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PostPosted: Wed Sep 01, 2004 12:38 pm
by Tarcon
If your level 20, your rp's per kill must be caped. I've recieved over 1.2k at times from a kill, from time to time, usually solo kills. Often in a group, specialy in a zerg, I wouldn't recieve more then say, a few hundread.
Your level 20 character, is caping out on his gains per kill no doubt. Mythic puts in those restrictions to keep things from going way out of control.
If your a Low realm rank character and you solo kill a high realm rank character, 2k rp's for the kill isn't out of the question.
Tarcon
PostPosted: Wed Sep 01, 2004 7:47 pm
by Ogre
They recently changed the RVR server formulas to match the PVP server formulas. The to-hit clamp has been removed and the RPS clamp has been removed as well I believe. I could look it up on the herald but I'm too lazy.

This further supports my theory that all things evolve towards PVP.

PostPosted: Fri Sep 03, 2004 7:38 pm
by nor
Any ideas on "You are too close to an enemy to hide!" formula? Seems range is affected by stealth spec only, "enemy" level is not included.
For "enemy uncovers you!" formula level should be included; is chance changing with distance to enemy or spec?
PostPosted: Mon Sep 06, 2004 1:06 pm
by Aavan
Any idea of how the buff's are computed ???
Because I've only seen the buff cap formula's...
I bet the buff formula take a lot more variable like receiver level, caster level, buff specpoints....
PostPosted: Mon Sep 06, 2004 1:58 pm
by nor
It's similar to heal formula:
factor = Math.Min(1.25, 0.25 + (lineSpec-1)/Spell.Level);
buffValue= spell.Value * factor;
edit: maybe they use just lineSpec (without -1), not sure now...
PostPosted: Mon Sep 06, 2004 3:05 pm
by Aavan
Ok, but what is Math.Min ?
PostPosted: Mon Sep 06, 2004 3:58 pm
by nor
Math.Min Method (Double, Double)
Return Value
Parameter val1 or val2, whichever is smaller. If val1, val2, or both val1 and val2 are equal to NaN, NaN is returned.
PS lineSpec should be float else you get funny results.
PostPosted: Mon Sep 06, 2004 4:19 pm
by Aavan
Ok thank you !
PostPosted: Sat Sep 25, 2004 9:26 pm
by mightybunny
It's similar to heal formula:
factor = Math.Min(1.25, 0.25 + (lineSpec-1)/Spell.Level);
buffValue= spell.Value * factor;
edit: maybe they use just lineSpec (without -1), not sure now...
Doesnt sound right to me.
that 1.25 should be 1.5 for spec buff's like str/con dex/quick
but for piety buff there is no 1.5 cap so it can go very high.
So i think it should be
if buff = spec {
if buff = str/con or dex/quick {
factor = Math.Min(1.5, 0.5 + (lineSpec-1)/Spell.Level) + toa buff bonus;
}
if buff = piety {
factor = (lineSpec-1)/Spell.Level + toa buff bonus;
}
}
if buff = base{
factor=Math.Min(1,(lineSpec-1)/Spell.Level) + toa buff bonus)
}
PostPosted: Sun Sep 26, 2004 7:58 am
by nor
Tests show that they use this formula for buff effectivness:
- Code: Select all
int effectivness = 75+(specLevel-1)*50/spellLevel;
if(effectivness>125)
effectivness = 125;
else if (effectivness<75)
effectivness = 75;
It has nothing to do with 1.25 cap on base line buff and 1.25*1.5 cap on spec line. If spec buff level is same as spec it is less effective than on buffLevel+1, proves that they use spec-1 everywhere.
And again info on the web is incorrect. I saw 25-125%% everywhere...
PostPosted: Fri Oct 01, 2004 1:38 pm
by Psyfire
just an info for the rp formula:
if a lvl 50 kills another lvl 50 you get 900rp base, + RR - 10,
example: you are lvl 50 and kill an lvl 50 8l8 char then u'll geht 978 rp. Your own RR doesn't matter.
So formula has to fit with that ;>
Any changes are from keepbonus, groupbonus a.s.o.
--------------------
Info for the buffformula:
My BB, 50+13 buff, 25% toabonus, moa3:
Speccs 93
Bases 62
Thats atm the cap(1.69) cause reach same ammount with yellow and red dex/qui specc
~~~
Sry my bad english :>