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So, now that I have the saving throw formulas down, and the THAC0s are no-brainers for converting to formulas, I took at look at the exp tables. First glance they might look exponential, and while that is generally true at low levels, you lose it at high levels. Using a general power function yields reasonable results, however. cl: 22.479x^3.9437 R^2 = .9445 mu: 27.672x^3.9055 R^2 = .9415 th: 13.332x^3.0685 R^2 = .9632 wa: 26.869x^3.936 R^2 = .9406 Not great fits, but a lot better than the .6-ish R^2s that an exponential function yields. Linear models are possible, but again the fits are lower than the power functions. Also they aren't as interesting ;) Simplified versions that are easier to use: 22.5x^4, 27.7x^4, 13.3x^3, 26.9x^4 This doesn't require the pow() function, but yields slightly steeper exp curves for all but the thief. Obvious consequences of this: players will shoot up through the low levels very quickly, but will take longer to reach the higher levels than is currently the case. I'm not sure these functions are particularly desirable, and something more along the lines of Nic's exp patch is probably better: (exp = GET_LEVEL(ch) * modifier * 4000). While I'm not sure I like that system exactly as written (no offense, but 4000?!), it is that type of idea that should be used. --- eglamkowski@angelfire.com http://www.angelfire.com/nj/eglamkowski/null.html <- Null webring http://www.angelfire.com/nj/eglamkowski/eia.html <- EiA webring Angelfire for your free web-based e-mail. http://www.angelfire.com +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+

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