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Slime Knight
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 PostMon Jul 18, 2011 7:40 pm
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I consider 50's territory a roughly the hard-cap for OHR; even if you don't set it... 33+ is where it starts to get a bit rough but 50's is where you're going to have to max out exp to do any good.

This is tough business because of the way stats curve, at 55 you are only seeing a fraction of potential gains. So developers have to use a spreadsheet and plan see how heroes statistics are going to be at reasonable levels rather than just examine level 1 vs 99.

Let's just say it isn't optimal for long games. XD
Red Slime
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 PostMon Jul 18, 2011 8:10 pm
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how about two bitsets... one for the level of an enemy... another reducing the exp you get by a certain percentage times the amount of levels you are above the enemy?
Liquid Metal King Slime
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 PostTue Jul 19, 2011 1:42 am
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Has anyone ever tried having a couple monsters spawn after death of a certain monster, who then die due to low hp and then spawn another monster, each one giving max xp. to dull out more xp then normally possible?
Liquid Metal King Slime
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 PostWed Jul 20, 2011 12:11 am
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I made a chart that compares the experience curve from several games to the curve in the OHRRPGCE



The OHR has the steepest curve of any I tested, and is the only with a low cap.

Also this chart is probably technically comparing some apples to some oranges, because an exp curve can be drawn using total experience at level or experience required to reach level and I didn't pay a ton of attention to which I was charting... so the OHR curve would probably be even steeper in comparison, I guess?
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