Initial Post:
Hi guys,
I come there as a Frensh player, so pardon me if my langage was medium and grammatically simple.
I actually playing on the s12.fr and w6.net servers.
I studied a lot of mechanics of this game, and specially the XP rewards evolution at different levels.
The subject are a bit old, we already knew a more things about, let's make a summary:
The debate started on deutsh forum where one player modeled a curve like this, without any value:
http://www.bilder-hochladen.net/i/jdy2-3-eccb.jpg (2010 or even oldest)
In the frensh forum, one other player worked months about it, creating his database including thousands of values! The result was there:
http://fabrice.lemainque.free.fr/S&F...gressionXP.jpg (2010)
But we knew that quest rewards even using the same gameplay (max gold or max xp) fluctues in like 30%, so to get very precise values and work with it, it's kinda impossible.
But if was before
Now we can do it, and the accurate can up to 0.1xp for each value!!
How? The quest rewards wasn't stable and will never be...
I tried to find an other way, since ages people trying to do the same using arena battles values because it was accurate, but I never founded one serious study about it...
I used the XP academy, because it's the simplest way to study the XP evolution. I proved in my researchs that:
- XP academy (in one hour) depending only on your level
- Independant to guild bonuses;
- Independant to album bonuses.
So we can easily imagine a formula like this:
Real_QuestXP_Reward = (XP_Academy(1H)/LvL_Academy)*K
Where K is a "simple" coefficient depending only on your level
The study was simple as that, in fact the all difficulty is to determinate the K coefficient, that's why I created my own database about academy (of course it's a fit far to be completed...) and my final objective is:
->Determine K for EACH levels between 25 to 500!
I actually have in my possession more than 300-400 values and 251 of them was included in my curve; in the frensh forum I released a massive campain for giving values in this form:
LvL_Character/LvL_Academy/XP_Academy_Production(1H)
For examples:
"057/06/02.100 -> lvl 57, academy lvl 06, production of 2100/H
260/08/78.406 -> lvl 260, academy lvl 08, production of 78406/H
101/06/07.980" -> lvl 101, academy lvl 06, production of 7980/H
So, now I introduced the topic, let's speak about the why I came here...
-I continue to searching for values, don't hesitade to answer and give yours by posting here, or PM me in my servers;
-Science don't have to be limited by nationality! I don't want to give my results for ONLY the frensh community, I want it to reach all sfgame populations!
If you want to help me, you just have to take the 3 values, it will only take you one minute, and really helps me out!
LvL_Character/LvL_Academy/XP_Academy_Production(1H)
Remember:
- I DON'T need your guild and album bonuses;
- I CAN'T accept your academy max stock, we work on one hour production, to see it you just have to click on your academy.
-Don't forget to give me your character level I can't work without it
About the results and the follows:
Here the main thread, on the Frensh forum of course:
Here an example:
Curve:
Latest MAJ:
251 values
19 March 2016
How to analyse and use the curve?
"LvLPerso" was simply the level for your character, actually my curve was modeled for 25-425 levels, I have no value for higher levels.
"RapportH" means "How much XP one academy level 1 will produce in one Hour (for that level)" (don't forget the 10^3)
How to convert?
My all values was converted and published for lvl 1 academy.
To convert at your academy level, for example 9, you just have to multipliate by it!
Example:
For the lvl 124, academy lvl 1 will produce 2411 xp per hour.
So, one academy lvl 9 will produce exactly 9* more, so:
2411*9=21699xp per hour!
Easily like this, all people can convert my results to their own academy level, that's why I published data for lvl 1 academy!
That's all, you can easily see the values I need to complete the curve so I hope for participation of international community.
My study was very appreciated on the FR forum and it was very honorific fo me to be followed by so much people, I really hope you will like it too guys!!
P.S you see a formula table on the main thread; I didn't actualised it and the formulas was kinda obvious now, so please ignore it since I actualise it.
In hope that I helped you,
LucaBlack,
The Orange.
I come there as a Frensh player, so pardon me if my langage was medium and grammatically simple.
I actually playing on the s12.fr and w6.net servers.
I studied a lot of mechanics of this game, and specially the XP rewards evolution at different levels.
The subject are a bit old, we already knew a more things about, let's make a summary:
The debate started on deutsh forum where one player modeled a curve like this, without any value:
http://www.bilder-hochladen.net/i/jdy2-3-eccb.jpg (2010 or even oldest)
In the frensh forum, one other player worked months about it, creating his database including thousands of values! The result was there:
http://fabrice.lemainque.free.fr/S&F...gressionXP.jpg (2010)
But we knew that quest rewards even using the same gameplay (max gold or max xp) fluctues in like 30%, so to get very precise values and work with it, it's kinda impossible.
But if was before

How? The quest rewards wasn't stable and will never be...
I tried to find an other way, since ages people trying to do the same using arena battles values because it was accurate, but I never founded one serious study about it...
I used the XP academy, because it's the simplest way to study the XP evolution. I proved in my researchs that:
- XP academy (in one hour) depending only on your level
- Independant to guild bonuses;
- Independant to album bonuses.
So we can easily imagine a formula like this:
Real_QuestXP_Reward = (XP_Academy(1H)/LvL_Academy)*K
Where K is a "simple" coefficient depending only on your level
The study was simple as that, in fact the all difficulty is to determinate the K coefficient, that's why I created my own database about academy (of course it's a fit far to be completed...) and my final objective is:
->Determine K for EACH levels between 25 to 500!

I actually have in my possession more than 300-400 values and 251 of them was included in my curve; in the frensh forum I released a massive campain for giving values in this form:
LvL_Character/LvL_Academy/XP_Academy_Production(1H)
For examples:
"057/06/02.100 -> lvl 57, academy lvl 06, production of 2100/H
260/08/78.406 -> lvl 260, academy lvl 08, production of 78406/H
101/06/07.980" -> lvl 101, academy lvl 06, production of 7980/H
So, now I introduced the topic, let's speak about the why I came here...
-I continue to searching for values, don't hesitade to answer and give yours by posting here, or PM me in my servers;
-Science don't have to be limited by nationality! I don't want to give my results for ONLY the frensh community, I want it to reach all sfgame populations!
If you want to help me, you just have to take the 3 values, it will only take you one minute, and really helps me out!
LvL_Character/LvL_Academy/XP_Academy_Production(1H)
Remember:
- I DON'T need your guild and album bonuses;
- I CAN'T accept your academy max stock, we work on one hour production, to see it you just have to click on your academy.
-Don't forget to give me your character level I can't work without it

About the results and the follows:
Here the main thread, on the Frensh forum of course:
Here an example:
Curve:

Latest MAJ:
251 values
19 March 2016
How to analyse and use the curve?
"LvLPerso" was simply the level for your character, actually my curve was modeled for 25-425 levels, I have no value for higher levels.
"RapportH" means "How much XP one academy level 1 will produce in one Hour (for that level)" (don't forget the 10^3)

How to convert?
My all values was converted and published for lvl 1 academy.
To convert at your academy level, for example 9, you just have to multipliate by it!
Example:
For the lvl 124, academy lvl 1 will produce 2411 xp per hour.
So, one academy lvl 9 will produce exactly 9* more, so:
2411*9=21699xp per hour!
Easily like this, all people can convert my results to their own academy level, that's why I published data for lvl 1 academy!

That's all, you can easily see the values I need to complete the curve so I hope for participation of international community.
My study was very appreciated on the FR forum and it was very honorific fo me to be followed by so much people, I really hope you will like it too guys!!
P.S you see a formula table on the main thread; I didn't actualised it and the formulas was kinda obvious now, so please ignore it since I actualise it.
In hope that I helped you,
LucaBlack,
The Orange.
Lastest Results:
Hi guys,
I publish the results there and make sure to keep them actualised.
Any interpretation of the results will be published there too
The Most Recently Curve:
Latest Update:
300 values
30 March 2016
How to analyse and use the Curve?
"LvLPerso" was simply the level for your character, actually my curve was modeled for 25-425 levels, I have no value for higher levels.
"RapportH" means "How much XP one academy level 1 will produce in one Hour (for that level)" (don't forget the 10^3)
Now the entire DataBase in screens form: (last update: 19 March 2016)











This was manual screens + Paint using so don't mind if it was not perfect, it's kinda hard
How to analyse and use the DataBase?
"Niveau_Du_Personnage" was simply the character level.
"Niveau_De_L'Académie" was the most gigher academy level data I received for this level.
"Production_Horaire" was the academy production for one hour for this level
.
"Rapport_Horaire" was calculated like this: (Production_Horaire)/(Niveau_De_L'Académie) ; it was the production for one academy lvl 1 at this level.
"Rapport_Niveau" was calculated like this:
For the level 102 (example):
Rapport_Niveau(lvl_102)=[(Rapport_Horaire(lvl_102))/(Rapport_Horaire(lvl_101)]/100
It represents the amount of XP production earned by leveling up, in %
I will precisely speak and alanyse about this one time the DataBase was completed
Note: "#DIV/0 !" means that I need more values to calculate it!
And of course, if one cell was left blank, it's because I havn't the value already
I publish the results there and make sure to keep them actualised.
Any interpretation of the results will be published there too

The Most Recently Curve:

Latest Update:
300 values
30 March 2016
How to analyse and use the Curve?
"LvLPerso" was simply the level for your character, actually my curve was modeled for 25-425 levels, I have no value for higher levels.
"RapportH" means "How much XP one academy level 1 will produce in one Hour (for that level)" (don't forget the 10^3)

Now the entire DataBase in screens form: (last update: 19 March 2016)












This was manual screens + Paint using so don't mind if it was not perfect, it's kinda hard

How to analyse and use the DataBase?
"Niveau_Du_Personnage" was simply the character level.
"Niveau_De_L'Académie" was the most gigher academy level data I received for this level.
"Production_Horaire" was the academy production for one hour for this level
.
"Rapport_Horaire" was calculated like this: (Production_Horaire)/(Niveau_De_L'Académie) ; it was the production for one academy lvl 1 at this level.
"Rapport_Niveau" was calculated like this:
For the level 102 (example):
Rapport_Niveau(lvl_102)=[(Rapport_Horaire(lvl_102))/(Rapport_Horaire(lvl_101)]/100
It represents the amount of XP production earned by leveling up, in %
I will precisely speak and alanyse about this one time the DataBase was completed

Note: "#DIV/0 !" means that I need more values to calculate it!
And of course, if one cell was left blank, it's because I havn't the value already

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