Magic Leveling & Experience
Magic Leveling & Experience
So if you all remember the work Marsil79 did on the seru leveling, I decided to finish it and finally dug into proving their work through the game's code.
The Experience table they devised is 100% accurate:
Lv 2: 18
Lv 3: 51
Lv 4: 93
Lv 5: 145
Lv 6: 209
Lv 7: 289
Lv 8: 393
Lv 9: 537
The experience rewarded for damage done is slightly off though.
| 12xp: damage the enemy for 100% of it's max HP |
| 11xp: damage the enemy for 91.50%-99.99% of it's max HP |
| 10xp: damage the enemy for 83.00%-91.49% of it's max HP |
| 9xp: damage the enemy for 74.50%-82.99% of it's max HP |
| 8xp: damage the enemy for 66.00%-74.49% of it's max HP |
| 7xp: damage the enemy for 57.50%-65.99% of it's max HP |
| 6xp: damage the enemy for 50.50%-57.49% of it's max HP |
| 5xp: damage the enemy for 42.00%-50.49% of it's max HP |
| 4xp: damage the enemy for 33.50%-41.99% of it's max HP |
| 3xp: damage the enemy for 25.00%-33.49% of it's max HP |
| 2xp: damage the enemy for 17.50%-24.99% of it's max HP |
| 1xp: damage the enemy for 08.50%-17.49% of it's max HP |
| 0xp: damage the enemy for 00.00%-08.49% of it's max HP |
You are rewarded 1 exp for every 1/12th of the enemy's Max HP you do in damage. So like Marsil79 had, if you did 99.99% you would only get 11 exp. You are only rewarded 12 exp on the full amount.
Here are the values adjusted in percentage like above:
| 12xp: damage the enemy for 100% of it's max HP |
| 11xp: damage the enemy for 91.66%-99.99% of it's max HP |
| 10xp: damage the enemy for 83.33%-91.65% of it's max HP |
| 9xp: damage the enemy for 75.00%-83.32% of it's max HP |
| 8xp: damage the enemy for 66.66%-74.99% of it's max HP |
| 7xp: damage the enemy for 58.33%-66.65% of it's max HP |
| 6xp: damage the enemy for 50.00%-58.32% of it's max HP |
| 5xp: damage the enemy for 41.66%-49.99% of it's max HP |
| 4xp: damage the enemy for 33.33%-41.65% of it's max HP |
| 3xp: damage the enemy for 25.00%-33.32% of it's max HP |
| 2xp: damage the enemy for 16.66%-24.99% of it's max HP |
| 1xp: damage the enemy for 08.33%-16.65% of it's max HP |
| 0xp: damage the enemy for 00.00%-08.32% of it's max HP |
These values are more accurate if you use repeating such as 16.6666666666666666666%. However, you could just calculate it like the game does:
damage * 12 / maxHP
This is the reduced simple formula that I came up with. The actual step by step formula that the game executes in code is this:
(damage + damage * 2) * 4 / maxHP
The Experience table they devised is 100% accurate:
Lv 2: 18
Lv 3: 51
Lv 4: 93
Lv 5: 145
Lv 6: 209
Lv 7: 289
Lv 8: 393
Lv 9: 537
The experience rewarded for damage done is slightly off though.
| 12xp: damage the enemy for 100% of it's max HP |
| 11xp: damage the enemy for 91.50%-99.99% of it's max HP |
| 10xp: damage the enemy for 83.00%-91.49% of it's max HP |
| 9xp: damage the enemy for 74.50%-82.99% of it's max HP |
| 8xp: damage the enemy for 66.00%-74.49% of it's max HP |
| 7xp: damage the enemy for 57.50%-65.99% of it's max HP |
| 6xp: damage the enemy for 50.50%-57.49% of it's max HP |
| 5xp: damage the enemy for 42.00%-50.49% of it's max HP |
| 4xp: damage the enemy for 33.50%-41.99% of it's max HP |
| 3xp: damage the enemy for 25.00%-33.49% of it's max HP |
| 2xp: damage the enemy for 17.50%-24.99% of it's max HP |
| 1xp: damage the enemy for 08.50%-17.49% of it's max HP |
| 0xp: damage the enemy for 00.00%-08.49% of it's max HP |
You are rewarded 1 exp for every 1/12th of the enemy's Max HP you do in damage. So like Marsil79 had, if you did 99.99% you would only get 11 exp. You are only rewarded 12 exp on the full amount.
Here are the values adjusted in percentage like above:
| 12xp: damage the enemy for 100% of it's max HP |
| 11xp: damage the enemy for 91.66%-99.99% of it's max HP |
| 10xp: damage the enemy for 83.33%-91.65% of it's max HP |
| 9xp: damage the enemy for 75.00%-83.32% of it's max HP |
| 8xp: damage the enemy for 66.66%-74.99% of it's max HP |
| 7xp: damage the enemy for 58.33%-66.65% of it's max HP |
| 6xp: damage the enemy for 50.00%-58.32% of it's max HP |
| 5xp: damage the enemy for 41.66%-49.99% of it's max HP |
| 4xp: damage the enemy for 33.33%-41.65% of it's max HP |
| 3xp: damage the enemy for 25.00%-33.32% of it's max HP |
| 2xp: damage the enemy for 16.66%-24.99% of it's max HP |
| 1xp: damage the enemy for 08.33%-16.65% of it's max HP |
| 0xp: damage the enemy for 00.00%-08.32% of it's max HP |
These values are more accurate if you use repeating such as 16.6666666666666666666%. However, you could just calculate it like the game does:
damage * 12 / maxHP
This is the reduced simple formula that I came up with. The actual step by step formula that the game executes in code is this:
(damage + damage * 2) * 4 / maxHP
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Nightshade
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Re: Magic Leveling & Experience
Why then, does Swordie level up so much faster than other Seru? I thought it had to do with the fact it had multiple hits, but what you are saying seems to disprove this.
Also, I think the reason they coded the EXP formula is so both of the multiplications are powers of 2 - that way, the CPU can bit-shift the variables.
Also, I think the reason they coded the EXP formula is so both of the multiplications are powers of 2 - that way, the CPU can bit-shift the variables.
Do not question yourself with the why or the how. I simply am, and that is all you need to know.
Re: Magic Leveling & Experience
If you looked at my continued work on Maril's you'll see that I mention multi-hit seru get exp per hit. Although slightly different, they usually get 0-4xp per hit based on damage done. I actually can't find that thread, so maybe I kept it on gamefaqs only
/
Previously I found that some attacks are pro-rated and some are not. So instead of getting 4xp max per hit, sometimes, like in swordie's case, you can get 12xp per hit.
I have yet to go and confirm my previous work in the code however. Will be doing that soonish.
Previously I found that some attacks are pro-rated and some are not. So instead of getting 4xp max per hit, sometimes, like in swordie's case, you can get 12xp per hit.
I have yet to go and confirm my previous work in the code however. Will be doing that soonish.
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Redhollowlives999
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Re: Magic Leveling & Experience
Wait does that mean if I went and level grinded somewhere with weak enemies (like just outside Rim Elm) and I just spam attacks on the weak enemies that I could get 12XP for every time I attack with a Seru? :oooo
it really do be like that tho
Re: Magic Leveling & Experience
You will indeed get 12xp on one attack. You are flat out awarded 12xp for a kill. Keep in mind though that the enemy has to have HP to take off for you to get credit. What I mean by this is if Swordie attacks and kills a gimard on the first hit, he gets only 12xp for the first hit. The following hits are awarded 0xp since the gimard has no life left.
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Redhollowlives999
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Re: Magic Leveling & Experience
I feel so sorry for all the Slimes in the Rim Elm area... I really do....
it really do be like that tho
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Redhollowlives999
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Re: Magic Leveling & Experience
I'm sorry but I forgot and skimming didn't help me find it, does this rule apply to Light/Healing Seru as well (besides Aluru, obviously)?
And as you level up, what are the chances of things like Nighto's Insta-Kill (because I know the chance increases with its level)?
And as you level up, what are the chances of things like Nighto's Insta-Kill (because I know the chance increases with its level)?
it really do be like that tho
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JCTC
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Re: Magic Leveling & Experience
Nighto work on final boss if max?
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Redhollowlives999
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Re: Magic Leveling & Experience
It only works on 2 bosses (and possibly 3 if hacked), and those would be Lapis (I think, I mean, Jedo works) and Beserker. It probably works on fire doggy, considering you're not supposed to have Nighto by then.
it really do be like that tho
Re: Magic Leveling & Experience
Vera:Redhollowlives999 wrote:I'm sorry but I forgot and skimming didn't help me find it, does this rule apply to Light/Healing Seru as well (besides Aluru, obviously)?
And as you level up, what are the chances of things like Nighto's Insta-Kill (because I know the chance increases with its level)?
4-12xp based on how much HP is actually healed (not overhealed).
Orb:
2-4xp per character based on how much HP is actually healed (not overhealed)
Nighto:
4xp - No effect happens.
8xp - If it confuses the enemy.
12xp - If it kills the enemy.
Spoon:
2-4xp per character just like Orb in battle.
1-3xp per character outside of battle.
Horn:
3xp per character healed.
Magic Damage Boosts by level
Level 1 - 0
Level 2 - 12.48%
Level 3 - 24.99%
Level 4 - 37.50%
Level 5 - 50.00%
Level 6 - 62.50%
Level 7 - 75.00%
Level 8 - 87.50%
Level 9 - 100%
Magic Heal Boosts by level
Vera Levels:
Level 1 - 256hp
Level 2 - 288hp
Level 3 - 320hp
Level 4 - 352hp
Level 5 - 384hp
Level 6 - 416hp
Level 7 - 448hp
Level 8 - 480hp
Level 9 - 512hp
Orb Levels:
Level 1 - 512hp
Level 2 - 576hp
Level 3 - 640hp
Level 4 - 704hp
Level 5 - 768hp
Level 6 - 832hp
Level 7 - 896hp
Level 8 - 960hp
Level 9 - 1024hp
Spoon levels:
Level 1 - 1024hp
Level 2 - 1152hp
Level 3 - 1280hp
Level 4 - 1408hp
Level 5 - 1536hp
Level 6 - 1664hp
Level 7 - 1792hp
Level 8 - 1920hp
Level 9 - 2048hp
Interesting bit you asked about Nighto. I only noticed that Nighto will randomize which attack he'll do.
00 = death
01 = confused
02 = confused
03 = confused
04 = confused
05 = Confused
06 = confused
07 = confused
So I figured it was 1/8th chance to kill an enemy. But you might be right, I bet I tried him at level 1 and at level 2 maybe the chances are higher to do death over confuse.
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