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| Magiс system and Pet Dragon Questions, tips and discussions |
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#1
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Where did the experience numbers come from? The reason I ask is because they aren't entirely accurate as far as I can tell. Or is there some modifier I am unaware of?
Crushing Blow: gives 34 xp, listed as 34 xp Hunt: gives 9, listed as 17 Lightning (not fully upgraded): gives 17, listed as 30 Mana (not fully upgraded): gives 13, listed as 24 Egg (not fully upgraded): gives 9, listed as 17 Dive (not fully upgraded): gives 28, listed as 17 Wall, Phantoms, and Lava: untested Results are from an impossible game (70% dragon xp) with 1 level in Dragonslayer (+10% dragon xp) and Training (+20% dragon xp). Assuming the Crushing Blow numbers are accurate, this implies the dragon xp bonuses are additive (70+10+20=100). For all the results, leadership of army was well below that of the enemy which, again assuming the Crushing Blow numbers are correct, implies the (enemy Leadership)/(your leadership) modifier maxes at 1, which seems sensible. Are the OP's numbers incorrect or am I missing something? Edit: Interestingly, everything is off by about the same percentage amount Hunt:53% Lightning:57% Mana:54% Egg:53% Dive:164%, which is 60% the other way. Last edited by dashcunning; 01-30-2010 at 11:10 PM. Reason: some math |
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#2
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There is. The is a correlation between the CURRENT total leadership of your army and the CURRENT total leadership of the enemy army. If the enemy has higher current leadership, the XP gained from dragon abilities will increase and vice versa. If your level is higher than the dragon's, the XP gained will increase, and again, vice versa. There is also a modifier based on killed enemy troops.
Besides, the numbers that were used in this calculation are the ones found in the game files and formulas, so they must be accurate, unless the game has decided to cheat you somehow
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#3
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I was aware of the leadership modifier being determined by the current leadership, but not of the other two. Is there more specific information about those anywhere?
I wasn't thinking the computer was cheating (at least not in this particular instance, you have to keep an eye on them) but typos are a possibility that can and do happen. Or maybe the numbers are from the russian version which might be different from the english, who knows. Thanks |
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#4
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They're not, otherwise the game would jave been different. You can open the loc_ses.kfs file with winzip or winrar and peruse the text files for various formulae. It's a lot of material, but ALL the formulas are there.
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#5
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After fiddling with addon_pet.lua and with the help of this post, I've come up with the following:
Code:
experience gained = (xpskill*(1+xpbonusskill+xpbonusmedal)+.017*enemykilledldr)*(1+xpbonusskill)*(herolvl/petlvl)*(enemyldr/heroldr)*herotype*.5 xpbonusskill is the bonus from the training skill, 0/.2/.4/.6 for skill levels 0/1/2/3 xpbonusmedal is the bonus from the dragonslayer medal, 0/.1/.3/.5 for medal levels 0/1/2/3 enemykilledldr is the total leadership of the number of enemies killed by the skill, Ball of Lightning does NOT count for this herolvl is the level of your hero petlvl is the level of your pet enemyldr is the total leadership of the enemy army at the time the skill is used heroldr is the total leadership of your army at the time the skill is used the leadership ratio is always 1 for the first skill use and can never be greater than 1 herotype is 1/.9/.7 for warrior/paladin/mage A few observations: Difficulty has nothing to directly do with experience gained, only how much you need to level. The info at the start of a new game is misleading and not even correct anyhow. It should be 200%/100%/87%/77% if you wanted to view it that way. The training skill affects the experience twice, essentially it is a 44%/96%/156% bonus (not exactly but close enough). The dragonslayer medal only affects the base experience of the skill and not that gained from doing damage. Last edited by dashcunning; 02-01-2010 at 12:08 AM. Reason: formatting |
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#6
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Also, given there are larger leadership stacks on higher difficulties, the penalty to dragon experience on those difficulties is further alleviated. It ends up just not being as big of a problem as you expect.
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#7
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An interesting thing to note is that there is no modifier for length of combat and that your pet doesn't level up inside of combat. Put these together and you have an intriguing thought.
If one wanted to game the system, they could create a situation where a high lvl hero (say 14, easily done with map kiting) with a low lvl pet (1, even more easily done) with 1 troll and 1 inquisitor enters into a fight, at evening or night, with at least 20 royal snakes (or equivalent no retaliation troop). Phantom the inquisitor (15 mana), use holy anger (6.5 average rage per turn, 19.5 per phantom), use lvl 1 mana accelerator (8 rage > 7 mana), repeat ad nauseam. This more than breaks even over time, but not by much. Use bigger rage and mana pools to lessen the chance of bad luck screwing things up. Each accelerator would earn 70(!) experience per cast and per turn as long as you could handle the tedium. This compares quite favorably to experience earned later in the game. One could argue playing the game, having fun, and earning levels naturally is better. They are probably right, but that's not particularly interesting to talk about. |
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#8
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Quote:
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#9
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Yup, that's true. Your K value is never greater than one. Having less troops only means that you'll be getting the maximum experience, not that you'll get bonus experience.
Seriously though, if it were any different, you'd get thousands of % boosts to dragon experience by having a single stack army, and would level up ridiculously fast. |
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