Didn't write it, but here is the forwarded message (I dunno why I
saved it, but I guess I have a use for it now, eh?)
--
Daniel Koepke
dkoepke@california.com
Forgive me father, for I am sin.
---------- Forwarded message ----------
Date: Thu, 16 Jan 1997 21:36:15 +0000
From: "David A. Carver" <dcarver@iwaynet.net>
To: circle@cspo.queensu.ca
Subject: Re: Exp to Level Algorithm
> Along the lines of fair but useful experience caps, does anyone have
> any ideas on an equation to calculate exp to level that is equally
> increased? Not like 1k per level, but more so half of last level
> plus current total exp divided by level? Or, can someone explain
> why the current exp table is set up the way it is, incrementing by
> the same amount, then doubling, then incrementing by that same
> amount. This creates different plateau's of exp to gain in order to
I have no idea why the experience system is set up the way it is,
probably just the way it was done. I just recently went through and
modified my code to include 104 levels. While doing this I went
through and took out the experience table and replaced it with the
following basic formula:
(The formula calculates the experience needed to go from (level of
player) to (level of player + 1)
level of player * 2000 * level modifier * class modifier.
The level modifier is as follows:
Levels Modifier
1 - 10 1
11 - 20 4
21 - 30 8
31 - 55 9
56 - 60 8.5
60 - 65 8.4
66 - 70 8.3
71 - 75 8.2
76 - 80 8.1
81 -> 8
Class Modifier is a number based on a characters Class. The theory
is that it should take a Wizard or Cleric less experience to get to
the same level than it would take a Warrior or Ranger. I started
Wizards at 1.1 and Rangers at 1.8. This is a constant.
I had to play around with the Level Modifier until I got something
that looks like it will work reasonably well.
Hope this helps.
Dave Carver
--
DC - dcarver@iwaynet.net
CWMud homepage: http://www.iwaynet.net/~dcarver/crapw.html
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