Mechanics thread

"
I can hardly believe what you write is true, since on a low level, you *really* feel the xp penalty.


What exactly can you not believe? How the ELD is calculated?
As far as I know, the ELD is calculated by ELD = 3 + floor(Level / 16)

The observations I described can be made by anyone willing to invest some minutes into this. When two characters are in a party, the lower level character always receives less XP than if he was alone, even if there is no effective level difference to the zone he is in.

So my question is how the level difference between characters in a party is calculated. As my observations show, this does not seem to be simply the party shares formula but a variation of it.

I hope someone is able to test this with more than two people, as I am currently not. Or give me a shout via PM if you want to help gather some data.
You were refering to xp penalty.

I claim that the ELD is calculated as 4 + floor[1/6]. You don't want to be level 3 when you reach level 8 Ledge. You want at least level 4. That is because the safe band for a level 4 character are levels 1-8.

You claim it would be level 1-7.

Same applies to western forest. That area is level 21. You want level 16 to not be penalized in xp. Anybody who ever lost a Demigod's to xp penalty because he was going to fast will second what I said, it is easily noticeable when you are penalized in xp because the ELD is 1 and not 0.

Testing it is fairly easy. Reach Ledge at level 3, note down xp / skeleton. Then level up to level 4 and note down xp / skeleton. I argue (and many other racers would) that level 4 will yield more xp when playing solo.

I am not talking about partying at all. Thank you for taking time to answer and I am pretty sure we will figure out if we are just talking on cross-purposes or if one of us is mixing up some numbers.
#1 Templar Closed Beta HC Ladder (lvl 83)
Ok, maybe I got that ELD formula wrong. Might be that it's your formula. (Although I still don't see how my formula claims that the safe band for Ledge would be 1-7. My formula would result in a safe band of 3 levels up or down, i.e. 5-11 for Ledge, while yours yields 4-12).

But the whole purpose of my initial post was NOT to discuss ELD. That notion was brought in by Zakaluka. Maybe I'm really bad at expressing this, if so I apologize. I'll try again:

- A level 16 character farms alone in Ship Graveyard which is a level 13 zone. A Murk Runner yields 415 XP per kill
- Now that character teams up with a level 21 character and they go into the same zone.
- A Murk Runner now yields only 317 XP per kill for the level 16 character.

Observations made:
- The level 16 character is obviously in his safe band
- Teaming up with the level 21 character (who is NOT in that safe band) leads to receiving LESS XP than if he was alone. This is contrary to the belief that each character receives the same amount of XP no matter if he is teamed up or not:

"
Version 0.9.13e
-You now have to be level 15, 25 or 35 to enter Cruel, Ruthless or Merciless difficulties respectively. If you currently have a lower level character stuck in one of those towns, it will be able to join the town in order to waypoint out.
-Players now receive the same amount of experience from nearby monster kills regardless of how many members are in their party. Because experience is awarded to nearby party members equally and is not divided up between them any more, monsters are no longer scaled up in experience if you're playing in a party.


In other tests I observed that the higher level character's safe band is not the source of that XP degradation, so even if the higher level character is only one level higher than the lower level character, the lower level character receives less XP than if he was alone.

So my question is: In which way do party levels affect XP gain. As I pointed out in my first post, there seems to be a correlation to the known party shares formula, but either there is a new factor in it or it's just coincidence that a two-player party has double the XP from that formula.

Hope I made myself clearer now :)
Last edited by Wyverex42#1509 on Jan 2, 2013, 3:19:06 PM
I love this game so much... Lots of fun and great for making videos on which is great aswell.
And probably alot of you die hards out there wont want to hear some negitive things I have to say about it.


Map- The map is a diablo 2 style which is great but maybe have a different map which is more detailed and more color.


Attacking- I play as a templar and Its fun but to attack a monster i have to be right beside it or in it...ahaha so maybe make it so you can attack from a relistic stand point.

Sky View- Sky view is great but when the game is zoomed out at the most it still looks zoomed in -,- maybe make it so you can zoom out even more.


More items- I like the item system like diablo 2 but maybe make some more rares and armour and little more detailed pictures for some but still keeping that same artistic style.

Well done guys other then that the game is great and im going to keep on playing
For all you Die hards please dont hate...
[Deleted]
Last edited by olegbl#0542 on Jan 3, 2013, 3:22:37 AM
Not gonna read through the 114 pages (did not see this on the first page)

Where do skill gems effects damage calculation? (specially damage conversions)

Example:
Using Infernal blow I convert 50% of physical damage to fire, if use the support gem "Added fire damage" will I get:
1. Infernal blows 50% + Added fire damage 20% = Fire 70% of physicals
2. Infernal blows 50% + (Added fire damage 20% * rest of physical 50%) = Fire 60% of physical


Now if I have passive skill that increase fire damage by 6% would I get:
1. (Fire damage + Infernal blows 50%)* 1.06
2. (Fire damage * 1.06) + Infernal blows 50%
i don't feel like i should answer but from what i most recently learned:

#1 + physical is at 50%
then
#1

But that causes things to make a multiplier so here's what i know. I originally learned for convert damage, it works off base physical (weapon) then fire, elemental, physical, and weapon increases are added together before working. However damage modifier ignores this likely because its a multiplier and can go any position in equasion. I also learned "added" works just like conversion but doesn't subtract from original for type separation.
First off, the question is lazy; it gets asked so frequently that you could watch the forums for 2 days and get an answer. So I didn't really want to answer, figured someone else would. But the answer isn't correct.

My mean side is coming out, but try to understand. The answer to this question is complicated; it takes quite some time to put a coherent explanation together for it. Anyway, I've bookmarked this one so I can just link it in the future.

Damage conversion is calculated against base physical damage. That is, 50% conversion is a multiplicative modifier, then all additive bonuses apply. You phrased it as if all physi bonuses applied multiplicatively against all elemental bonuses. That cannot be the case: additive bonuses are always additive, never multiplicative. If conversion made physi and elem bonuses multiplicative with one another, conversion skills would be far too powerful.

Suppose you have a 100 physi damage weapon, +24% physi damage with one handed weapons, +50% elemental damage from catalyze, +36% physical damage with maces, 48% incr physi from level 17 IB. 10 lightning damage on a ring. 77% weapon elemental damage and 46% melee physical damage supports linked to your IB. Those two bonuses are multiplicative, the 50% conversion is multiplicative, everything else is both additive and situational.

Fire damage from conversion goes like this
fire conversion

(100 physi weapon dmg) * (1 + .46 MPD) * (0.5 conversion) * (1 + .5 incr ele + .24 one handed physi + .36 mace + .48 IB) * (1 + .77 WED)
= 333 fire damage from the conversion, after all bonuses apply.


Physical damage after conversion goes like this
physi conversion

(100 physi weapon dmg) * (1 + .46 MPD) * (0.5 conversion) * (1 + .24 one handed physi + .36 mace + .48 IB)
= 152 physical damage after conversion and all bonuses apply.


Other damage, from accessories and ele dmg mods:
accessory damage

(10 lit dmg)*(1+.5 incr ele)*(1+.77 WED)
= 27 lit damage from accessory damage mods, after all bonuses.


There is some inconsistency in this process for physical accessory dmg - ie, physical damage from ring/glove/amulet. I'm not 100% sure on this one because I haven't spent time testing it to get a good model. Maybe someone else can elaborate.

x*333 fire = 152 physi ====> x = 43%. Physi dmg is 57% of fire dmg.
152 physi/(333 fire+152 phys+27 lit) ====> IB is 30% physical, 70% elemental.
In the above scenario, a single 8% increased physi dmg passive would yield the same amount of additional DPS as a passive granting 11% increased elemental damage. If you have a lot of elemental damage mods, the elemental passives become stronger/physi passives become weaker.

knowing which bonuses are additive, and which are multiplicative

This is tied completely to wording.

"Increased/Reduced" means additive.
"More/Less" means multiplicative.

Unavailable


See the Point Blank support, the 50% more damage to close targets is multiplicative, but the 8% reduced attack speed is an additive penalty.
Let a man walk alone -
Let him commit no sin.
Let him bear few wishes,
Like an elephant in the forest.
Last edited by Zakaluka#1191 on Jan 3, 2013, 5:17:02 PM
Some items in this post are currently unavailable.
when "i" said i shouldn't answer, i meant i might have gotten something wrong somewhere. thankfully i didn't.

one thing zakaluka (and i) missed in the math example is infernal blow's "112% base physical multiplier" which foes first.
For base damage, as far as I know, this is after all on-weapon modifiers.

Report Forum Post

Report Account:

Report Type

Additional Info