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[Pre-BB] MapleStory Formula Compilation
Russt Wrote:Hence why you get your ~20% when you kill misted monsters. You get a normal split of EXP as if you were within leech level.
Eh, if you kill a misted monster and you're not in the party, you'll get EXACTLY 20% of the exp. An obvious place to test this is in the first map of skelegons. People there usually leave misted monsters inside after they ditch the map. Just kill one. You'll get exactly 900 or 950 exp. (depending on which one you kill), which is 20% of the EXP of the skelegon.

It shows up on my side as well. At wolf spiders, if someone else kills my misted spawn, I see a white +959 exp sign pop up. That's exactly 80% of the wolf spider's exp.

So the other person got 20%. They're not in party and they only did 1 damage, even if they're out of leech level. (it also doesnt matter what level you are, I've trained my friend at sharks before. She was PGing my misted monsters to death.) When she wasn't in party, she got 20% of the exp, even though she was way out of range for leeching.

Another interesting thing is that when I was still training my warrior friend (she was in my party, but way too low to leech) at sharks, I died this one time and stayed in the map, my friend told me that she got 80% of the total EXP a shark gives by dealing 1 damage to each shark.

So yea, it's really weird.
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Wow lol. Dead party member leech.

Actually, that makes sense. The party did 100% of the damage to the shark, so it gets split 20% to the person who dealt majority damage (dead you, it just disappears) and 80% split by level. Since you couldn't split the 80%, she got it all. Unless you mean you weren't partied; that would be weird.

So if you're mistleeching someone, it's best to die or get out of the map (lol, that sounds mean) while they finish off the monsters.


I wouldn't actually know anything about misted monsters, though. The only thing I know is, when partied with my 8x friend at squids, I got something around 600 EXP when he killed a squid I'd hit with PG.
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Russt Wrote:In order to leech from a party member's kill you must
Be no more than 5 levels under the monster OR
Have done at least 1 HP in damage to the monster OR
Within 5 levels of any other party member that satisfies one of the first two conditions.

That one's wrong. If you have a hypothetical party at Jr. Newties (level 105) consisting of a 110, a 105, a 100, a 95, a 90, and an 85, the 85 will not get experience unless the 90 is the damage leader, or they hit the Newtie themselves.

I'm going to define a term I just made up:
Damage leader - the person in the party that dealt the most damage to a monster within their party.

Anyway, if the 95 is the damage leader on a monster and no one else attacks it, everyone will get a split based on their level except the 85. The 95 will get a bonus 20% for being the damage leader. If the 110 kills it, only the 110, 105, and 100 will receive experience. If the level 85 kills it solo, then everyone will share experience. Make sense?

According to your definition, if the 85 killed the Newtie, then the 95 would not receive experience. This is clearly not the case.

I'm going to say that the 3rd condition should actually be "Be no more than 5 levels below the damage leader on the monster."

In regards to killing misted monsters, my theory is that the reason finishing off a misted monster rewards 20% of the experience has to do with the qualities of Poison Myst itself, not the killing blow. If a monster is affected by Poison Myst , the damage it takes is attributed to the caster, but the damage dealt by poison does not count toward being the damage leader. When the random noob attacks the monster and hits for 1 damage, the game determines that the noob actually did more damage than the F/P and rewards them 20% of the monster's experience. The F/P then receives 80% of the remaining experience if they are on the map because they did 99.9% of the damage, which rounds to 100% of the remaining experience.

This can be tested in two ways: Explosion a monster and then poison it, and have someone kill it. If they receive 1 experience, then my theory is correct. If they still receive 20% experience, then it has to deal with the killing blow. Or, get a monster with a substantial amount of health (~10k+) to near 1 HP (might require careful planning) by some other means than poison (also try Sanctuary) and have someone kill it. Same process.

What I'm not certain of is when multiple parties attack a monster. If there is a party of 3 105s and a party of 3 110s, and the 110 party deals 40k damage to the Newtie, and the 105 party finishes it off, then how is experience determined?
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Okay yeah. No more than 5 levels below. But apparently you can chain leechers at least once, so if say you have a 160, a 100, and a 95 in a party. The 160 kills a Newtie. The 100, since he's 5 levels under a Newtie, gets a cut of the EXP. The 95 also gets a cut as long as the 100 is there and receiving his cut, since the 95 is within leech level of the 100.

So the third condition should probably really be "Be no more than 5 levels below another leecher in the party, excluding those that fulfill this condition only." A bit long-winded, though.


As for your last question, I'm assuming you'd just combine the two concepts together. First treat the 105 party as one unit and the 110 as another unit.

The 105 gets 20% for finishing it off (assuming it does work that way), and splits the rest with the 110 according to the damage they each dealt. I'm just going to say that the 110 gets 50% and the 105 gets 30% (since I'm too lazy to figure it out) so both parties get 50%.

Then the damage leader in the 110 party gets 20% of their half (10% of the Newtie in total) and then the rest is split by level. And the damage leader in the 105 party gets 20% of their half and etc.
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Russt Wrote:Wow lol. Dead party member leech.

Actually, that makes sense. The party did 100% of the damage to the shark, so it gets split 20% to the person who dealt majority damage (dead you, it just disappears) and 80% split by level. Since you couldn't split the 80%, she got it all. Unless you mean you weren't partied; that would be weird.

So if you're mistleeching someone, it's best to die or get out of the map (lol, that sounds mean) while they finish off the monsters.
We were partied, and it doesn't work if I get out of the map. If I get out of the map, then she gets the 20% of the exp. If I'm in the map and not dead, she gets normal split. If I'm in the map and dead, she gets 80% of the exp. (And once again, she's way below the leech level using PG as her finishing attack.)

Dusk Wrote:When the random noob attacks the monster and hits for 1 damage, the game determines that the noob actually did more damage than the F/P and rewards them 20% of the monster's experience. The F/P then receives 80% of the remaining experience if they are on the map because they did 99.9% of the damage, which rounds to 100% of the remaining experience.
How can the noob do more damage? I did the maximum damage possible for the monster not to die. :f6:
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He meant, maybe when determining the damage leader, the game only counts 'direct' damage. You did 0 direct damage and like 59999 or whatever poison damage. The noob did 1 direct damage, so he becomes the damage leader.

It's a theory, but I don't see why poison damage would be distinguished from direct damage.
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Stereo Wrote:80% split by level, 20% to the person who did the most damage. If it's 2 players at equal level, that means 40:40+20


split by level = (player level) / (player level + levels of all other players eligible to take exp)

I believe if someone is under the leech range but doesn't do the most damage, they take a damage equivalent split but I'm not sure how that works (it's a lot harder to test :x)

I'm pretty sure no matter how much damage someone who is partied does to a monster who is under leech level, they get an equivalent "leech" split if it's minority, based on the formula. I've trained with plenty of people who were unable to leech monsters, and found they always got the same exp in party whether they did 1 damage to 49% of its hp.

One thing I'm curious about is how the party bonus is calculated. It seems to become a bigger number with bigger parties. Anyone confirm/know?
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0.9 + 0.1*#members = party bonus, I believe. It's definitely 110% with 2 people.

& yeah, damage just changes whether they get lower or higher exp (lower = 80%*level/(party total level)
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Russt Wrote:He meant, maybe when determining the damage leader, the game only counts 'direct' damage. You did 0 direct damage and like 59999 or whatever poison damage. The noob did 1 direct damage, so he becomes the damage leader.

It's a theory, but I don't see why poison damage would be distinguished from direct damage.

I think it's probably because Poison Myst is an indirect attack that doesn't require you to even be on the screen. Has anyone tested my theory? I don't have an F/P mage.
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This thread is great Shine
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I didn't see it in there, but

Knuckle
Primary: STR * 4.8
Secondary: DEX

Gun
Primary: DEX * 3.6
Secondary: STR
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Wha. I thought guns were extremly fast and weak! They have the xbow formula with sin speed! Not to mention all of their jump/speed skills!


c-c-c-cheap >_>

They better not have amazing mob attacks like us >_<
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Technolink Wrote:Wha. I thought guns were extremly fast and weak! They have the xbow formula with sin speed! Not to mention all of their jump/speed skills!
They have a crossbow formula but with roughly claw weapon attack. The level 10 gun has 11 default, the level 50 has 49, the level 70 has 62, and the level 110 has 78. Much closer to claws than any other weapon.

If you'll notice, the only reason Assassin+ are strong is due to crits (which gun users don't get) and a high multiplier with only one stat in the damage formula (the attack speed of Assassins+ is a factor too, I know, but that doesn't matter for this comparison).

In short, they have low weapon attack, no crit, and a regular damage formula instead of a rigged one. You won't see them outdamaging many people.
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Knuckle and Gun added.
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LazyBui Wrote:They have a crossbow formula but with roughly claw weapon attack. The level 10 gun has 11 default, the level 50 has 49, the level 70 has 62, and the level 110 has 78. Much closer to claws than any other weapon.

If you'll notice, the only reason Assassin+ are strong is due to crits (which gun users don't get) and a high multiplier with only one stat in the damage formula (the attack speed of Assassins+ is a factor too, I know, but that doesn't matter for this comparison).

In short, they have low weapon attack, no crit, and a regular damage formula instead of a rigged one. You won't see them outdamaging many people.

It's not all about base damage, y'know. Battleship Cannon does 1520% damage o_____o Triple Throw does 900% + Venom damage (1377%+Venom with SE). Not too helpful bossing though.

They're kind of short on powerful mob skills, but they have an Ultimate. 5 sec cooldown isn't too bad, just forces you to utilize your other skills as well.
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On that topic, Gen/Bliz/Meteo should have a 5 second cooldown. It would fix their broken-ness a bit. I mean, I know they have a high MP cost, but leech sellers these days can make it back easily.
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Russt Wrote:On that topic, Gen/Bliz/Meteo should have a 5 second cooldown. It would fix their broken-ness a bit. I mean, I know they have a high MP cost, but leech sellers these days can make it back easily.

And if they had a 5 second cooldown, they wouldn't need to be ridiculously expensive Rolleyes

But we're going off-topic D:
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NOt really, balance if a formula issue. Didn't relize their attack was so low, and no crit! I thought all long-range classes got crit. Well that's no big deal then, crit might as well 1.4* our multipliers.

Anyways, I still can't find a flaw in the def formula (cept anego and her dam 2000/3000 thing). My lvl 26 archer just verified the 1-correction, even if he did negative damage, he still hit as long as he had enough accuracy.
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I know there's been a fair amount of discussion about it elsewhere/around, but what about EXP loss on death?

All I've heard is 10% for warriors, 5% for thieves, 7% for bowmen and magicians. That's not very formulaic at all. I've heard that it's entirely class-based, some say base luk affects it. I'm curious to know also what the range of randomness is.
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I know that prior to the change (I think pre-Leafre?) the formula for all characters except beginners was (5 + 20/LUK)%
The current one, no idea. I could try to kill off some of my mules, I guess? I have a 33 LUK warrior that could use some EXP loss.
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