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rdee

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  1. Okay, I'm pretty sure I figured it out. I went and made several tweaks to Ragno's script so it matches the way bounty boards currently function in iRO, as well as added scripts for all available bounty boards. I checked the mob lists on all the bounty boards in iRO though I only turned in quests on some of them. Probably still needs testing to confirm the below is accurate. See below for a change log: The formula from iRO wiki is essentially correct. I spot checked some boards in iRO and played around with excel until I was able to produce the quest and job XP using the formula below: QuestXP=Floor(MOB\_BASEXP,2)*150*EXP\_Modifier The EXP modifier term appears to be some sort of fraction of 8. Comparing the quest XP from the iro bounty board wiki as well as the results I seen play-testing iRO, this is almost always 6/8. It does vary between different mobs and different boards though. I haven't been able to determine if this is derived from a stat on the mob itself or was arbitrarily chosen. A little disappointed I couldn't get away from complete automation of quest XP, but this is at least closer. Some other notes: - The bounty board quests in iRO are definitely derived from base mob XP. This can be tested against XP manuals, VIP status, holiday server rates, etc. - The above also showed that on iRO chaos which has 2X rates (default) that the mob XP rate and quest XP rate are multiplicative and you'll actually receive 4X per bounty board turn in. iro_bounty_boards_v2.0.1.rar
  2. Any math nerds know if there's a formula for how base and job XP are being calculated for the bounty board rewards? The iRO wiki describes 150*monster exp but that is demonstrably false. I'd like to update the current maps as well as add all the missing ones, but I'm really hoping not to have to play test each one in iRO to find out. Here's monster level vs bounty board reward XP for example. It looks like there's rounding to increments of 25. It also almost looks exponential-- definitely not linear though. I'm kinda hoping the devs didn't just pick arbitrary XP values, which would effectively guarantee that values need to be playtested. Conversely, plain monster XP & monster level is really well behaved:
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