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Old 07-05-2007, 09:59   #1
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Plvling - Equations, Experience and Damage

This is mainly for those archers/waters who already understand the basic principles of plvl, and want to know - for whatever reason - the actual mechanics of it. Might help those of you who are planning ahead, and want to decide what equipment to aim for.

An important thing to realise about this thread is that it is not a... guide, as such. It is not designed to help you... it is primarily for people who are interested in the actual equations, rather than general advice.
If you want general advice for plvling: buy socs, get an archer to lvl 130, and start killing.



Damage

Note: Damage is NOT the same as attack.

To calculate your attack:
((Left Hand Weapon *0.5) + (Right Hand Weapon) + (+ Left Weapon) + (+ Right Weapon) + (Ring) + (+ Ring) + (Strength)) * (1+((%Dragons)/100))
Or go to: This link to see it all done for you.


That will give you the attack shown in your stat window. So it may seem useless, since you already know what that is... not so. If you are only lvl 115, and want to know your attack at lvl 130, you will be able to see what it is.
Click this to see composition values (for use in the calculator)
Click this to see basic item stats

Now, since people benefiting from this guide are most likely to be archers, you must know that your attack is not the same as your damage.

Your damage depends on four things:
a = Your attack
b = Your lvl
c = The monster's lvl
d = The monster's dodge
p = your proficiency


Important new note!

PROFICIENCY OFFICIALLY INCREASES DAMAGE!

For full proof, look Here

This has recently been added to the guide.

EDIT: However, prof. will not increase your attack against quest mobs, such as labyrinth or met doves. /edit


The equation for archer's damage against monsters (its very different against other players) is as follows:

Damage = (1 + (e * 0.8)) * (1 - (d / 100)) * a * p

"e" refers to your lvl bonus, which I will explain.

Have you ever noticed that on lvls ending with 0 and 5, you suddenly do much more damage to monsters than you used to? That is your lvl bonus.
The lvl bonus kicks in when you are 3 lvls higher than a monster, and you get an additional lvl bonus for every 5 lvls after that.

For example:
You are lvl 60
If a monster is lvl 57, you have one lvl bonus, as you are 3 lvls higher.
If a monster is lvl 52, you have two lvl bonuses (one lvl bonus is 55, then + 5 is 60).

So you get a lvl bonus when you are:
3 lvls higher
8 lvls higher
13 lvls higher
18 lvls higher
etc.

Which is the reason you hit pheasants so much higher than your maximum damage.

So e = number of lvl bonuses.
So, since basilisks are lvl 117, if you were 130, e would equal 3.

If you have no idea what I'm on about, here's an equation:
e = ((b - c - 3) / 5) + 1
So for a lvl 130 at bas:
e = ((130 - 117 - 3) / 5) + 1
e = 3

Note: Always round down to the nearest integer.
If e is negative, round to zero.

Remember, b = your lvl
c = monster lvl

p is your proficiency. This is factored in as you would expect, and applies for scatter as well as normal attacks.

Example: if your bow prof. is lvl 18 (6% increase), p = 1.06.

For you trojans out there, ONLY your right-hand prof. does anything. The other one has no effect whatsoever.


So now you can figure out exactly what lvl and equipment you will need to 1-shot each type of monster. Well, you would, if you knew the stats of the monsters!
(apologies for the dodgy table)


| ~~Monster~~ |Level|Dodge|HP|
| ~~AlienApe~~ | 92 | 45 | 15,432 |
|SeniorSnakeman| 97 | 45 | 20,697 |
| ~~Serpent~~ | 102 | 45 | 24,472 |
| ~AlienSerpent | 112 | 45 | 35,050 |
| ~~Basilisk ~~ | 117 | 45 | 60,460 |

If anybody has more exact HP values, please PM them to me... the bas, AS and serpent ones were basically guesses :P


Note: If you are NOT an archer, all the above still applies EXCEPT dodge. So use exactly the same equations, but with any mention to dodge taken out:
Damage = (1 + (e * 0.8)) * a




Next: Experience
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Last edited by HTAPAWASOv2.0; 12-02-2007 at 20:44.
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Old 07-05-2007, 10:00   #2
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Experience

This will be broken up into two sections:
Team Exp and Personal Exp


Team Exp

This is for you plvlers who are wondering how much exp your second char will get...

Ok, there are two different types of team exp.

Base Exp
Exp Multiplier

Your base exp depends on:
your lvl
the monster's lvl

If the monsters is atleast 20 lvls higher than you, the base exp is very easy to calculate.
It is simply:
base exp = (your lvl) * 30

If the monster is less than 20 lvls higher, it becomes more complicated...

Basically, every monster has its own individual exp rate, which depends on the monster's lvl (I can't figure out the exact equation for this, so if anybody knows it, please share).
If you are 5 lvls lower than the monster or less, you will always receive that amount of exp. (so a lvl 110 will get the same amount as a lvl 10 from a robin).
If you are 5-20 lvls lower than the monster, the exp decreases as you lvl... so, at sand monsters (lvl 67), a lvl 45 will get more than a lvl 44, but a lvl 47 will get a completely different amount of exp, depending on how many bonuses are applicable. Usually, it would get considerably more.

Apologies for the vagueness of that answer, as I simply can't see a pattern at all in the numbers, other than the general theme. If I have more time later I'll do more tests and figure it out.

(For those interested in working it out for themselves, "base" exps I've figured out so far:
Pheasants: 1
Turtledoves: 4
Robins: 9
Apparitions: 15
Poltergeists: 27
Sand Monsters: 288
Do you see a pattern? I sure don't xD).

So a basic rule for base exp:
The higher the monster is in comparison to you, the more exp you'll get.
BUT that's all going to change with:


Experience Multipliers

Experience Multipliers take the base exp, and - surprisingly - multiply it.

Here are the different types of multiplier:

Marriage bonus
Water bonus
Noob bonus
Exp Pot bonus
Heavenblessing bonus
Rainbow Bonus
Potency bonus (soon... ish)

So I'm gonna walk ya through these, and explain what each one does.


Marriage Bonus:

The marriage bonus applies if your spouse is in the same team as you, and kills a monster while you're on the screen.
If you're a water tao, the bonus is 100%
If you're not a water tao, the bonus is 20%
The marriage bonus only applies if the monster your spouse kills is less than twenty levels higher than yourself.
Your spouse's level doesn't matter at all.


Water Bonus:

Somewhat unsurprisingly, the water bonus only applies to water taos!
You get this bonus at lvl 70, when you get your water wizard promotion.
It is a 100% increase which applies only to team experience. In other words, if you kill a monster yourself, it won't do anything, but if your team leader kills it, you will get 2x what you would.
This bonus, like the marriage bonus, only applies to monsters less than twenty levels higher than you.


Noob bonus:

The noob bonus gives a benefit of 100% team experience to all classes.
To get the noob bonus, you must have a character in your team who is more than twenty levels lower than the monster being killed.
The noob, you, and the person making the kill must all be relatively close to each other for the benefit to take effect.
The monster in question must be atleast twenty levels higher than the benefactor of the noob exp for this bonus to apply.


Exp pot bonus:

Simple. Use an exp pot, get 2x exp for an hour. This applies to all exp except DB/exp ball/vp exp.
It does NOT stack with the one-hour-double-exp from heavenblessing; they are THE SAME THING, and using both at the same time is no different to using one.


Heavenblessing bonus:

There are two types of heavenblessing bonus. The one-hour one is covered by "exp pot bonus".
The 20% bonus exp counts for everything.
As long as your heavenblessing lasts, you will get an extra 20% exp from everything except exp balls/dbs/vp.


Rainbow bonus:

The sum of your rainbow gems is multiplied by your exp. It applies for all experience except DB/exp ball/VP.


Potency bonus (soon...ish):

For every point of potency you have, you get an extra 1% exp. This is ADDED to rainbow gem exp, NOT multiplied.
It also doesn't apply to DB/exp ball/VP.
Note: Potency does NOT add exp if you are getting plvled. It only helps your own exp.


So, how does it all add together? I hear you ask.
Well, I'll tell you how it all adds together!

The equation is a little something like this:

Total Experience = BaseExp * (1 + ((rainbow% + potency)/100)) * (2
(if there is an exp pot)) * (2(if there is water bonus)) * (2(if there is marriage bonus)) * (2(if there is noob bonus)) * (1.2(if there is heaven blessing))

Hope that made more sense to you than it did to me...
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Last edited by HTAPAWASOv2.0; 07-24-2007 at 15:39.
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Old 07-05-2007, 10:01   #3
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Personal Experience

Coming... if I can ever be bothered.
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Old 07-06-2007, 09:54   #4
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Given as: <level> - <name> - <health>, these are exact. Included ToughHorn for moonboxers.

001 - ToughHorn - 38500
087 - Birdman - 13422
092 - Hawking - 15432
095 - AlienApe - 15432
100 - SeniorSnakeman - 20697
105 - Serpent - 24472
115 - AlienSerpent - 35050
120 - Basilisk - 60460

No idea about dodges, but it's likely the same for most monsters.
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Old 07-06-2007, 10:02   #5
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Quote:
Originally posted by nacitar
Given as: <level> - <name> - <health>, these are exact. Included ToughHorn for moonboxers.

001 - ToughHorn - 38500
087 - Birdman - 13422
092 - Hawking - 15432
095 - AlienApe - 15432
100 - SeniorSnakeman - 20697
105 - Serpent - 24472
115 - AlienSerpent - 35050
120 - Basilisk - 60460

No idea about dodges, but it's likely the same for most monsters.
Thanks a lot for those HPs...

but you got the lvls of the AZ monsters wrong.

Bas are 117, AS 112, Serpents 102, SSM 97, AA 92.


Just out of curiosity, how did you find those HP values?
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Old 07-06-2007, 10:40   #6
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I'm giving the the level provided by the monster.dat file for an updated conquer client. It can be converted into the old-style monster.ini, if handled properly (as i did, so that it's readable). If those levels are wrong (and I thought they were when I saw Bas listed as 120, as i thought 117 as well because I plvl), then I'd be surprised if our client doesnt display the name color incorrectly as well. But yeah, thats what it says in the file. Extra information is there, but just showing why i gave what i gave.

NOTE: this is file _reading_ not modification.

[Serpent]
SizeAdd=1
ZoomPercent=110
MaxLife=24472
Level=105
BornAction=315
BornEffect=MBStandard
BornSound=none
ActResCtrl=0
ASB=5
ADB=6
BodyType=0
TypeID=1411
AntiType=0
Armet=0
RWeapon=0
LWeapon=0
Misc=0
Mount=0

[AlienSerpent]
SizeAdd=1
ZoomPercent=110
MaxLife=35050
Level=115
BornAction=315
BornEffect=MBStandard
BornSound=none
ActResCtrl=0
ASB=5
ADB=6
BodyType=0
TypeID=1413
AntiType=0
Armet=0
RWeapon=0
LWeapon=0
Misc=0
Mount=0

[Basilisk]
SizeAdd=1
ZoomPercent=120
MaxLife=60460
Level=120
BornAction=315
BornEffect=MBStandard
BornSound=none
ActResCtrl=0
ASB=5
ADB=6
BodyType=0
TypeID=1414
AntiType=0
Armet=0
RWeapon=0
LWeapon=0
Misc=0
Mount=0
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Old 07-06-2007, 11:11   #7
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Quote:
Originally posted by nacitar
I'm giving the the level provided by the monster.dat file for an updated conquer client. It can be converted into the old-style monster.ini, if handled properly (as i did, so that it's readable). If those levels are wrong (and I thought they were when I saw Bas listed as 120, as i thought 117 as well because I plvl), then I'd be surprised if our client doesnt display the name color incorrectly as well. But yeah, thats what it says in the file. Extra information is there, but just showing why i gave what i gave.

NOTE: this is file _reading_ not modification.

[Serpent]
SizeAdd=1
ZoomPercent=110
MaxLife=24472
Level=105
BornAction=315
BornEffect=MBStandard
BornSound=none
ActResCtrl=0
ASB=5
ADB=6
BodyType=0
TypeID=1411
AntiType=0
Armet=0
RWeapon=0
LWeapon=0
Misc=0
Mount=0

[AlienSerpent]
SizeAdd=1
ZoomPercent=110
MaxLife=35050
Level=115
BornAction=315
BornEffect=MBStandard
BornSound=none
ActResCtrl=0
ASB=5
ADB=6
BodyType=0
TypeID=1413
AntiType=0
Armet=0
RWeapon=0
LWeapon=0
Misc=0
Mount=0

[Basilisk]
SizeAdd=1
ZoomPercent=120
MaxLife=60460
Level=120
BornAction=315
BornEffect=MBStandard
BornSound=none
ActResCtrl=0
ASB=5
ADB=6
BodyType=0
TypeID=1414
AntiType=0
Armet=0
RWeapon=0
LWeapon=0
Misc=0
Mount=0
I see. Thank you.

Very strange that the lvl is incorrect though...

It's not just an issue with the name, because the lvl bonus also comes into affect at 120 (which means bas are 117). Odd.
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Old 07-06-2007, 14:24   #8
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Quote:
Originally posted by HTAPAWASOv2.0
I see. Thank you.

Very strange that the lvl is incorrect though...

It's not just an issue with the name, because the lvl bonus also comes into affect at 120 (which means bas are 117). Odd.
not so strange.

just a simpler equation for the programmers.

The programmers then use monster.dat level and every 5 levels to do the damage bonuses. they just tell the client to show white 3 levels before and red 8 levels before which also is a simple calculation.
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Old 07-06-2007, 17:25   #9
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I tested this equation with an archer.

Damage = (1 + (e * 0.8)) * (1 - (d / 100)) * a

Monster: Snake Monster
Level: 62
Dodge: 83 (According to website. Seems a little high doesn't it?)
Player Attack: 101-105
Bonus damage modifier based on level for 117 archer: 11

The equation says damage should be 171.598

The in-game damage is around 420-432.

Either the equation is wrong, or the dodge listed on the website is incorrect.

I re-tested on SlowApes

d= 82
e= 12
a= 103

10.6 * .18 * 103 = 196.524
Real damage: 469-479
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Old 07-06-2007, 17:38   #10
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HTAPAWASOv2.0, if you have the data for the test you did to get 0.8 and double damage every 5 levels, i'd like to see it. Im gonna test it on my own character now.
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Old 07-06-2007, 18:46   #11
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Old 07-06-2007, 18:50   #12
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Another great guide by HTA

HTAPAWASO for mod!! w00t.

why did you get banned in the first place, btw?
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Old 07-07-2007, 02:04   #13
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Quote:
Originally posted by Detergent
I tested this equation with an archer.

Damage = (1 + (e * 0.8)) * (1 - (d / 100)) * a

Monster: Snake Monster
Level: 62
Dodge: 83 (According to website. Seems a little high doesn't it?)
Player Attack: 101-105
Bonus damage modifier based on level for 117 archer: 11

The equation says damage should be 171.598

The in-game damage is around 420-432.

Either the equation is wrong, or the dodge listed on the website is incorrect.

I re-tested on SlowApes

d= 82
e= 12
a= 103

10.6 * .18 * 103 = 196.524
Real damage: 469-479
83 dodge seems incredibly high for snake monsters.

I only ever tested on low lvl monsters (pheasants, turtledoves, robins, apparitions), and tbh 4/5 of my tests were on pheasants.
Also, I never tested this with an archer. Dodge confuses the equations far too much... I did all tests with a lvl 1 ring, my fists, and a tao (0 strength).

That was to find the whole "lvl bonus" equation, which I'm 98% sure is correct.


What seems likely, is that either the website lies about the dodge of those monsters (the website lies about a lot of things), or I got the dodge equation wrong.
I only tested dodge against basi/AS/serps/AA, and I did it all with a lower lvl archer, so bonus lvls don't come into the equation at all.

Another possibility is that bonus lvls affect archers differently to other classes.


Still, I would put my bets on the website being wrong or my dodge equation being wrong.

If you want to do a similar test with a non-archer I would be very grateful. I'm short of high lvl characters atm, so its difficult for me.
At least that would confirm that the problem is confined to dodge.
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Old 07-07-2007, 02:05   #14
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Originally posted by MacSeoin
not so strange.

just a simpler equation for the programmers.

The programmers then use monster.dat level and every 5 levels to do the damage bonuses. they just tell the client to show white 3 levels before and red 8 levels before which also is a simple calculation.
Very good point.

That would make it a lot easier.

But then why didn't they do that for all monsters?
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Old 07-07-2007, 02:07   #15
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Originally posted by Detergent
HTAPAWASOv2.0, if you have the data for the test you did to get 0.8 and double damage every 5 levels, i'd like to see it. Im gonna test it on my own character now.
I'm sorry to say I deleted that data.

Basically, I made a lvl 1 tao, gave it a lvl 1 ring, and then lvled it right up to 15 at pheasants. The results were fairly conclusive.

I then tested that equation with a few other characters, at different places.
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