greenmelf
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Everything posted by greenmelf
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Take displayed experience value and the hidden single decimal point, multiply by 10 and you'd got the experience stored as an int variable. Take all the stored experience values for all skills, sum into a long integer and you've got the overall total experience stored as a long integer variable.
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I think that I figured it out. (Didn't test for all values, but worked right for all that I tried.) Code in Java. public static int experienceForLevel(int level) { int total = 0; for (int i = 1; i < level; i++) { total += i + 300 * Math.pow(2, i / 7.0); } return (int)(total * 2.5); } The experience values are stored as int type and just printed as experience/10 to truncate the 'decimal'. It makes sense to do it this way; it's just the most straight forward and efficient way to do it. Edit: Nevermind. I just put my version, your peusdocode and the runescape.wikia code into my Java compiler, and all three got the same answer for every level and are all equal to the listed experience values given for each level on runescape.wikia. I'm confused now, are those posted values wrong, or are all the formulas right?
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I don't see they that's nearly enough evidence to support that claim. And even if it is true, it still doesn't make their 'fix' acceptable.
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Your post seems to me like to read the topic title and posted without reading anything in the topic. The issue is not over 90 combat f2p being nerfed. The issue is under 90 combat f2p not being nerfed the same as over 90 combat f2p.
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I'm 94 combat. When you get to my dungeoneering level, you'll train 2x as fast as I do (provided that you don't reach 90 combat). It takes me 10-15 minutes to clear out a dungeon, same as any of you. The only advantage that I have is my 94 strength that took me hundreds of hours of grinding to get, which you too can get by grinding. I honestly don't understand their logic, the skill is supposed to be a 'prestige skill'. But if high levels aren't rewarded, or worse, punished; it completely destroys the 'prestigious' nature of the skill in f2p and just makes it some f'd up skill that takes way too long to level. I'd like to see someone make a topic on RSOF discussing how the f2p imbalance ruins the prestige, and see if jagex actually responds. They won't.
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The latter is not the case, due to the cap. That is why I'm saying it should be fixed. The best solution would be to cap the exp for ALL PLAYERS on ALL F2P WORLDS, which is why I listed it as choice number 1. @ greenmelf: A solo dungeon usually takes like 10-15 minutes, provided I always do complexity 6. Each round I would roughly get 700-1k exp, depending on my luck with the puzzles and bonus rooms. I'm assuming greenmelf and sees_all trains slower than I do now? That just isn't logical, seeing as I'm MUCH lower leveled than either of them. (Combat 84) The point exactly, a solo dungeon takes me, I think, 10 - 20 minutes, basically the same exact time, and I get half the exp for it.
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5 out of the last 6 floors I've done had p2p doors, ridiculous.
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Actually, depending on how you look are the 'bonuses',(and I use the term 'bonus' in this case, very lightly), you lose about +110% bonus exp if you can't open any bonus rooms. Hey Sonic, how long on average does a solo dungeon take you?
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I normally try to be pretty understanding about updates and stuff. But their whole manner of dealing with all the issues with dungeoneering is very pathetic. Wow, just saw some topic on RSOF about people not being correctly refunded tokens after the price change, and Jagex straight up said they would reimburse them the missing tokens.
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That one level could turn out to be quite a bit of experience when you reset and do *all* the floors all over again. No, the extra exp you'll gain won't come close to amount of time it'll take to get back those tokens.
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People come on, think about it. You get 10% of your exp in tokens. The next level is 10% more total exp than the current one. All your tokens combined it only one level ( or two if you're really close, but still only one levels worth of exp ). Unless you absolutely don't want the rewards, your wasting your freaking token, one level won't boost your exp rate through the damn roof.
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If they can hotfix it so f2p over 90 get nerfed exp, nerfing all of f2p should be even easier. They've had a week and they haven't nerfed under 90 f2p exp yet or even admitted it's an issue.
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Heh, so much for the previous post found on the official-forums stating due to 'technical difficulties' it wouldn't be possible to remove these. ;) (And in some ways the supposed F2P isn't a demo claim!). Still, these aren't too much of a nuisance overall I've found - that could be due to my current low levels though, later on I suppose with the frequency of unopenable doors being lesser I can imagine it may have more impact. Out of the last 63 floors I've done(I think level 31 to 46), 5 members skills doors, 1 member only puzzle, 1 100+ skill door and 7 non-member skills I didn't have the levels for. So 7/63 or 11% floors I was punished for not having high enough skills. Really? And then 7/63 or 11% floors I was punished for being non-members. And considering member only things only appear on the high level floors to start out with, you are losing even more exp proportional. And not getting into those bonus rooms can nearly half your exp. And all this is after I already get half exp for being a 90+ non-member.
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The amount of them that involve questions about wanting explanations of how prestige works is kind of scary.
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I think this Dungeoneering Update was a prime example of why Jagex needs to do more testing, probably with test servers. The amount and scale of bugs and issues is pretty ridiculous, and then resorting to needing unannounced hot fixes to change things that should already have been changed/decided was imbalanced, I'm look at you Dungeoneering RC exp changes and 90+ f2p exp nerf. I don't quite see how they let soo many things slip by, it's not like they had any announced deadline they had to meet. Test servers could have help fixed much of this.
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Or they could just let you choose the monster scaling and replace the base floor exp value with that, then you'd get variety of the levels without the current exp reduction of lower levels because you could choose to have floor 35 scaled monsters on floor 1 and not need to reduce exp for easy monsters, much more easy.
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Sorry, but they aren't going to change it, ever. Get over it, it's all you can do. Also, anyone know what some of the dungeoneering changes today are? Quick find code: 15-16-957-60850086
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Wow, all Jagex bothered to say about dungeoneering changes was "There have been numerous fixes to Dungeoneering, both in-game and in the Game Guide." and "To be fair the one liner about dungeoneering fixes covered over 100 other dungeoneering tweaks/adjustments/fixes!" in a topic on RSOF. Wtf are the changes??? Why can't they acutally post what they changed and post it in the news? Over 100 changes and none of them was remove members skill doors from non-members or change 90+ combat non-members exp. On the bright side, I just killed Lexicus Runewright and didn't die, that's a first.
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Wow, all Jagex bothered to say about dungeoneering changes was "There have been numerous fixes to Dungeoneering, both in-game and in the Game Guide." and "To be fair the one liner about dungeoneering fixes covered over 100 other dungeoneering tweaks/adjustments/fixes!" in a topic on RSOF. Wtf are the changes??? Why can't they acutally post what they changed and post it in the news?
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I don't really see how you think it is a "second" multiplier. Please elaborate more clearly? There is a plainly displayed "Bonus Rooms" multiplier which gives bonus exp from +0% to +13% exp. And there is a second hidden, never mentioned multiplier based directly on bonus rooms which multiples both the base floor and base prestige exp shown at the very top by 53.6% for zero bonus rooms to 100% (true base) for all bonus rooms.
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You are right. The website reads this; My linkhttp://hiscore.runescape.com/index_lite.ws?player=Isthatok. Note the '4640,53,142872' which is the Dungeoneering data, all the data from there on is offset from what it used to me. Kind of surprised that they haven't actually fixed it yet, shouldn't take that long at all.
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What is your argument? People who take the time to train up all their skills should not be rewarded with better exp? That the addition of a second multiplier based on bonus rooms is both, mentioned nowhere and extremely overdone.
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I posted some of my exp related finding in the f2p topic, didn't post it here because I'm not sure how it translates to p2p or f2p over 90 combat though. But, anyways; +0% from bonus rooms gaves 53.6% of base floor exp AND prestige exp. +4% from bonus rooms gaves 68.8% of base floor exp AND prestige exp. +8% from bonus rooms gaves 84.3% of base floor exp AND prestige exp. +11% from bonus rooms gaves 96.7% of base floor exp AND prestige exp. Note: I'm 106 combat f2p and I haven't got data from other values yet.
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I bet you the trade limit of coins that they don't answer any questions about high level f2p dungeoneering exp or the double exp multiplier from bonus rooms. I'm 64 runecraft, soo close, wish they had of waited another day or two before 'fixing' the runecrafting exp.
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//resetting previous_prestige = current_prestige current_prestige = 0 //end floor exp calculations if( floor already done this reset cycle) use zero_prestige else { if( current_prestige > previous_prestige ) use current_prestige else use previous_prestige } Does that help? (seemed easier to explain with pseudocode) I tried Skeleton Horde for 20 minutes. Full Fractite Armor with Spear on shared stab, 9.75k in 20 minutes, so that'd be 29.75k per hour. Granted, not complete sure spear or stab was the best option, and for the first 9 or so minutes I had all tunnels opening, meaning I wasted more time running from side to side.
