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MP at Level
#1
How much MP do Dks gain when they level?
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#2
http://www.southperry.net/forums/showthread.php?t=26

2-4
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#3
butterfli Wrote:2-4

good lord no.

4 + floor( rand(0,2) + int/10 )
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#4
Have you ever confirmed that it's that and not like this?
floor(4+int/10) + floor(rand[0,3))

The only difference would be how likely the 3 possible int values are.
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#5
Stereo Wrote:Have you ever confirmed that it's that and not like this?
floor(4+int/10) + floor(rand[0,3))

The only difference would be how likely the 3 possible int values are.

Isn't that the same thing?

3 + 1d3+ int/10

4 + int/10 + randInt(2)

Computers automatically round down in division.
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#6
I'm more likely to agree with Modular, but I don't have any proof xD

And ow @ various syntax.

Butterfli's number is the MP you gain from using AP.
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#7
Dusk Wrote:Isn't that the same thing?

3 + 1d3+ int/10

4 + int/10 + randInt(2)

Computers automatically round down in division.

Neither can be taken as straight code, the idea behind the first is like that:
4 int, random number between 0 and 2:
4 + 0.4 + 1.7 = 6.1 -> 6
4 + 0.4 + 0.2 = 4.6 -> 4
etc.
Giving it a difference in probability for the 3 numbers:
0.6/2 = 4
1/2 = 5
0.4/2 = 6

The way I wrote it, it would just be simply 1/3 chance of each MP value, and there would be no difference between 21 and 29 int (since both round to 2), whereas with that other method, it would be
21 int:
0.9/2 (0.45) = 6
1/2 (0.5) = 7
0.1/2 (0.05) = 8
29 int:
0.1/2 (0.05) = 6
1/2 (0.5) = 7
0.9/2 (0.45) = 8

I suspect this method is right but I'm not certain. I brought up the other one because my Paladin gained 8 MP last level, and I only have 20 int (should be impossible with that method)
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#8
Hi guys.

4 + floor(int/10) + min(floor(rand(0, 3) + int % 10 / 10), 2)

tc;du you'll gain an avg mp of 5 + int/10 per level (no floor bitches)
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#9
Stereo Wrote:Neither can be taken as straight code, the idea behind the first is like that:
4 int, random number between 0 and 2:
4 + 0.4 + 1.7 = 6.1 -> 6
4 + 0.4 + 0.2 = 4.6 -> 4
etc.
Giving it a difference in probability for the 3 numbers:
0.6/2 = 4
1/2 = 5
0.4/2 = 6

The way I wrote it, it would just be simply 1/3 chance of each MP value, and there would be no difference between 21 and 29 int (since both round to 2), whereas with that other method, it would be
21 int:
0.9/2 (0.45) = 6
1/2 (0.5) = 7
0.1/2 (0.05) = 8
29 int:
0.1/2 (0.05) = 6
1/2 (0.5) = 7
0.9/2 (0.45) = 8

I suspect this method is right but I'm not certain. I brought up the other one because my Paladin gained 8 MP last level, and I only have 20 int (should be impossible with that method)

i hadnt really considered your suggestion. the only basis i have is people claiming to gain 4, 5, or 6 mp with different probabilities at low values of int. what i quoted works for low-ish int... more or less. however,

Devil's Sunrise Wrote:Hi guys.

4 + floor(int/10) + min(floor(rand(0, 3) + int % 10 / 10), 2)

tc;du you'll gain an avg mp of 5 + int/10 per level (no floor peaches)

i like this one much better because it looks like it accounts for the fact that a friend of mine went from 864 - 937 mp in 1 level with 100+ int. i was wondering about that inconsistency with the one i usually quote. it would account for gaining 8 mp at 20 int as well.
*shrug* better than 2-4. Heart
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#10
modular Wrote:i like this one much better because it looks like it accounts for the fact that a friend of mine went from 864 - 937 mp in 1 level with 100+ int. i was wondering about that inconsistency with the one i usually quote. it would account for gaining 8 mp at 20 int as well.
*shrug* better than 2-4. Heart

For me, this is the one that makes the most sense. It makes sense, but I didn't think it would be so complicated to make it.
Code:
We set xy to a random number which is, or is between 0 - 99.

When you level and got xyz int (z is a number between 0 and 9),
you will gain (4 + xy + [0, 1 or 2]).

if z is 0, the chances for getting 0, 1 and 2 is equal.
if z is 5, the chances for getting 2 increases dramatically:

We will get a random decimal number:
from 0 up to but not included 3.

We add the 5/10 in, and the area we then get is
from 0.5 up to, but not included 3.5
that means there are 0.5/3 chance of getting 0,
1/3 chance of getting 1,
and 1.5/3 chance of getting 2 (because it rounds down.)
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#11
Devil's Sunrise Wrote:For me, this is the one that makes the most sense. It makes sense, but I didn't think it would be so complicated to make it.

ah, i thought you were raising the max for the random number. so like if i have 100 int, i can gain 0-12 mp over the guaranteed 14.

edit: a 2nd look at your equation obviously discounts what i was thinking, but could the scenario be true? because a gain of 73 mana with 100+ int is completely ridiculous otherwise and i would consider my leg pulled.
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#12
modular Wrote:ah, i thought you were raising the max for the random number. so like if i have 100 int, i can gain 0-12 mp over the guaranteed 14.

edit: a 2nd look at your equation obviously discounts what i was thinking, but could the scenario be true? because a gain of 73 mana with 100+ int is completely ridiculous otherwise and i would consider my leg pulled.

A gain of 73 mp is a lot for one level O_O

You 100% sure? like, 110-120 should give 17-18 mp at max.
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#13
Devil's Sunrise Wrote:A gain of 73 mp is a lot for one level O_O

You 100% sure? like, 110-120 should give 17-18 mp at max.

thats what he said, blew my mind too. im skeptical, but he has no reason to lie really. piqued my curiosity Eek
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#14
Could be with/without equips on, lots of int gear would add 50+ mp. (for that matter, a Valkyrie set adds 40 mp and a Lucida adds 50 but I think the Neos has acc instead)


 Confirming that I got +8 mp from 20 int
792 to 800 base mp, my gear is +45.




If you really want to check it out, I've leveled ~110 levels on 4 base (paladin) and 80 levels on 5 base (dk) int so I could post my total MP at each level. There might be a couple oddities because I was using a Maple Bandana and a level 70 Maple Helmet (on the DK) but up to 60~70 they should have no +int. It really depends what mood I was in (Maple Bandana has no defense so I preferred my bamboo hat quite a bit - 3 luk 4 acc 35 def)


The WK was also 19 int from 110-118 or so, I forget exactly when I got a Spiegelmann necklace.
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#15
Stereo Wrote:Could be with/without equips on, lots of int gear would add 50+ mp. (for that matter, a Valkyrie set adds 40 mp and a Lucida adds 50 but I think the Neos has acc instead)


 Confirming that I got +8 mp from 20 int
792 to 800 base mp, my gear is +45.




If you really want to check it out, I've leveled ~110 levels on 4 base (paladin) and 80 levels on 5 base (dk) int so I could post my total MP at each level. There might be a couple oddities because I was using a Maple Bandana and a level 70 Maple Helmet (on the DK) but up to 60~70 they should have no +int. It really depends what mood I was in (Maple Bandana has no defense so I preferred my bamboo hat quite a bit - 3 luk 4 acc 35 def)


The WK was also 19 int from 110-118 or so, I forget exactly when I got a Spiegelmann necklace.

i have to admit im interested, if you really have an ss of every level i guess itd be sort of useful to have a decent sample size. pm me them zipped or something, i dont really have time in the immediate future but id get around to poking at it.
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#16
I wrote them down, screenshots arent really reliable cause I don't know what MP gear I'm wearing in all of them (I used a Dark Emperor for a while, and the Fitted Mails add 4-6 int)
 Spoiler
If I had to guess I'd say about 75-90 is the most likely range for the WK to be wearing a Red Maple Bandana (thus 6 int), and 70-85 the DK may have been wearing a Maple Hat (so 8 int), as well as the same Red Maple Bandana around 41-50. (confirmed for 41, 42, 43, 45, 46, 47, 48, 49) - 44, 50-62 were definitely with 5 int. After that I started wearing NX hat so I can't say for certain.

edit: marked all levels I know I was using the +2 int maple bandana with a *.
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