How is xp divided?

Echo717

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How is xp divided amongst the subskills?,is it random?
 

Thothie

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ATM, it is random.

Been considering allowing you to "specialize" in either Balance, Power, or Proficiency, as you level though.

You could then pump more XP into having better aim, doing more damage, or getting better weapons sooner. (Thus, for instance, with some extra work, you could be very accurate with Great Axes.)

Downside is that it would kinda f*ck all the current high end characters, as they'd be more or less stuck with the more or less even progression they currently have. But it would at least open some new development options to newer characters.
 

Keldorn

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I could be wrong, but this is how I *think* experience division works in this game.

Experience values depending on damage are randomly assigned to a substat every time you hit a monster.

Ex1: You oneshot an orc, you get 100% of his experience value in one substat: proficiency, balance, or power.
Ex2: You hit the orc twice, and do equal amounts of damage each time, killing him. You get 50% experience in two different substats, or 100% of his experience value in one substat if you rolled to receive the experience in the same substat twice.

This, combined with exp not "rolling over" when you kill a monster with a high-ish experience value can cause uneven substats.

Ex3: You have 99% in proficiency @ level 20, and 99% in balance @ level 20, but you are at 0% power in balance of level 21.

If you say, defeat Maldora, you'll find yourself at 0% proficiency @ level 21, 0% balance @ level 21, and that the experience that would have normally been assigned to these two values will be "lost". Meanwhile, your power progression will have raised to some ridiculously high value compared with your other substats.
 

Thothie

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MSC++ said:
bool CBasePlayer::LernSkill( int iStat, int EnemySkillLevel )
{
//Exp is added to a random property of the skill
CStat *pStat = FindStat( iStat );
if( !pStat ) return false;

int iSubStat = RANDOM_LONG(0,(pStat->m_SubStats.size()-1));

return LernSkill( iStat, iSubStat, EnemySkillLevel );
}

Translates: Random, from 0 to the number of sub stats the skill has, unless there is a substat in the attack (ie. as there would be with magic).

But yes, if you have enough points to bring the sub stat to the next level, all excess points are discarded. So if a 1st level character somehow slaughters Maldora, he still only raises 1 substat 1 level. (Which helps cuts back on cheats and exploitations involved with out-of-depth monsters.)


Idea would be to give the player a menu option to change his focus to either: Power, Balance, or Proficiency, the first time he leveled. From then on, this process would tweak the odds so that it'd be much more likely to go into the chosen focus, rather than totally random as it is now. The player could chose to change this focus via the player menu at a later time. Again, allowing either greater accuracy, greater damage, or acquisition of higher level weapons, sooner.
 

DarkTerror

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My thought on this would be to gain 100% experience for subskill 1, then, for the next kill, for subskill 2.
Example:
1st kill: 100% experience goes into profession.
2nd kill: 100% experience goes into balance.
3rd kill: 100'% experience goes into power.
That would at least be a bit less random.
 

Hakariaki

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DarkTerror said:
My thought on this would be to gain 100% experience for subskill 1, then, for the next kill, for subskill 2.
Example:
1st kill: 100% experience goes into profession.
2nd kill: 100% experience goes into balance.
3rd kill: 100'% experience goes into power.
That would at least be a bit less random.


err... what if kill one is a 5xp then secound or third is from a bossmob with 2k xp . wouldent that make it even more random...
 
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