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[RELEASE] Corrected ExpDefs

Discussion on [RELEASE] Corrected ExpDefs within the Shaiya PServer Guides & Releases forum part of the Shaiya Private Server category.

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Old   #1
 
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Post [RELEASE] Corrected ExpDefs

Ok, so this comes with a huge caveat.
Levels 61-70 xp levels do not work correctly without modification to the ps_game.exe. I’ve verified that the 61-70 UM xp levels line up with the OS XP rate (also posted below) on my server (with a fixed ps_game.exe).

If you don’t want to fix the ps_game.exe I suggest you just use 1-60 xp levels.

Warning: Without fixing ps_game.exe and using the listed 1-70 levels below will cause bad things. (To mitigate this a little you can set all level 61 xp's to zero. I didn't test this, you can post your results if you want to go this route.)

OS XP Rate:

Corrected XP Defs 1-70

For more information about the 61-70 issues read my post in this thread:

-ec
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Old 02/08/2011, 15:39   #2
 
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i have changed every number like u written but the hp are stll bugged there is like 8 hp difference between server and OS
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Old 02/08/2011, 16:43   #3
 
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Originally Posted by Giammy View Post
i have changed every number like u written but the hp are stll bugged there is like 8 hp difference between server and OS
ExpDefs is not StatusDefs.
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Old 02/08/2011, 17:17   #4
 
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ok, and how can i get the exact parameters to fix them?
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Old 02/08/2011, 20:07   #5
 
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i know if you run exp through level 61 then you will jump from 60 straight to 70 lol
unless you are running at OS exp. Otherwise if you raise it you will get the jump.
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Old 02/08/2011, 21:09   #6
 
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Originally Posted by Giammy View Post
ok, and how can i get the exact parameters to fix them?
For my HP/MP/SP (StatDefs) I calculated the curve for 1-60 then used that formula to calculate 61-70, then modified level 70s so all the Job’s total were equal. I will think about releasing them here. It probably isn't an exact match to OS but it is fair.

If you are 8 stat points off from OS I wouldn't worry about that.

Quote:
Originally Posted by shinru2004 View Post
i know if you run exp through level 61 then you will jump from 60 straight to 70 lol
unless you are running at OS exp. Otherwise if you raise it you will get the jump.
This is due to the bug that I have been discussing lately, in the ps_game.exe.
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Old 02/08/2011, 21:30   #7
 
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my foult man i've missed K! it was 8k difference
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Old 02/09/2011, 01:35   #8
 
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i know if you run exp through level 61 then you will jump from 60 straight to 70 lol - unless you are running at OS exp. Otherwise if you raise it you will get the jump
that's not correct.

the tricky point - with the - is that you must define the XP to be done at each level for levels 1 up to 60 and the total of XP for levels 61 up to ... what you want. this is certainly due to a bug introduced by the patch in the new XP thresholds computation.

so, let's says you want your toon to gain a new level each 10 pts (to make example & figures easy)
you will define:
lvl1: 10
lvl2: 10
and so on
lvl59: 10
lvl60: 10
at 60 you have 600 pts, to reach level 61 with 10 more pts you will define:
lvl61: 610
lvl62: 620

so, obviously *any* XP values can be used (assuming that summation rule is granted) and not only the AGE values.

also note that the handling of the HP/MP/SP pts does not use such summation and the allocated array has a fixed size - but OOH a 60+ toon doesn't care about 10 (even 100) HP pts so keeping StatusDefs with only entries for level 1 up to 60 has no bad impact.
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Old 02/09/2011, 02:32   #9
 
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Originally Posted by castor4878 View Post
that's not correct.

the tricky point - with the - is that you must define the XP to be done at each level for levels 1 up to 60 and the total of XP for levels 61 up to ... what you want. this is certainly due to a bug introduced by the patch in the new XP thresholds computation.

so, let's says you want your toon to gain a new level each 10 pts (to make example & figures easy)
you will define:
lvl1: 10
lvl2: 10
and so on
lvl59: 10
lvl60: 10
at 60 you have 600 pts, to reach level 61 with 10 more pts you will define:
lvl61: 610
lvl62: 620

so, obviously *any* XP values can be used (assuming that summation rule is granted) and not only the AGE values.

also note that the handling of the HP/MP/SP pts does not use such summation and the allocated array has a fixed size - but OOH a 60+ toon doesn't care about 10 (even 100) HP pts so keeping StatusDefs with only entries for level 1 up to 60 has no bad impact.
I agree that that above statement was incorrect; however, your statement about the bug is incorrect also. The bug isn’t exactly in the computations; the bug is in the fact that it does the computations for levels 1-60. What you are suggesting is a workaround instead of fixing ps_game.exe to do the right thing. But, if it works, that is great.

After the XPDefs get loaded into memory it does run through each xp and does the additions. The problem with doing it your way, your level 61+ is overwritten by the next Grow's low levels. Since UM is the last one loaded into memory, it isn't as huge of a deal, but NM and HM are affected more by this.

Yes, any XP values can be used, I was providing the AGE values so people could use that as a baseline. Personally, I divided them all by a certain percentage to get my X modifier (so I dont have to run the exp2x command each time).

Also, your assumption that HP/MP/SP isn’t important at the higher levels is incorrect. If you calculate the curve you would actually gain thousands of points, not hundreds. Basically you are gimping your 60+ base stat gains, which might be ok if they are gimped across the board. And check out what your priest gains 61-70. Since it is the last HP/MP/SP loaded into memory, at 61+ it uses the EM xp levels. Since they use different data sizes the results are different than what you would think, I haven’t tested this but they probably gain stats in some areas but none in others. There also might be a surprise in there :P

There are many holes to using levels 60+; I am just trying to inform you of them.

Also, if you think any of my statements are incorrect let me know. I am running from memory here, so I could have made an error. I can always load up the old tables and get specific examples for you.
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Old 02/09/2011, 09:48   #10
 
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if i knew reverse engineering i would rewrite the entire thing lol. but since im not that smart...... i do what i have to in order to get by. and yes the priest HP level is messed up on my server but the MP and SP are correct
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Old 02/09/2011, 20:53   #11
 
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Quote:
Originally Posted by EarthCrush View Post
Also, if you think any of my statements are incorrect let me know. I am running from memory here, so I could have made an error. I can always load up the old tables and get specific examples for you.
no, that is definitively not the case
if I gave that impression is only due to my poor English and / or to other items with the sole purpose of formal debate or alternative explanation.

I'm exposing what seems to me, I am not being right, I'm not saying you're wrong.
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