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Level 800 buff & gold sink in one


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#1 fs_phyrstormz

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Posted 28 July 2009 - 15:28

Level 800 buff "conversion"

Buff converts .2% gold per kill to exp per kill per level


a buff that transfers a percentage of gold gained per kill into exp

People would love it

say every 10 levels transfers 2% of gold into exp

at level 175. you would be moving 35% of your gold gained per kill into exp
keeps gold out of the game, and makes people happy

simple, yet effective

and it also solved the problems that the high level players have, where they say the exp gain per monster is not rising fast enough with the exp needed per level, this would help alleviate that as well

#2 fs_millerguy

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Posted 28 July 2009 - 15:29

Me likey

#3 Asahara

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Posted 28 July 2009 - 15:46

Me too.

#4 fs_khalsa500

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Posted 28 July 2009 - 15:46

sounds good to me. more exp, less gold.

#5 fs_tife

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Posted 28 July 2009 - 15:50

The problem with any new xp-buff or potions of strong AL is that we would soon have 50 people at the end of content without them needing to buy stamina.

#6 Mistle

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Posted 28 July 2009 - 15:52

...we would soon have 50 people at the end of content without them needing to buy stamina

Uh. No we wouldn't. Check how much xp you need to level up there.

#7 dragon1234

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Posted 28 July 2009 - 15:54

maybe have a ratio so that if you tranfer 35% of gold, you would only get half of that as xp and the rest goes to waste. Wouldnt really increase the xp gained all that much and people would still need to buy stam?

#8 fs_tife

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Posted 28 July 2009 - 15:58

The problem with any new xp-buff or potions of strong AL is that we would soon have more people at the end of content with them needing to buy less stamina.


*fixed

#9 DarthViper

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Posted 28 July 2009 - 16:05

I see this working

Did you know that there are likely over 2000 rouge black holes in our galaxy alone. Each of them can reach very high speeds, even in space terms, are each capable of destroying anything in their path, and are invisible. Well, goodnight!


#10 Mistle

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Posted 28 July 2009 - 16:10

While I like the idea of converting gold into xp in general, this buff as proposed would be quite unfair and unbalanced, unless there's an additional modifier based on player's level. Otherwise it wouldn't solve any problems with xp per critter that high level players have, major diminishing returns.

0.2% * buff level gold per kill into xp is a tiny amount at the top of content. Critters give about 300 gold on average, 4800 with DBL x16; at 35% (level 175 buff) 1680 gold gets converted into xp. Levelling up from 700 to 701 takes 14,679,010 xp.

Now take a level 300 creature, Apepinos, which also gives 300 gold (4800). The player gets additional 1680 xp per kill; but levelling from 300 to 301 only takes 2,691,010 xp.

#11 fs_phyrstormz

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Posted 28 July 2009 - 16:15

Good point mistle

How you a level modifier apply

Im trying to think of a good way, but coming up empty

Unless you want to say that every 100 levels, the buffs effectiveness doubles

Say you only do .1% of gold is transfered per level, giving you 17.5% conversion at level 175

add in a level modifier, and at level 200, you go to 35%
Level 300 = 52.5%
level 400 = 70%
level 500 = 87.5%
level 600 = 105%
level 700 = 122.5%

add keep going as content moves up.

At that point, does it become viable ?

#12 Mistle

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Posted 28 July 2009 - 16:36

First of all, there is no other way to fix levelling at the end of content without boosting xp per creature, period.

As for the buff, I think the modifier should be based on xp per critter. Monsters at the end of content give about 3500 xp per kill (without DBL), but that's with AL 175 and EH, so around 2400 xp base. How about this formula:

gold gained * base critter's xp/1000 * (buff level * 0.2%)

300 * 2.4 * 35% (level 175 buff) = 252 additional xp, 4032 with DBL x16 (that's about 8% extra xp in total if buffed up)

Not entirely fair since the xp per monster has been the same for about 200 levels now and I really doubt HCS would modify existing critters, but still something. And if/when xp are fixed at some point in new content, it'd work well and fair.


I also think the buff should convert the part of gold gained and the rest would stay, not be lost. Why?

Let's say a critter gives ~5000 gold with TH 175 and DBL x16. 1 FSP costs about 125k, x2 = 250k, and 2 FSP buys you 1% of a level, which is 146,790 xp per 2 FSP at level 700. To get the gold to buy 2 FSP, you'd need to kill 50 creatures.

Now with the conversion buff, a critter gives no gold, but 4032 xp instead. 201,600 xp per 50 creatures, which is quite close to buying xp for FSP.

But what if someone chose to buy stamina with FSP? Then the buff becomes completely unprofitable.


This buff would take major adjusting and a ton of tries from the devs.

#13 DarthViper

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Posted 28 July 2009 - 19:57

Maybe this would also work.

Reduces gold per kill by 0.2% and increases EXP perkill by 0.2%.

Did you know that there are likely over 2000 rouge black holes in our galaxy alone. Each of them can reach very high speeds, even in space terms, are each capable of destroying anything in their path, and are invisible. Well, goodnight!


#14 fs_phyrstormz

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Posted 28 July 2009 - 20:11

Maybe this would also work.

Reduces gold per kill by 0.2% and increases EXP perkill by 0.2%.


that works better then my original idea, though 35% more exp may be a bit too much

then again, im not at those levels, so i dont really know

#15 Mister Doom

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Posted 28 July 2009 - 22:11

First of all, there is no other way to fix levelling at the end of content without boosting xp per creature, period.

As for the buff, I think the modifier should be based on xp per critter. Monsters at the end of content give about 3500 xp per kill (without DBL), but that's with AL 175 and EH, so around 2400 xp base. How about this formula:

gold gained * base critter's xp/1000 * (buff level * 0.2%)

300 * 2.4 * 35% (level 175 buff) = 252 additional xp, 4032 with DBL x16 (that's about 8% extra xp in total if buffed up)

Not entirely fair since the xp per monster has been the same for about 200 levels now and I really doubt HCS would modify existing critters, but still something. And if/when xp are fixed at some point in new content, it'd work well and fair.


I also think the buff should convert the part of gold gained and the rest would stay, not be lost. Why?

Let's say a critter gives ~5000 gold with TH 175 and DBL x16. 1 FSP costs about 125k, x2 = 250k, and 2 FSP buys you 1% of a level, which is 146,790 xp per 2 FSP at level 700. To get the gold to buy 2 FSP, you'd need to kill 50 creatures.

Now with the conversion buff, a critter gives no gold, but 4032 xp instead. 201,600 xp per 50 creatures, which is quite close to buying xp for FSP.

But what if someone chose to buy stamina with FSP? Then the buff becomes completely unprofitable.


This buff would take major adjusting and a ton of tries from the devs.


Makes sense, you lost me when you mentioned the lost gold? 65% of your gold from the creature kill would still be gained, not really sure why you think it would be lost?

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#16 Mistle

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Posted 28 July 2009 - 22:15

Reduces gold per kill by 0.2% and increases EXP perkill by 0.2%.

That's massive... 0.2% gold reduction in return of 0.05% xp increase per point would be more fair.

#17 Mister Doom

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Posted 28 July 2009 - 22:23

0.2?? An extra 100 exp?

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#18 fs_phyrstormz

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Posted 28 July 2009 - 22:58

.2%

#19 Mister Doom

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Posted 28 July 2009 - 23:01

Whats 0.2% of 50,000?

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#20 Mistle

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Posted 28 July 2009 - 23:26

It's 0.2% per skill point... :roll:


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