Ayeso 0 Posted November 25, 2008 Share Posted November 25, 2008 Well.. I did a bunch of searching around and didnt get any real clear answers and its something that would go quite well in the wiki. What are the differences in difficulties, etc.. ie Bronze +0% XP +0% Loot +20% monster hp etc.. Min level 0 Silver +20% XP +10% Loot +20% monster hp etc.. Min level 20 etc etc... Anyone have any ideas as to the mechanics behind the difficulty? Link to comment
Llama8 8 Posted November 25, 2008 Share Posted November 25, 2008 Higher level monsters, higher xp, better stats on loot (but no, no specific figures)... Link to comment
Schot 407 Posted November 25, 2008 Share Posted November 25, 2008 Hmmm, that would be wonderful info indeed Ayeso. Though what Llama states as the best we've got so far. I think that it might be more likely that experience granted is based on the relation between your level and enemy's level. Then again.... Since it is possible to fight a level 1 enemy in both Bronze and Silver it could be an easy test to try out. I'll add it to the list of things to add to the wiki. Though if someone finds it feel free to add it! Link to comment
Ayeso 0 Posted November 25, 2008 Author Share Posted November 25, 2008 (edited) Hmmm, that would be wonderful info indeed Ayeso. Though what Llama states as the best we've got so far. I think that it might be more likely that experience granted is based on the relation between your level and enemy's level. Then again.... Since it is possible to fight a level 1 enemy in both Bronze and Silver it could be an easy test to try out. I'll add it to the list of things to add to the wiki. Though if someone finds it feel free to add it! I'll Try it out tonight and let you guys know what I seem to find. **EDIT** Just browsing I may have found some interesting info... this LOOKS like it could be the values for difficulty.. I will try changing them and see if it changes stuff, is so we can figure out a % value based on the numbers and have a little better data -- begin of some hard-coded data EFFECTDURATION = {500,3000,5000,5000}, -- end of hard-coded data QuestExplow = {20,25,30,40,50}, QuestGoldlow = {25,30,35,40,50}, SpellFactorDiff = {800,1000,1200,1500,2000}, QuestGoldmax = {3025,4030,5035,6040,8050}, LifeFactorDiff = {1000,1200,1500,2000,2500}, DefenseFactorDiff = {650,1000,1500,2500,4500}, QuestExpmax = {4020,5025,6030,8040,10050}, MP_experience = {1000,1150,1325,1550,1825}, NPC_speedfac_any = {1000,1050,1100,1175,1250}, DamageFactorDiff = {900,1000,1200,1350,1500}, AttackFactorDiff = {650,1000,1750,2750,4500}, MP_damage = {1000,1050,1100,1160,1220}, MP_lifeHP = {1000,1300,1650,2100,2650}, MP_EShieldHP = {1000,1300,1650,2100,2650}, MP_combatvalue = {1000,1100,1210,1330,1460}, MP_armor = {1000,1100,1210,1330,1460}, Spawn_OffsetLow = {0,0,40,70,110}, Spawn_OffsetHigh = {0,35,80,120,175}, Spawn_FactorPM = {1000,1100,1175,1250,1350}, PriceFactor = {700,1000,1400,1900,2500}, RuneLevel = {1,1,20,35,50}, Potion_big_duration = {9000,9000,9000,9000,7500}, Potion_small_duration = {9000,8000,7000,5500,4000}, Potion_middle_duration = {9000,9000,8000,7000,6000}, NPC_attrWdam_fact = {1000,1100,1250,1500,2000}, LevelCapDiff = {200,200,200,200,200}, MP_intensity = {1000,1100,1210,1330,1460}, BlacksmithSkillForDiff = {50,100,150,200,250}, LevelMinForDiff = {1,1,60,100,140}, AllEnemy_lvl = {1,5,10,20,200}, Enemy_armor = {800,850,900,1000,2800}, Enemy_weapondamage = {650,750,850,1000,3700}, Enemy_spelldamage = {500,650,800,900,2700}, LifeQuotientMT = {3000,1000,200,200}, SpellAttackFactorMT = {1000,1330,2000,2000}, SpellDefenseFactorMT = {1000,1750,2500,2500}, DamageFactorMT = {1000,1225,1500,1500}, HitFactorMT = {1000,1500,2000,2000}, Edited November 25, 2008 by Ayeso Link to comment
Schot 407 Posted November 25, 2008 Share Posted November 25, 2008 Ah that "MP_experience = {1000,1150,1325,1550,1825}," is certainly interesting. Nice find there Ayeso! Bronze Silver Gold Platinum, Niobium. Looks like something to work with to me. Just need to apply those numbers to real life, err, the game. Link to comment
Ayeso 0 Posted November 25, 2008 Author Share Posted November 25, 2008 (edited) Ah that "MP_experience = {1000,1150,1325,1550,1825}," is certainly interesting. Nice find there Ayeso! Bronze Silver Gold Platinum, Niobium. Looks like something to work with to me. Just need to apply those numbers to real life, err, the game. Ill test it in game AND ill write up a differences numbers chart to see if we can put this to test ie a % difference. MP_experience 100% 115% 133% 155% 183% NPC_speedfac_any 100% 105% 110% 118% 125% DamageFactorDiff 100% 111% 133% 150% 167% AttackFactorDiff 100% 154% 269% 423% 692% MP_damage 100% 105% 110% 116% 122% MP_lifeHP 100% 130% 165% 210% 265% MP_EShieldHP 100% 130% 165% 210% 265% MP_combatvalue 100% 110% 121% 133% 146% MP_armor 100% 110% 121% 133% 146% Spawn_OffsetLow 100% 100% 4000% 7000% 11000% Spawn_OffsetHigh 100% 3500% 8000% 12000% 17500% Spawn_FactorPM 100% 110% 118% 125% 135% PriceFactor 100% 143% 200% 271% 357% RuneLevel 100% 100% 2000% 3500% 5000% Potion_big_duration 100% 100% 100% 100% 83% Potion_small_duration 100% 89% 78% 61% 44% Potion_middle_durati 100% 100% 89% 78% 67% NPC_attrWdam_fact 100% 110% 125% 150% 200% LevelCapDiff 100% 100% 100% 100% 100% MP_intensity 100% 110% 121% 133% 146% BlacksmithSkillForDiff 100% 200% 300% 400% 500% LevelMinForDiff 100% 100% 6000% 10000% 14000% AllEnemy_lvl 100% 500% 1000% 2000% 20000% Enemy_armor 100% 106% 113% 125% 350% Enemy_weapondama 100% 115% 131% 154% 569% Enemy_spelldamage 100% 130% 160% 180% 540% Edited November 25, 2008 by Ayeso Link to comment
Schot 407 Posted November 25, 2008 Share Posted November 25, 2008 Ah great stuff Ayeso. I look forward to your findings. Something you might consider regarding MP_experience is that it may be in relation to the # of players on server bonus that we get. Here's some quick numbers I gathered for you: Level 1 Serahpim Bronze Level 1 Wolf kill = 14 experience Silver Level 1 Wolf kill = 17 experience Level 36 High Elf Bronze Level 38 Demon kill = 1170 experience Silver Level 38 Demon kill = 1462 experience Good hunting! Link to comment
Ayeso 0 Posted November 25, 2008 Author Share Posted November 25, 2008 (edited) Ah great stuff Ayeso. I look forward to your findings. Something you might consider regarding MP_experience is that it may be in relation to the # of players on server bonus that we get. Here's some quick numbers I gathered for you: Level 1 Serahpim Bronze Level 1 Wolf kill = 14 experience Silver Level 1 Wolf kill = 17 experience Level 36 High Elf Bronze Level 38 Demon kill = 1170 experience Silver Level 38 Demon kill = 1462 experience Good hunting! there also may be other factors too.. but it looks to be around 125% BUT I think I screwed up my table and the first MP_Experience should be 125% not 115 which would work out perfect. Edited November 25, 2008 by Ayeso Link to comment
Ayeso 0 Posted November 25, 2008 Author Share Posted November 25, 2008 Another thing to note.. that could be the amount of people in the server, ie 1-5 so now we are back to the drawing board. Clearly more research is needed Link to comment
gogoblender 3,068 Posted November 25, 2008 Share Posted November 25, 2008 A great topic. And Ayeso, I wanted to also personally welcome you to Darkmatters. Yes, we're playing (maybe a bit too much) and the wiki is growing. If you're interested in adding your findings for others to share there, the world of ancaria would be forever grateful. Thanks for the work on all this, and hoping for the best. Cheers! gogo Link to comment
Antitrust 32 Posted November 26, 2008 Share Posted November 26, 2008 that could be the amount of people in the server, ie 1-5 Possibly, but what about this: BlacksmithSkillForDiff 100% 200% 300% 400% 500% If it meant the NPC Blacksmith arts qualities, the numbers don't fit. The Bronze 9,1 becomes 11,8 in Silver, 12,1 becomes 15,8, 7 becomes 9. And I think they don't change with higher number of players. It could really mean the actual Blacksmith skill. Perhaps you need it to be twice your level in Silver (or with silver items), three times your level in Gold etc... Link to comment
Llama8 8 Posted November 26, 2008 Share Posted November 26, 2008 It could really mean the actual Blacksmith skill. Perhaps you need it to be twice your level in Silver (or with silver items), three times your level in Gold etc... Hopefully it means that you need it to be that much over a base value, I doubt that they would require us to have Blacksmith ~2-5 times our level at higher levels (when we need all of our skill points to keep us alive). Link to comment
Ayeso 0 Posted November 27, 2008 Author Share Posted November 27, 2008 It could really mean the actual Blacksmith skill. Perhaps you need it to be twice your level in Silver (or with silver items), three times your level in Gold etc... Hopefully it means that you need it to be that much over a base value, I doubt that they would require us to have Blacksmith ~2-5 times our level at higher levels (when we need all of our skill points to keep us alive). All those values are CONFIRMED! I did extensive testing and I can confirm mpexperience is correct. I also found a ton of other interesting information. I will update this post with all the information I've found. Link to comment
nokka 0 Posted August 30, 2011 Share Posted August 30, 2011 (edited) A lot may have changed in three years, but my BlacksmithSkillForDiff reads completely differently from yours, Ayeso. My BSFD tuple reads {1,20,60,105,150} and I'll bet those are level thresholds for forging items from the respective difficulties (e.g. BSlvl 60+ to work gold diff. items). I'm also pretty sure that the following values are not percentages but levels or level differences: Spawn_OffsetLow = {0,0,40,70,110}, Spawn_OffsetHigh = {0,35,80,120,175}, RuneLevel = {1,1,20,35,50}, (item level value of runes, I.e. Niob rune is a level 50 item) LevelCapDiff = {60,100,140,180,200}, (upper border for difficulties applied to player) BlacksmithSkillForDiff = {1,20,60,105,150}, (see above) LevelMinForDiff = {1,1,60,100,140}, (lower border for difficulties applied to player) AllEnemy_lvl = {1,10,20,200,250}, As for the other three (offsets and allenemy), I have no concrete ideas. For the Offsets, the numbers look *almost* like opponent level caps. (the OSLow, I'd believe, but not OSHigh.) And AllEnemy_lvl is a bit beyond my imagination at this point... I'd be really interested (and grateful) to hear what people have to say on this. I'm toying around with the balance to try and 'extend' the difficulties (Bronze~Gold, ... Niob~Niob+2) and it could help a lot to understand better what it is I'm changing. Also, it would kinda bite to start a bronze game full of level 10 or level 35 monsters. Greets to all, Nat Edited August 30, 2011 by nokka Link to comment
essjayehm 58 Posted August 30, 2011 Share Posted August 30, 2011 The offsets are the minimum and maximum enemy levels. That is the baseline numbers, and the various regions will have modifiers (ie beginning areas are +1) to reflect the tougher areas with higher-levelled enemies. All_enemy is lost on me, too. My best guess would be some kind of factor to the enemies' stats, making them tougher or whatnot... but if you look at the jump from gold to plat. and from plat to niob, that does not reflect the differences in the difficlties, in my honest opinion (plat enemies are not 10x tougher than gold) Maybe enemy combat art levels? Hmmmm.... Interesting... Link to comment
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