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Message ID: 15388
Date: Thu Feb 24 16:22:42 GMT 2000
Author: Adam Wasserman
Subject: RE: Levels after hell levels


I'm sorry, but this doesn't make any sense. I cannot envision any scenario
in which a programmer would suggest, much less implement converting numeric
data into graphical data only to then revert back to numeric data.

It is much more likely that there is an exp penalty for dying formula that
is similar to the exp needed to level formula. If I had to guess, the death
loss penalty probably has a constant that increases as well. Perhaps the
constant for deaths increases one level after the constant for leveling.
Theoretically ( I have not run any actual tests ) this would account for
greater exp loss after the hell level than during.

ex. During hell levels you lose {X exp * Constant} the following level you
lose {X exp * (Constant +1) } Therefore your loss of exp after a hell level
is greater than during the hell level.

Draelon

-----Original Message-----
From: Reece, Tom - 25IDL G4 [mailto:g4mntofcr@...]
Sent: Wednesday, February 23, 2000 9:09 PM
To: eqbards@onelist.com
Subject: [eqbards] Levels after hell levels


From: "Reece, Tom - 25IDL G4" <g4mntofcr@...>

The most obvious explanation is sloppy coding by Verant. Instead of using
hard numbers for EXP loss, its possible Verant uses a graphical
representation instead. For example, you just made 31st when you die.
Using Wayne's numbers below, you are supposed to lose 500 EXP pts
(500/1000=20%= a full bub on the bar). But its possible the game doesn't
use hard numbers and instead says you lose a full bub on the bar (when you
die in hell+1) and then calculates how many EXP points you need to lose in
order to graphically drop a full bub. Since you just made 31st, you don't
have a full bar's worth of pixels built up on the EXP bar so you lose a
level. Here is where the sloppy coding comes into play. Instead of
applying the hell level rule (1/4 bub using Wayne's numbers), it applies the
hell+1 rule EXP (one full bub). So now you are back at 30th level with a
full bub to get 31st back. End result is that instead of losing 500 EXP pts
(one full bub at 31st level), you lost 2000 EXP pts (one full bub at 30th
level).

I think this explains what happened to John. But its making my head hurt so
I'm through with trying to figure it out. I'm just gonna take John's advice
from a long time ago and 1) don't die when your in a hell+1 level and 2) if
you do die in a hell+1 level, make sure you have a full bub buffer before
you do.

Galtin of E'ci

> This only fits part of the puzzle though. It does not explain why you'd
> lose more of level 30 when you
> die after JUST reaching 31, then you do if you simply die at level 30.
>
> Laluni
>
> Wayne Sheppard wrote:
>
> > From: "Wayne Sheppard" <mrwayne@...>
> >
> > Some of the people who run ShowEQ have been trying to come up with an
> > experience formula. They have come up with some formulas that
> > explain much of the hell level and hell level +1 effects. Based on
> their
> > formulas (which are only a guess) I think the difference in experience
> loss
> > can be explained.
> >
> > lvl, exp needed, exp lost (examples made up)
> > --------------------
> > lvl 29 5000 500
> > lvl 30 10000 500
> > lvl 31 2500 500
> >
> > As you can see, the experience lost is linear, while the exp needed for
> hell
> > level takes a big jump, and there is a dip afterwards.
> >
> > A death at 29 costs you half a bubble.
> > A death at 30 costs you a quarter of a bubble.
> > A death at 31 costs you a full bubble.
> > But the total experience loss is the same in each case.
> > (based on the made of example above)
> >
> > Since experience for HL+1 is so much less than HL, the same amount of
> > experience loss will result in a bigger percentage of the bar. You are
> not
> > really losing that much more experience numerically, but just
> graphically.
> >
> > You can test this yourself by measuring how long it takes to make up
> from a
> > death in HL vs HL+1. The time to regain the lost experience should be
> > roughly equal, therefore the loss is roughly equal. Your bar dropped
> more
> > in HL+1, but you regain it faster.
> >
> > Wayne
>
>
>

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