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Author Topic: Updates 01-09-14  (Read 13371 times)
Natedog
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« Reply #15 on: January 09, 2014, 11:34:40 pm »

I looked it up and it seems to use floating point math so it seems to do a decent job with XP up to a point :p


Take normal XP and multiply it by 251 ... then add zone modifier and numbers start to hit the billions but AAXP is calculated as a UINT32 .. so just over 4billion AAXP allowed?


mlevel *mlevel * 75 * 35 /10 = MonsterXP

XPMOD = 100 + spellbonus

MonsterXP * (XPMOD /100.0f) = XPafterMod  ------ (Luckily this part is floating point math otherwise it would break here lol)

(ez doesnt use racial mods and such)

RuleValueAAXPmod * XPafterMod * zonexpmod  = AAXP

AAXP is where the number gets HUGE -- since i dont know the EZ RuleValueAAXPmod or zonexpmod for certain zones I cant calculate it very well =p

But doing a few test level 80 mobs the numbers were getting very very close to breaking the limit with 25,000XP spell
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gagem
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« Reply #16 on: January 10, 2014, 01:42:35 am »

Tested in Anguish solo exp with level 77:

1,000% = 15 AA
2,500% = 36 AA
5,000% = 30 AA
10,000% = 19 AA
25,000% = 25 AA

Seems we have a roll over between 2,500% - 5,000%

Best bet is that it messes up at 4096 or around that "magic" binary number... 2 4 8 16 32 64 128 256 512 1024 2048 "4096" so 12 digit register -1 for signed, would have had issue after the 5,000% if it were unsigned.

Or something like that...

If so, then the best you can do is a 4,000% item Smiley
« Last Edit: January 10, 2014, 01:44:47 am by gagem » Logged
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