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  #11  
Old 06-08-2010, 02:08 AM
Allizia
Fire Beetle
 
Join Date: Nov 2009
Posts: 5
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Quote:
Originally Posted by EvoZak View Post
Yeah, it's making a determination if it is green to you, or blue, or yellow, etc.

What's really confusing is how the xp packets are sent with the whole 330 ratio deal...

So the formula for xp is mobLevel^2 * 75 * 35 / 10. So for a 2nd level mob, you just got 1050 xp, which is enough in one shot to level you to 2nd level. Oddly, this seems necessary as anything less than 1000 xp at 2nd level gets you negative xp. Why? Because the way the xp packets are sent, it uses a 1 to 330 ratio.

the way the XP update packets are sent appears to be like:

((XP - currentLevelXP) / (nextLevelXP - currentLevelXP)) * 330

So for example, taking out a 2nd level orc at 1st level it would be:

(1050 - 0 / 1000 - 0) * 330 or 346

at 2nd level we would be at

(1050 - 1000 / 8000 - 1000) * 330 or 2


Needless to say, I'm confused on the way XP is sent in packets in the emulator. Probably missing something...
This formula does not seem to match actual experience gains (not close enough to be mods) is this correct or am I missing something?

I have a much more classic feeling formula for level tables (no 800% increase in lower levels, which means blues can be worth killing) but I need a minor tweak to the actual base experience formula given by mobs, can't find it anywhere in exp.cpp (could only find mods)
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