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News Server Rates

I am sure a lot of people are already familiar but let's make this official. The server's rates are following:

EXP Rate: 1x
Party Rate: 1x
Drop Rate: 1x
Resource Rate: 1x
Fairy Rate: 1x

Effectively after becoming level 70, Experience is divided by half, BEFORE the multipliers are applied. This means, if a monster originally gave 500 exp, And your character levels up to 70, You'll only receive 250 and the fruits will only multiply the half amount, not original amount and then divided at the end.

Additionally, This might be good time to place this information too:

Maximum Equipment gem slots is two. Both first and second socket fusion is 100% chance. I most certainly would like to reduce a little bit on the second slot chance but I know I did say this was going be vanilla original server so I will leave it as-is.

Further more the forging/fusion rates are original as expected.
 
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Effectively after becoming level 70, Experience is divided by half, BEFORE the multipliers are applied. This means, if a monster originally gave 500 exp, And your character levels up to 70, You'll only receive 250 and the fruits will only multiply the half amount, not original amount and then divided at the end.
There is no difference if the division is before or after the multiplication, same amount in every case. (Just sayin' *cough*)
 
There is no difference if the division is before or after the multiplication, same amount in every case. (Just sayin' *cough*)
Glad to see I wasn't the only one who noticed it. Well, it really doesn't matter.
 
There is no difference if the division is before or after the multiplication, same amount in every case. (Just sayin' *cough*)
Due to how game processes the values, the values are first retrieved from cexp and then multiplied by server rate and then personal rate, and special conditions, there can be situations where more EXP is given than usual.
 
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Due to how game processes the values, the values are first retrieved from cexp
both results = 20

Edit: u edited ur post while I was posting, so the quote has changed lmao
 
both results = 20

Edit: u edited ur post while I was posting, so the quote has changed lmao
I was phrasing it in wrong way I realized,

Hold on. I'll go dig the function.
 
I can't seem to recall why exactly or how I ended up that reducing the exp before proceeding, there is four or five functions that handles the value before ultimately modifying player's exp attr.
 
Effectively after becoming level 70, Experience is divided by half, BEFORE the multipliers are applied. This means, if a monster originally gave 500 exp, And your character levels up to 70, You'll only receive 250 and the fruits will only multiply the half amount, not original amount and then divided at the end.
Do you actually know that before or after doesn't matter?
Sounds like somebody skipped some math classes.
 
Do you actually know that before or after doesn't matter?
Sounds like somebody skipped some math classes.
I did bunch of trails testing that concluded before is appropriate, They are definitely "before". GetEXP_PKM is all I am going say.
 
It does seem to be a math problem but having the functions/procedures made by the back-end exp calculation of the program could make it vital whether it should come in effect before or after the exp gain. Thinking how a program works is really easy but computers don't speak our language, translating those thoughts into code could be hard. Just saying. =D
 
I did bunch of trails testing that concluded before is appropriate, They are definitely "before". GetEXP_PKM is all I am going say.
You're right, I replied before reading your other postings about functions.
Seems like xhdw is stupidly coded.
 
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