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Runespan

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There is a rumour going around now that more people siphoning a node makes it last longer. In my experience, this is false. Has anyone done any tests to confirm this one way or the other?

 

Is the fail rate of nodes related to the fail rate of the elemental creatures (ie: fireball fail rate = fire essling fail rate)?

 

What is the formula for calculating exp/h assuming you use the 9-rune method to prevent the creature from disapearing? This is what I've got, but something just doesn't seem right.

 

3600 seconds per hour / .6 seconds per tick = 6000 ticks per hour / 2 ticks per attempt = 3000 attempts per hour / number of runes gained = success rate * experience per rune = experience per hour

Fail rates do not seem to have link in the sense you are getting at.

All creatures seem to share a similar fail rate according to how many levels beyond them you are. (eg at lvl 90 soul wraith fail rate is about the same as blood wraith fail rate at lvl 77)

The same can be said of nodes.

 

As for formula tbh people don't generally make formulas for such things because they have many variables. Overtime people just accumulate data and use that data to state xp/hr rates and/or guide makers state how much xp/hr they got via the method shown and people use that value.

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Your formula is flawed because it assumes 3000 attempts per hour. More likely than not, you're gonna lose a bunch of ticks, from afking, or waiting for spawns, etc. Id recommend finding the xp per tick (or attempt) and let people multiply it by their ticks/hour.

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Thanks to you both. The formula was just me playing around with ideas in my head about 'theoredical maximums', not really for any real application.

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