and even train Tongue

Oh I'm not saying nothing should be at stake. Obviously there should be penalties for death... but when the exp lost becomes as extreme as it will at those levels... that's just a bit much in my eyes.
I'm not sure what it could be effectively changed to though.
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#67
TrollHunter Wrote:Oh I'm not saying nothing should be at stake. Obviously there should be penalties for death... but when the exp lost becomes as extreme as it will at those levels... that's just a bit much in my eyes.
I'm not sure what it could be effectively changed to though.

Death is already annoying enough that people avoid it. The lost time for the journey back is already usually punishment enough. If it takes me 5 minutes to get back to where I was that's 5 minutes of training lost. I'm already going to avoid death.

This is a lot like the concept of lives in platformers. It's generally a bad mechanic that only still exists because it's been grandfathered in by old franchises like Mario. I'm already being punished for dying by going back to the beginning of the level, why do I need to worry about how many times I've done it as well? I already don't want to die, I don't need something else to further discourage and potentially frustrate me. Too much of a punishment for death can create a sense of paranoia which can make the gameplay unfun. I'm not going to have fun playing a game if the entire time I'm just terrified of failure. There's always room for games that try to make you feel a sense of loathing because of the penalties for death (ZombiU does it well with its permadeath) but I don't know if those mechanics belong in a cartoon MMO.
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#68
Lv 200 > Lv 210 Exp = Lv 1 > Lv 200 ~3 Time Excellent

Lv 249 > Lv 250 Exp = Lv 1 > Lv 200 ~33 Time Eek
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#69
Kabanaw Wrote:Death is already annoying enough that people avoid it. The lost time for the journey back is already usually punishment enough. If it takes me 5 minutes to get back to where I was that's 5 minutes of training lost. I'm already going to avoid death.

This is a lot like the concept of lives in platformers. It's generally a bad mechanic that only still exists because it's been grandfathered in by old franchises like Mario. I'm already being punished for dying by going back to the beginning of the level, why do I need to worry about how many times I've done it as well? I already don't want to die, I don't need something else to further discourage and potentially frustrate me. Too much of a punishment for death can create a sense of paranoia which can make the gameplay unfun. I'm not going to have fun playing a game if the entire time I'm just terrified of failure. There's always room for games that try to make you feel a sense of loathing because of the penalties for death (ZombiU does it well with its permadeath) but I don't know if those mechanics belong in a cartoon MMO.
i think i saw somewhere that you dont lose exp after level 200.i can be wrong though
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#70
We did some back-of-the-envelope math on this back in February

SaptaZapta Wrote:Well, let's do the math.

Currently the highest-exp training map in the game is Knight's Chamber 5, with a spawn of 17 Advanced Knight E. We will, of course, assume that the mad leveller can kill them faster than they spawn, which means 17 per 10 seconds.
Each Advanced Knight E gives 124,671 exp base.
17 of them give 2,119,407.
There are 360 10-second intervals per hour, so base exp per hour tops out at 762,986,520.

Now, let's assume HS, 2x, Mercedes Link Skill, Pendant of the spirit, and a full party of leeches (nvm that KC5 isn't safe). Gotta run out now so going to handwave that to maybe 10b exp her hour.

How many total exp did 200-250 add up to?

I'm sure somebody can finish these calculations before I come back, but if not, I will.

Justin Wrote:at 10billion exp an hour (lol not going to happen) it would take 43 days of 24/7 playing to hit 250.

Or 129 days at 8 hours of grinding per day. So 4 months.

Anybody feel like redoing this, taking new areas and Kishin into account?
(Also the most up-to-date exp table, not sure what Justin was using back then)
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#71
It's 1845 hours of 2x exp at Knight's Chamber 5 if exp penalties for level differences exist.

I used the following if anyone cares.
 Spoiler

edit: actually it should take longer than that, I forgot to put something to account for exp splits for party.
edit: There's also a glitch in level penalty. I'm using next level to calculate it, but I should be using current level instead.
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#72
horakung Wrote:Lv 200 > Lv 210 Exp = Lv 1 > Lv 200 ~3 Time Excellent

Lv 249 > Lv 250 Exp = Lv 1 > Lv 200 ~33 Time Eek

200-210 3x 200 is still so hard........... that like getting 3 more level 200 for just 10 level? I rather make 3 level 200 instead getting 10more level
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#73
Question Wrote:200-210 3x 200 is still so hard........... that like getting 3 more level 200 for just 10 level? I rather make 3 level 200 instead getting 10more level

The thing you have to consider is: Most of 1-200 requires little to no exp at all... even stronghold takes care of most of that exp quite easily. Now take into account the new ares if they're better? Yeah, 200-210 shouldn't be too big of an issue.
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#74
But seeing that there will be places to that high levels.. expect normal mobs that gives MILLIONS of EXP.
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#75
Dark Zero Wrote:But seeing that there will be places to that high levels.. expect normal mobs that gives MILLIONS of EXP.
But now you are getting into the problem. If Nexon makes normal mobs that give such high exp, you have to keep the lower leveled folk from getting to them. With Stronghold, the lvl 160 doorway does that well. You'll need to enforce that similarly in the high-leveled areas.
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#76
Dark Zero Wrote:But seeing that there will be places to that high levels.. expect normal mobs that gives MILLIONS of EXP.

This. I wouldn't be surprised if in 3-6 months we get a Theme Dungeon that makes 200-250 a lot easier.

Out of curiosity, how much do Golems give in Twilight Perion for EXP?
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#77
Dark Zero Wrote:But seeing that there will be places to that high levels.. expect normal mobs that gives MILLIONS of EXP.

That's exactly what I said. When mobs give loads of exp like that the "200 3 times" becomes less of an issue when you wipe out say.... the first few hundred million exp in a short time.
200-210 isnt what will be extremely difficult.
What I mean is
1-200 requires x amount of exp
though say.... 1-100 requires just a very small fraction of that overall exp.

Considering the higher leveled mobs will give even more exp than what we're used to at say Stronghold than "leveling to 200 3 times" becomes less daunting.

210 onwards is where it'll really get interesting. That's the point I'm trying to make.
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