Hellos!

I got around to doing a HC Bat version of ReincSim. Its still incomplete and since I am a Flower kind of guy, I have no idea how to complete it.

So, any HC players please report the following stuff to this thread:

- any bugs you notice

- any missing guilds/skills/spells/quests/whatnot

- any excess (Flower-only) guilds/skills/spells/quests/whatnot

- any differences in expcosts

- any comparison of HC-reincsim stats vs your actual stats

What I really need is a description of how stats are gained with levels. Is it all stats by 1, some stats, pickable stats?

I will try to update HC-Reincsim whenever I have time, but it will be on a lesser priority than the Flower version. But hope you enjoy this version too :)

Check it out at: HC ReincSim

ps. If you want to save reincs and stuff you still have to create an account on Flower side, sorrey :)

I got around to doing a HC Bat version of ReincSim. Its still incomplete and since I am a Flower kind of guy, I have no idea how to complete it.

So, any HC players please report the following stuff to this thread:

- any bugs you notice

- any missing guilds/skills/spells/quests/whatnot

- any excess (Flower-only) guilds/skills/spells/quests/whatnot

- any differences in expcosts

- any comparison of HC-reincsim stats vs your actual stats

What I really need is a description of how stats are gained with levels. Is it all stats by 1, some stats, pickable stats?

I will try to update HC-Reincsim whenever I have time, but it will be on a lesser priority than the Flower version. But hope you enjoy this version too :)

Check it out at: HC ReincSim

ps. If you want to save reincs and stuff you still have to create an account on Flower side, sorrey :)

Awesome! I'll get right down to business:

The following guilds don't exist on HC:

Shadow Sabres

Folklorists

Runemages

Knights

Explorers

Beastmasters

Archers

Squires

Cavaliers

In addition, we do have Spiders, but the wiz in charge of those disappeared and demons were never implemented, therefore the guild is completely useless and could safely be removed from the reincsim.

Skill/Spell errors:

Tarmalen skill, Way of the Tarmalen. Flower only.

Tarmalen spell, Bless ship. Flower only.

Iron Will is, according to reincsim a requirement to have at 91%, yet I have 90% in HC. (No big deal though..)

Conjurer spell, Ship armour. Flower only.

Basically any skill/spell that has anything to do with mounts or ships are non-existant in HC.

--------------

As for the stats.. well, I made my current reinc on the HC reincsim:

Magical Background Duck Tarmalen(30)Conjurer(25), lvl 70.

HC Reincsim stats:

Str: 31 Dex: 47 Con: 35

Int: 103 Wis: 70*

Hp: 266 Sp: 739 Ep: 223

Real Stats (naked):

Str: 78 Dex: 127 Con: 91

Int: 247 Wis: 255**

Hp: 826 Sp: 1722** Ep: 352

*I accidently used Nomad background first.. and I had 80 wis.. I wonder why nomad would get more than magical :P

**This is with More Wisdom temporary boon. I'm not sure about the exact number (I'll have it in some 20-32 hours).

So, as you can see the stat calculation needs a bit of work.. I'll mail a wiz asking how stats per level works, but there is absolutely no guarantees I'll receive an answer.. atleast this century. All I can say for sure at this point is that we keep gaining tons of stats and Hp/Sp/Ep (up to the point of 400 Ep) up-to level 75.

EDIT: I won't be getting this information from a wiz.. simply because they aren't allowed to talk about code or how anything actually works (atleast on HC). Any other ideas of how to get this information? FYI, I'm not reincing into every race and checking their stats.. I may be a reincaholic but not to that extent :P

--------------

Skill/Spellcosts

HC Reincsim costs:

Tarmalen skills - 28.6m

Tarmalen spells - 17.6m

Conjurer skills - 16.5m

Conjurer spells - 34m

Total Skills - 45.1m

Total Spells - 51.6m

Total: - 97m, Levelcost of 34.3m (taken from the HC number) not included

Real Costs:

Skills - 21 753 989 (21.7m)

Spells - 23 204 442 (23.2m)

Levels - 34 374 942 (34.3m)

Total - 79 333 373 (79.3m) (<- Yes, I'm a reinc addict)

So as you can see, the skill and spell costs are off.. and not exactly by half as I had previously assumed. Here are some numbers:

Skills: 21753989 / 45161116 = 0,4816973300659798. I.e* ~48%

Spells: 23204442 / 51710642 = 0,4487362968728951. I.e* ~45%

*I.e means "in other words"... right? :3

I'll be reincing in a few days, I'll then be able to tell if the skill/spellcost on HC is 48%/45% respectively of flowers costs - assuming you hadn't changed any costs yet.

I guess that's it for now. Now I'm off to play around with no BG-restriction reincs, whee!

The following guilds don't exist on HC:

Shadow Sabres

Folklorists

Runemages

Knights

Explorers

Beastmasters

Archers

Squires

Cavaliers

In addition, we do have Spiders, but the wiz in charge of those disappeared and demons were never implemented, therefore the guild is completely useless and could safely be removed from the reincsim.

Skill/Spell errors:

Tarmalen skill, Way of the Tarmalen. Flower only.

Tarmalen spell, Bless ship. Flower only.

Iron Will is, according to reincsim a requirement to have at 91%, yet I have 90% in HC. (No big deal though..)

Conjurer spell, Ship armour. Flower only.

Basically any skill/spell that has anything to do with mounts or ships are non-existant in HC.

--------------

As for the stats.. well, I made my current reinc on the HC reincsim:

Magical Background Duck Tarmalen(30)Conjurer(25), lvl 70.

HC Reincsim stats:

Str: 31 Dex: 47 Con: 35

Int: 103 Wis: 70*

Hp: 266 Sp: 739 Ep: 223

Real Stats (naked):

Str: 78 Dex: 127 Con: 91

Int: 247 Wis: 255**

Hp: 826 Sp: 1722** Ep: 352

*I accidently used Nomad background first.. and I had 80 wis.. I wonder why nomad would get more than magical :P

**This is with More Wisdom temporary boon. I'm not sure about the exact number (I'll have it in some 20-32 hours).

So, as you can see the stat calculation needs a bit of work.. I'll mail a wiz asking how stats per level works, but there is absolutely no guarantees I'll receive an answer.. atleast this century. All I can say for sure at this point is that we keep gaining tons of stats and Hp/Sp/Ep (up to the point of 400 Ep) up-to level 75.

EDIT: I won't be getting this information from a wiz.. simply because they aren't allowed to talk about code or how anything actually works (atleast on HC). Any other ideas of how to get this information? FYI, I'm not reincing into every race and checking their stats.. I may be a reincaholic but not to that extent :P

--------------

Skill/Spellcosts

HC Reincsim costs:

Tarmalen skills - 28.6m

Tarmalen spells - 17.6m

Conjurer skills - 16.5m

Conjurer spells - 34m

Total Skills - 45.1m

Total Spells - 51.6m

Total: - 97m, Levelcost of 34.3m (taken from the HC number) not included

Real Costs:

Skills - 21 753 989 (21.7m)

Spells - 23 204 442 (23.2m)

Levels - 34 374 942 (34.3m)

Total - 79 333 373 (79.3m) (<- Yes, I'm a reinc addict)

So as you can see, the skill and spell costs are off.. and not exactly by half as I had previously assumed. Here are some numbers:

Skills: 21753989 / 45161116 = 0,4816973300659798. I.e* ~48%

Spells: 23204442 / 51710642 = 0,4487362968728951. I.e* ~45%

*I.e means "in other words"... right? :3

I'll be reincing in a few days, I'll then be able to tell if the skill/spellcost on HC is 48%/45% respectively of flowers costs - assuming you hadn't changed any costs yet.

I guess that's it for now. Now I'm off to play around with no BG-restriction reincs, whee!

Ok, thanks for the info!

Here's what I did for now:

- removed excess guilds

- added +1 for each stat per level (should get you a bit closer to truth)

- fixed level expcosts to match HC Bat

- fixed expcosts so that a skill can cost a max of 229k per %. And expcost isnt counted if you train over your skillmax, unless its an arcane skill.

You can still train spells and skills over your racemax... I probably wont fix this so its up to you to recognise arcane skills.. the rest you should just train up to racemax. If you train over itll still cost the correct exp but you might look too powerful with your 100% spells etc :)

The next time you guys do a reinc, log it so I see your background and which stats you gain at each level advance. That would help a lot already.

Let me know how the exp tweak worked, if its at all closer to truth now.

Also interested to know how far we're off on those stats :)

Here's what I did for now:

- removed excess guilds

- added +1 for each stat per level (should get you a bit closer to truth)

- fixed level expcosts to match HC Bat

- fixed expcosts so that a skill can cost a max of 229k per %. And expcost isnt counted if you train over your skillmax, unless its an arcane skill.

You can still train spells and skills over your racemax... I probably wont fix this so its up to you to recognise arcane skills.. the rest you should just train up to racemax. If you train over itll still cost the correct exp but you might look too powerful with your 100% spells etc :)

The next time you guys do a reinc, log it so I see your background and which stats you gain at each level advance. That would help a lot already.

Let me know how the exp tweak worked, if its at all closer to truth now.

Also interested to know how far we're off on those stats :)

Eq sim will be hard to get to work with our stats (or maybe not, I wouldn't know how it works really :P).

First of all, we get twice the normal stats from all eq. For example, Helmet of the Defender gives 6pr on flower (if it still does that, I don't know), but 12 on HC.

Second, we get _three_ times as much regen from all eq. For example, "magical, silk shirt" gives 5 hpr on flower, but 15 on HC.

In addition to all this I'd like to add that we don't just get hp/sp from our stats, but from every level. For example, a nomad lvl 75 barso (guildless) shows to have 1035 Hp, but it should be quite a bit over 2k (My duck reinc also shows about 350 Hp less and around 750 sp less than in reality). So for now I suggest adding some "random" modifier, like +4 to +5 hp and +8 or so sp per level upto 75 for magical backgrounds, and perhaps +13 to +15 hp per level for nomads (+15 should probably be for high hp/con races, like giant, cyclops, troll, ogre etc), just to see if it gets "a bit more realistic".

I won't be doing any civ/gr/er reincs for quite a while, so someone else please add those if you can :)

First of all, we get twice the normal stats from all eq. For example, Helmet of the Defender gives 6pr on flower (if it still does that, I don't know), but 12 on HC.

Second, we get _three_ times as much regen from all eq. For example, "magical, silk shirt" gives 5 hpr on flower, but 15 on HC.

In addition to all this I'd like to add that we don't just get hp/sp from our stats, but from every level. For example, a nomad lvl 75 barso (guildless) shows to have 1035 Hp, but it should be quite a bit over 2k (My duck reinc also shows about 350 Hp less and around 750 sp less than in reality). So for now I suggest adding some "random" modifier, like +4 to +5 hp and +8 or so sp per level upto 75 for magical backgrounds, and perhaps +13 to +15 hp per level for nomads (+15 should probably be for high hp/con races, like giant, cyclops, troll, ogre etc), just to see if it gets "a bit more realistic".

I won't be doing any civ/gr/er reincs for quite a while, so someone else please add those if you can :)

Ok Eq sim is now fixed to have double stats for all except triple stats for spr/hpr.

Eternal rebirths can now have 5 levels saved. Not able to do 6 unfortunately :)

Check those exp costs, a couple of individual skills and spells will do. Make one of them an arcane skill too.

And remember the next time you reinc to check how those stats and hp/sp/ep maxes work. I think it is background dependent.

Eternal rebirths can now have 5 levels saved. Not able to do 6 unfortunately :)

Check those exp costs, a couple of individual skills and spells will do. Make one of them an arcane skill too.

And remember the next time you reinc to check how those stats and hp/sp/ep maxes work. I think it is background dependent.

Removed racial leader check box, fixed boons to have full+bane and give 60 statmax and a couple of minor tweaks.

Someone could wear their int-only set, wis-only set and con-only set and post output of 'score' here before and after wearing, thanks!

Someone could wear their int-only set, wis-only set and con-only set and post output of 'score' here before and after wearing, thanks!

Hey!

How come leader checkbox was removed? Being race leader gives +5 to all stats.

Also, I was just wondering if it'd be possible to change max expcost of the subsequently specialized mage spells, atm they are all 229k at most per %, but in reality for every secondary type you get, that type is doubled in cost and cap so you'd get 229k max first types, 458k max second type etc.

And lastly, it seems most skill/spellcost ratios are too high - it got much better after capping costs, but something is still slightly off. I dunno what kind of info you'd want to see if there is a problem but if you have an idea then please reply :P

Anyway, thanks for the sim and keep up the good work :)

EDIT: I forgot to add what I know about how stats are gained by level. It's basically just your base stat x2 + guild and BG bonuses I think, but then again the only one I know about for sure is lich, they gain for example 53 int as base, totalling another 53 at lvl 75 (where you stop getting stats per level), giving you a total of 106 int. You gain another 18 from civilized so you'll have 124 int with no guild levels taken.

You also wrote you wanted a comparison of the stats, so here are my current, naked stats as level 75 Zombie with Conjurer(25), Druid(30), Nav(4) and 1 Barb guild levels taken, with magical BG:

Stat: current/racebase

Str: 84/42

Dex: 40/20

Con: 203/100

Int: 150/40

Wis: 215/85

the base maximums are 84/40/200/80/170 respectively, and whatever is showing above these are guild and BG bonuses.

Now for the stats showing on the reincsim:

Str: 108

Dex: 94

Con: 147

Int: 165

Wis: 172

As for stats by level I cant really say, you can choose to "advance <stat>" for faster growth in some stats you want, but in the end (at lvl 75) stats will always look EXACTLY the same, no matter how you chose to advance. As for particular stat gain per level, I'm not too sure if its higher stat gain in the earlier/later levels, or if it's exactly the same gain per level or whatever. In the end I think it'd be safe to say you gain a static amount of stats all the way upto 75, and since you're getting +100% of your base stats to begin with, thatäd be something like a 1.333333 etc percent (of the base) raise per level.

Anyway I could be wrong and I cant even remember what I wrote when I first started editing (just got home from work and feeling beat to death :P) so I'll just leave it at this and hope it'll help :)

How come leader checkbox was removed? Being race leader gives +5 to all stats.

Also, I was just wondering if it'd be possible to change max expcost of the subsequently specialized mage spells, atm they are all 229k at most per %, but in reality for every secondary type you get, that type is doubled in cost and cap so you'd get 229k max first types, 458k max second type etc.

And lastly, it seems most skill/spellcost ratios are too high - it got much better after capping costs, but something is still slightly off. I dunno what kind of info you'd want to see if there is a problem but if you have an idea then please reply :P

Anyway, thanks for the sim and keep up the good work :)

EDIT: I forgot to add what I know about how stats are gained by level. It's basically just your base stat x2 + guild and BG bonuses I think, but then again the only one I know about for sure is lich, they gain for example 53 int as base, totalling another 53 at lvl 75 (where you stop getting stats per level), giving you a total of 106 int. You gain another 18 from civilized so you'll have 124 int with no guild levels taken.

You also wrote you wanted a comparison of the stats, so here are my current, naked stats as level 75 Zombie with Conjurer(25), Druid(30), Nav(4) and 1 Barb guild levels taken, with magical BG:

Stat: current/racebase

Str: 84/42

Dex: 40/20

Con: 203/100

Int: 150/40

Wis: 215/85

the base maximums are 84/40/200/80/170 respectively, and whatever is showing above these are guild and BG bonuses.

Now for the stats showing on the reincsim:

Str: 108

Dex: 94

Con: 147

Int: 165

Wis: 172

As for stats by level I cant really say, you can choose to "advance <stat>" for faster growth in some stats you want, but in the end (at lvl 75) stats will always look EXACTLY the same, no matter how you chose to advance. As for particular stat gain per level, I'm not too sure if its higher stat gain in the earlier/later levels, or if it's exactly the same gain per level or whatever. In the end I think it'd be safe to say you gain a static amount of stats all the way upto 75, and since you're getting +100% of your base stats to begin with, thatäd be something like a 1.333333 etc percent (of the base) raise per level.

Anyway I could be wrong and I cant even remember what I wrote when I first started editing (just got home from work and feeling beat to death :P) so I'll just leave it at this and hope it'll help :)

I don't have a full int or con set, but I do have a wis set, so here's the score before and after wearing:

Hp: 1162 Sp: 1472 Ep: 321

Str: 84 Dex: 40 Con: 203

Int: 150 Wis: 275 (+60 from boon)

Cha: 50 Siz: 51

Hp: 1162 Sp: 1639 Ep: 305

Str: 80 Dex: 26 Con: 203

Int: 154 Wis: 449 (obviously still +60 from boon)

Cha: 50 Siz: 51

Hp: 1162 Sp: 1472 Ep: 321

Str: 84 Dex: 40 Con: 203

Int: 150 Wis: 275 (+60 from boon)

Cha: 50 Siz: 51

Hp: 1162 Sp: 1639 Ep: 305

Str: 80 Dex: 26 Con: 203

Int: 154 Wis: 449 (obviously still +60 from boon)

Cha: 50 Siz: 51

Thanks for the input!

Changes I made:

- added race leader checkbox back (didnt know HC had it)

- upped eq statbonuses from 150 to 300.

- doubled background base sp, at least for the magical Zombie example spmax is a lot closer now

Things that could be helpful for further accuracy:

- output of show experience for different races (at least for skill consider/ceremony and spell light/darkness)

- more examples of wearing wis / int / con sets and how they affect hp/sp maxes, dont forget to mention race, guilds and BG.

Edit: Changed how stats are given by level, the formula is now race basetstat / 75 * currentlevel, which means that at level 75 you have 2*race basestat. Guildbonuses are added on top of those stats. Also added guildbonuses for conjurer guild based on Hipshot's post.

Changes I made:

- added race leader checkbox back (didnt know HC had it)

- upped eq statbonuses from 150 to 300.

- doubled background base sp, at least for the magical Zombie example spmax is a lot closer now

Things that could be helpful for further accuracy:

- output of show experience for different races (at least for skill consider/ceremony and spell light/darkness)

- more examples of wearing wis / int / con sets and how they affect hp/sp maxes, dont forget to mention race, guilds and BG.

Edit: Changed how stats are given by level, the formula is now race basetstat / 75 * currentlevel, which means that at level 75 you have 2*race basestat. Guildbonuses are added on top of those stats. Also added guildbonuses for conjurer guild based on Hipshot's post.

I can only train consider to 10% with my levels, and zero light/darkness, but here's a "cost train consider" chart.. hope it helps :)

Zombie 'cost train consider' chart:

|-------------------------------------------------|

| Exp cost from 1% to 10% = 89 |

| Exp cost from 1% to 20% = 316 |

| Exp cost from 1% to 30% = 878 |

| Exp cost from 1% to 40% = 2228 |

| Exp cost from 1% to 50% = 5435 |

| Exp cost from 1% to 60% = 13046 |

| Exp cost from 1% to 70% = 31085 |

| Exp cost from 1% to 80% = 73805 |

| Exp cost from 1% to 90% = 174964 |

| Exp cost from 1% to 100% = 414463 |

`--------------------------------------------------

Zombie 'cost train consider' chart:

|-------------------------------------------------|

| Exp cost from 1% to 10% = 89 |

| Exp cost from 1% to 20% = 316 |

| Exp cost from 1% to 30% = 878 |

| Exp cost from 1% to 40% = 2228 |

| Exp cost from 1% to 50% = 5435 |

| Exp cost from 1% to 60% = 13046 |

| Exp cost from 1% to 70% = 31085 |

| Exp cost from 1% to 80% = 73805 |

| Exp cost from 1% to 90% = 174964 |

| Exp cost from 1% to 100% = 414463 |

`--------------------------------------------------

Hey again :)

So I saw you made some changes (don't know if they're completed yet at the time of posting though), so I decided to check them out :P

Heres what I ended up with:

Level 75 {Zombie} Druid(30)Conju(25)Nav(4)Barb(1) - Identical to my real reinc in skills/spells.

Stats shown on Reincsim:

Str: 89 Dex: 45 Con: 208 Int: 155 Wis: 219

Real stats:

Str: 89 Dex: 45 Con: 208 Int: 155 Wis: 215

It's gone pretty damn close now, I think the 4 extra wis are probably from druid or conju bonuses being wrong.

And now for expcosts:

Shown on Reincsim:

Skills: 18 467 464

Spells: 19 380 181

Real costs:

Skills: 31 193 054

Spells: 30 913 382

So instead of the problem being that costs are too high, now they're way too low :)

I'm not sure what info to post here to help fix this.. I'd post my show skills/spells and experience lists but I wouldn't want to be so spammy if I'm not sure it'll help :P

So I saw you made some changes (don't know if they're completed yet at the time of posting though), so I decided to check them out :P

Heres what I ended up with:

Level 75 {Zombie} Druid(30)Conju(25)Nav(4)Barb(1) - Identical to my real reinc in skills/spells.

Stats shown on Reincsim:

Str: 89 Dex: 45 Con: 208 Int: 155 Wis: 219

Real stats:

Str: 89 Dex: 45 Con: 208 Int: 155 Wis: 215

It's gone pretty damn close now, I think the 4 extra wis are probably from druid or conju bonuses being wrong.

And now for expcosts:

Shown on Reincsim:

Skills: 18 467 464

Spells: 19 380 181

Real costs:

Skills: 31 193 054

Spells: 30 913 382

So instead of the problem being that costs are too high, now they're way too low :)

I'm not sure what info to post here to help fix this.. I'd post my show skills/spells and experience lists but I wouldn't want to be so spammy if I'm not sure it'll help :P

QUOTE (hipshot @ Jan 22 2011, 12:22 PM) <{POST_SNAPBACK}>

And now for expcosts:

Shown on Reincsim:

Skills: 18 467 464

Spells: 19 380 181

Real costs:

Skills: 31 193 054

Spells: 30 913 382

So instead of the problem being that costs are too high, now they're way too low :)

I'm not sure what info to post here to help fix this.. I'd post my show skills/spells and experience lists but I wouldn't want to be so spammy if I'm not sure it'll help :P

Shown on Reincsim:

Skills: 18 467 464

Spells: 19 380 181

Real costs:

Skills: 31 193 054

Spells: 30 913 382

So instead of the problem being that costs are too high, now they're way too low :)

I'm not sure what info to post here to help fix this.. I'd post my show skills/spells and experience lists but I wouldn't want to be so spammy if I'm not sure it'll help :P

Yeah I made some changes, but still working on them. I try to figure it out on my own but everyone can spam those skill spell costs here too :)

Just take the bottom part (the one with exp costs from 1to10, 1to20 etc) of the 'cost train/study xxx' output and paste it here.

Alright, this post is going to be relatively.. huge. :P

Conju stuff (one of each "class" of expcost), all costs as Zombie.

Essence eye:

Exp cost from 1% to 10% = 157

Exp cost from 1% to 20% = 550

Exp cost from 1% to 30% = 1505

Exp cost from 1% to 40% = 3779

Exp cost from 1% to 50% = 9184

Exp cost from 1% to 60% = 21994

Exp cost from 1% to 70% = 52339

Exp cost from 1% to 80% = 124200

Exp cost from 1% to 90% = 294340

Exp cost from 1% to 100% = 697138

Mana control:

Exp cost from 1% to 10% = 517

Exp cost from 1% to 20% = 1766

Exp cost from 1% to 30% = 4742

Exp cost from 1% to 40% = 11800

Exp cost from 1% to 50% = 28523

Exp cost from 1% to 60% = 68129

Exp cost from 1% to 70% = 161919

Exp cost from 1% to 80% = 383971

Exp cost from 1% to 90% = 909672

Exp cost from 1% to 100% = 2154209

All "Cast generic/whatever" skills:

Exp cost from 1% to 10% = 649

Exp cost from 1% to 20% = 2201

Exp cost from 1% to 30% = 5892

Exp cost from 1% to 40% = 14651

Exp cost from 1% to 50% = 35405

Exp cost from 1% to 60% = 84558

Exp cost from 1% to 70% = 200936

Exp cost from 1% to 80% = 476464

Exp cost from 1% to 90% = 1128755

Exp cost from 1% to 100% = 2682228

Attack (hardly a "Conjurer thing", but it's there.. :P):

Exp cost from 1% to 10% = 765

Exp cost from 1% to 20% = 2602

Exp cost from 1% to 30% = 6968

Exp cost from 1% to 40% = 17325

Exp cost from 1% to 50% = 41863

Exp cost from 1% to 60% = 99974

Exp cost from 1% to 70% = 237555

Exp cost from 1% to 80% = 563280

Exp cost from 1% to 90% = 1334403

Exp cost from 1% to 100% = 3129909

Ceremony:

Exp cost from 1% to 10% = 958

Exp cost from 1% to 20% = 3243

Exp cost from 1% to 30% = 8665

Exp cost from 1% to 40% = 21521

Exp cost from 1% to 50% = 51970

Exp cost from 1% to 60% = 124076

Exp cost from 1% to 70% = 294795

Exp cost from 1% to 80% = 698960

Exp cost from 1% to 90% = 1655783

Exp cost from 1% to 100% = 3717600

Mastery of <Arcane stuffs>:

Exp cost from 1% to 10% = 1395

Exp cost from 1% to 20% = 4723

Exp cost from 1% to 30% = 12623

Exp cost from 1% to 40% = 31340

Exp cost from 1% to 50% = 75679

Exp cost from 1% to 60% = 180654

Exp cost from 1% to 70% = 429194

Exp cost from 1% to 80% = 1017595

Exp cost from 1% to 90% = 2410577

Exp cost from 1% to 100% = 4710567

Quick chant:

Exp cost from 1% to 10% = 1496

Exp cost from 1% to 20% = 5050

Exp cost from 1% to 30% = 13482

Exp cost from 1% to 40% = 33466

Exp cost from 1% to 50% = 80794

Exp cost from 1% to 60% = 192852

Exp cost from 1% to 70% = 458151

Exp cost from 1% to 80% = 1086237

Exp cost from 1% to 90% = 2590595

Exp cost from 1% to 100% = 4890585

Word of recall:

Exp cost from 1% to 10% = 70

Exp cost from 1% to 20% = 246

Exp cost from 1% to 30% = 673

Exp cost from 1% to 40% = 1698

Exp cost from 1% to 50% = 4136

Exp cost from 1% to 60% = 9920

Exp cost from 1% to 70% = 23627

Exp cost from 1% to 80% = 56088

Exp cost from 1% to 90% = 132956

Exp cost from 1% to 100% = 314940

Infravision/See invisible+magic/Water walking:

Exp cost from 1% to 10% = 88

Exp cost from 1% to 20% = 308

Exp cost from 1% to 30% = 841

Exp cost from 1% to 40% = 2112

Exp cost from 1% to 50% = 5138

Exp cost from 1% to 60% = 12316

Exp cost from 1% to 70% = 29327

Exp cost from 1% to 80% = 69608

Exp cost from 1% to 90% = 164987

Exp cost from 1% to 100% = 390793

Create food/Feather weight/Floating disc/Identify/Restore/Shelter:

Exp cost from 1% to 10% = 167

Exp cost from 1% to 20% = 578

Exp cost from 1% to 30% = 1565

Exp cost from 1% to 40% = 3913

Exp cost from 1% to 50% = 9483

Exp cost from 1% to 60% = 22680

Exp cost from 1% to 70% = 53939

Exp cost from 1% to 80% = 127952

Exp cost from 1% to 90% = 303182

Exp cost from 1% to 100% = 718023

Create air armour:

Exp cost from 1% to 10% = 198

Exp cost from 1% to 20% = 678

Exp cost from 1% to 30% = 1826

Exp cost from 1% to 40% = 4559

Exp cost from 1% to 50% = 11037

Exp cost from 1% to 60% = 26380

Exp cost from 1% to 70% = 62719

Exp cost from 1% to 80% = 148755

Exp cost from 1% to 90% = 352445

Exp cost from 1% to 100% = 834664

Mirror image:

Exp cost from 1% to 10% = 227

Exp cost from 1% to 20% = 774

Exp cost from 1% to 30% = 2076

Exp cost from 1% to 40% = 5174

Exp cost from 1% to 50% = 12515

Exp cost from 1% to 60% = 29909

Exp cost from 1% to 70% = 71094

Exp cost from 1% to 80% = 168614

Exp cost from 1% to 90% = 399492

Exp cost from 1% to 100% = 946079

Anti-magic field/Heal self/Magic Missile:

Exp cost from 1% to 10% = 250

Exp cost from 1% to 20% = 858

Exp cost from 1% to 30% = 2309

Exp cost from 1% to 40% = 5756

Exp cost from 1% to 50% = 13930

Exp cost from 1% to 60% = 33297

Exp cost from 1% to 70% = 79152

Exp cost from 1% to 80% = 187723

Exp cost from 1% to 90% = 444760

Exp cost from 1% to 100% = 1053274

Aura detection/Dispel magical protection:

Exp cost from 1% to 10% = 408

Exp cost from 1% to 20% = 1383

Exp cost from 1% to 30% = 3706

Exp cost from 1% to 40% = 9218

Exp cost from 1% to 50% = 22277

Exp cost from 1% to 60% = 53208

Exp cost from 1% to 70% = 126443

Exp cost from 1% to 80% = 299831

Exp cost from 1% to 90% = 710322

Exp cost from 1% to 100% = 1682113

Invisibility:

Exp cost from 1% to 10% = 429

Exp cost from 1% to 20% = 1458

Exp cost from 1% to 30% = 3905

Exp cost from 1% to 40% = 9712

Exp cost from 1% to 50% = 23468

Exp cost from 1% to 60% = 56042

Exp cost from 1% to 70% = 133169

Exp cost from 1% to 80% = 315768

Exp cost from 1% to 90% = 748057

Exp cost from 1% to 100% = 1771459

Iron will:

Exp cost from 1% to 10% = 450

Exp cost from 1% to 20% = 1528

Exp cost from 1% to 30% = 4098

Exp cost from 1% to 40% = 10193

Exp cost from 1% to 50% = 24629

Exp cost from 1% to 60% = 58819

Exp cost from 1% to 70% = 139771

Exp cost from 1% to 80% = 331427

Exp cost from 1% to 90% = 785158

Exp cost from 1% to 100% = 1859318

Resist dispel/Resist entropy:

Exp cost from 1% to 10% = 474

Exp cost from 1% to 20% = 1606

Exp cost from 1% to 30% = 4296

Exp cost from 1% to 40% = 10674

Exp cost from 1% to 50% = 25782

Exp cost from 1% to 60% = 61562

Exp cost from 1% to 70% = 146278

Exp cost from 1% to 80% = 346851

Exp cost from 1% to 90% = 821689

Exp cost from 1% to 100% = 1945813

Blurred image:

Exp cost from 1% to 10% = 483

Exp cost from 1% to 20% = 1638

Exp cost from 1% to 30% = 4386

Exp cost from 1% to 40% = 10905

Exp cost from 1% to 50% = 26345

Exp cost from 1% to 60% = 62913

Exp cost from 1% to 70% = 149493

Exp cost from 1% to 80% = 354471

Exp cost from 1% to 90% = 839745

Exp cost from 1% to 100% = 1988578

All minor prots (corrosion shield, energy channeling etc)/Quicksilver/Shield of protection/:

Exp cost from 1% to 10% = 493

Exp cost from 1% to 20% = 1671

Exp cost from 1% to 30% = 4478

Exp cost from 1% to 40% = 11136

Exp cost from 1% to 50% = 26908

Exp cost from 1% to 60% = 64254

Exp cost from 1% to 70% = 152683

Exp cost from 1% to 80% = 362041

Exp cost from 1% to 90% = 857677

Exp cost from 1% to 100% = 2031040

Resist disintegrate:

Exp cost from 1% to 10% = 515

Exp cost from 1% to 20% = 1745

Exp cost from 1% to 30% = 4667

Exp cost from 1% to 40% = 11599

Exp cost from 1% to 50% = 28023

Exp cost from 1% to 60% = 66919

Exp cost from 1% to 70% = 159007

Exp cost from 1% to 80% = 377027

Exp cost from 1% to 90% = 893175

Exp cost from 1% to 100% = 2115096

Displacement/Neutralize field:

Exp cost from 1% to 10% = 526

Exp cost from 1% to 20% = 1781

Exp cost from 1% to 30% = 4762

Exp cost from 1% to 40% = 11833

Exp cost from 1% to 50% = 28580

Exp cost from 1% to 60% = 68240

Exp cost from 1% to 70% = 162141

Exp cost from 1% to 80% = 384451

Exp cost from 1% to 90% = 910753

Exp cost from 1% to 100% = 2156713

Resist gaseous form:

Exp cost from 1% to 10% = 535

Exp cost from 1% to 20% = 1810

Exp cost from 1% to 30% = 4846

Exp cost from 1% to 40% = 12049

Exp cost from 1% to 50% = 29115

Exp cost from 1% to 60% = 69533

Exp cost from 1% to 70% = 165236

Exp cost from 1% to 80% = 391810

Exp cost from 1% to 90% = 928201

Exp cost from 1% to 100% = 2198046

Major prots/Suppress magic:

Exp cost from 1% to 10% = 556

Exp cost from 1% to 20% = 1883

Exp cost from 1% to 30% = 5034

Exp cost from 1% to 40% = 12509

Exp cost from 1% to 50% = 30214

Exp cost from 1% to 60% = 72139

Exp cost from 1% to 70% = 171408

Exp cost from 1% to 80% = 406426

Exp cost from 1% to 90% = 962809

Exp cost from 1% to 100% = 2279984

Armour of aether:

Exp cost from 1% to 10% = 584

Exp cost from 1% to 20% = 1980

Exp cost from 1% to 30% = 5301

Exp cost from 1% to 40% = 13172

Exp cost from 1% to 50% = 31819

Exp cost from 1% to 60% = 75974

Exp cost from 1% to 70% = 180515

Exp cost from 1% to 80% = 428014

Exp cost from 1% to 90% = 1013943

Exp cost from 1% to 100% = 2401067

Conju stuff (one of each "class" of expcost), all costs as Zombie.

Essence eye:

Exp cost from 1% to 10% = 157

Exp cost from 1% to 20% = 550

Exp cost from 1% to 30% = 1505

Exp cost from 1% to 40% = 3779

Exp cost from 1% to 50% = 9184

Exp cost from 1% to 60% = 21994

Exp cost from 1% to 70% = 52339

Exp cost from 1% to 80% = 124200

Exp cost from 1% to 90% = 294340

Exp cost from 1% to 100% = 697138

Mana control:

Exp cost from 1% to 10% = 517

Exp cost from 1% to 20% = 1766

Exp cost from 1% to 30% = 4742

Exp cost from 1% to 40% = 11800

Exp cost from 1% to 50% = 28523

Exp cost from 1% to 60% = 68129

Exp cost from 1% to 70% = 161919

Exp cost from 1% to 80% = 383971

Exp cost from 1% to 90% = 909672

Exp cost from 1% to 100% = 2154209

All "Cast generic/whatever" skills:

Exp cost from 1% to 10% = 649

Exp cost from 1% to 20% = 2201

Exp cost from 1% to 30% = 5892

Exp cost from 1% to 40% = 14651

Exp cost from 1% to 50% = 35405

Exp cost from 1% to 60% = 84558

Exp cost from 1% to 70% = 200936

Exp cost from 1% to 80% = 476464

Exp cost from 1% to 90% = 1128755

Exp cost from 1% to 100% = 2682228

Attack (hardly a "Conjurer thing", but it's there.. :P):

Exp cost from 1% to 10% = 765

Exp cost from 1% to 20% = 2602

Exp cost from 1% to 30% = 6968

Exp cost from 1% to 40% = 17325

Exp cost from 1% to 50% = 41863

Exp cost from 1% to 60% = 99974

Exp cost from 1% to 70% = 237555

Exp cost from 1% to 80% = 563280

Exp cost from 1% to 90% = 1334403

Exp cost from 1% to 100% = 3129909

Ceremony:

Exp cost from 1% to 10% = 958

Exp cost from 1% to 20% = 3243

Exp cost from 1% to 30% = 8665

Exp cost from 1% to 40% = 21521

Exp cost from 1% to 50% = 51970

Exp cost from 1% to 60% = 124076

Exp cost from 1% to 70% = 294795

Exp cost from 1% to 80% = 698960

Exp cost from 1% to 90% = 1655783

Exp cost from 1% to 100% = 3717600

Mastery of <Arcane stuffs>:

Exp cost from 1% to 10% = 1395

Exp cost from 1% to 20% = 4723

Exp cost from 1% to 30% = 12623

Exp cost from 1% to 40% = 31340

Exp cost from 1% to 50% = 75679

Exp cost from 1% to 60% = 180654

Exp cost from 1% to 70% = 429194

Exp cost from 1% to 80% = 1017595

Exp cost from 1% to 90% = 2410577

Exp cost from 1% to 100% = 4710567

Quick chant:

Exp cost from 1% to 10% = 1496

Exp cost from 1% to 20% = 5050

Exp cost from 1% to 30% = 13482

Exp cost from 1% to 40% = 33466

Exp cost from 1% to 50% = 80794

Exp cost from 1% to 60% = 192852

Exp cost from 1% to 70% = 458151

Exp cost from 1% to 80% = 1086237

Exp cost from 1% to 90% = 2590595

Exp cost from 1% to 100% = 4890585

Word of recall:

Exp cost from 1% to 10% = 70

Exp cost from 1% to 20% = 246

Exp cost from 1% to 30% = 673

Exp cost from 1% to 40% = 1698

Exp cost from 1% to 50% = 4136

Exp cost from 1% to 60% = 9920

Exp cost from 1% to 70% = 23627

Exp cost from 1% to 80% = 56088

Exp cost from 1% to 90% = 132956

Exp cost from 1% to 100% = 314940

Infravision/See invisible+magic/Water walking:

Exp cost from 1% to 10% = 88

Exp cost from 1% to 20% = 308

Exp cost from 1% to 30% = 841

Exp cost from 1% to 40% = 2112

Exp cost from 1% to 50% = 5138

Exp cost from 1% to 60% = 12316

Exp cost from 1% to 70% = 29327

Exp cost from 1% to 80% = 69608

Exp cost from 1% to 90% = 164987

Exp cost from 1% to 100% = 390793

Create food/Feather weight/Floating disc/Identify/Restore/Shelter:

Exp cost from 1% to 10% = 167

Exp cost from 1% to 20% = 578

Exp cost from 1% to 30% = 1565

Exp cost from 1% to 40% = 3913

Exp cost from 1% to 50% = 9483

Exp cost from 1% to 60% = 22680

Exp cost from 1% to 70% = 53939

Exp cost from 1% to 80% = 127952

Exp cost from 1% to 90% = 303182

Exp cost from 1% to 100% = 718023

Create air armour:

Exp cost from 1% to 10% = 198

Exp cost from 1% to 20% = 678

Exp cost from 1% to 30% = 1826

Exp cost from 1% to 40% = 4559

Exp cost from 1% to 50% = 11037

Exp cost from 1% to 60% = 26380

Exp cost from 1% to 70% = 62719

Exp cost from 1% to 80% = 148755

Exp cost from 1% to 90% = 352445

Exp cost from 1% to 100% = 834664

Mirror image:

Exp cost from 1% to 10% = 227

Exp cost from 1% to 20% = 774

Exp cost from 1% to 30% = 2076

Exp cost from 1% to 40% = 5174

Exp cost from 1% to 50% = 12515

Exp cost from 1% to 60% = 29909

Exp cost from 1% to 70% = 71094

Exp cost from 1% to 80% = 168614

Exp cost from 1% to 90% = 399492

Exp cost from 1% to 100% = 946079

Anti-magic field/Heal self/Magic Missile:

Exp cost from 1% to 10% = 250

Exp cost from 1% to 20% = 858

Exp cost from 1% to 30% = 2309

Exp cost from 1% to 40% = 5756

Exp cost from 1% to 50% = 13930

Exp cost from 1% to 60% = 33297

Exp cost from 1% to 70% = 79152

Exp cost from 1% to 80% = 187723

Exp cost from 1% to 90% = 444760

Exp cost from 1% to 100% = 1053274

Aura detection/Dispel magical protection:

Exp cost from 1% to 10% = 408

Exp cost from 1% to 20% = 1383

Exp cost from 1% to 30% = 3706

Exp cost from 1% to 40% = 9218

Exp cost from 1% to 50% = 22277

Exp cost from 1% to 60% = 53208

Exp cost from 1% to 70% = 126443

Exp cost from 1% to 80% = 299831

Exp cost from 1% to 90% = 710322

Exp cost from 1% to 100% = 1682113

Invisibility:

Exp cost from 1% to 10% = 429

Exp cost from 1% to 20% = 1458

Exp cost from 1% to 30% = 3905

Exp cost from 1% to 40% = 9712

Exp cost from 1% to 50% = 23468

Exp cost from 1% to 60% = 56042

Exp cost from 1% to 70% = 133169

Exp cost from 1% to 80% = 315768

Exp cost from 1% to 90% = 748057

Exp cost from 1% to 100% = 1771459

Iron will:

Exp cost from 1% to 10% = 450

Exp cost from 1% to 20% = 1528

Exp cost from 1% to 30% = 4098

Exp cost from 1% to 40% = 10193

Exp cost from 1% to 50% = 24629

Exp cost from 1% to 60% = 58819

Exp cost from 1% to 70% = 139771

Exp cost from 1% to 80% = 331427

Exp cost from 1% to 90% = 785158

Exp cost from 1% to 100% = 1859318

Resist dispel/Resist entropy:

Exp cost from 1% to 10% = 474

Exp cost from 1% to 20% = 1606

Exp cost from 1% to 30% = 4296

Exp cost from 1% to 40% = 10674

Exp cost from 1% to 50% = 25782

Exp cost from 1% to 60% = 61562

Exp cost from 1% to 70% = 146278

Exp cost from 1% to 80% = 346851

Exp cost from 1% to 90% = 821689

Exp cost from 1% to 100% = 1945813

Blurred image:

Exp cost from 1% to 10% = 483

Exp cost from 1% to 20% = 1638

Exp cost from 1% to 30% = 4386

Exp cost from 1% to 40% = 10905

Exp cost from 1% to 50% = 26345

Exp cost from 1% to 60% = 62913

Exp cost from 1% to 70% = 149493

Exp cost from 1% to 80% = 354471

Exp cost from 1% to 90% = 839745

Exp cost from 1% to 100% = 1988578

All minor prots (corrosion shield, energy channeling etc)/Quicksilver/Shield of protection/:

Exp cost from 1% to 10% = 493

Exp cost from 1% to 20% = 1671

Exp cost from 1% to 30% = 4478

Exp cost from 1% to 40% = 11136

Exp cost from 1% to 50% = 26908

Exp cost from 1% to 60% = 64254

Exp cost from 1% to 70% = 152683

Exp cost from 1% to 80% = 362041

Exp cost from 1% to 90% = 857677

Exp cost from 1% to 100% = 2031040

Resist disintegrate:

Exp cost from 1% to 10% = 515

Exp cost from 1% to 20% = 1745

Exp cost from 1% to 30% = 4667

Exp cost from 1% to 40% = 11599

Exp cost from 1% to 50% = 28023

Exp cost from 1% to 60% = 66919

Exp cost from 1% to 70% = 159007

Exp cost from 1% to 80% = 377027

Exp cost from 1% to 90% = 893175

Exp cost from 1% to 100% = 2115096

Displacement/Neutralize field:

Exp cost from 1% to 10% = 526

Exp cost from 1% to 20% = 1781

Exp cost from 1% to 30% = 4762

Exp cost from 1% to 40% = 11833

Exp cost from 1% to 50% = 28580

Exp cost from 1% to 60% = 68240

Exp cost from 1% to 70% = 162141

Exp cost from 1% to 80% = 384451

Exp cost from 1% to 90% = 910753

Exp cost from 1% to 100% = 2156713

Resist gaseous form:

Exp cost from 1% to 10% = 535

Exp cost from 1% to 20% = 1810

Exp cost from 1% to 30% = 4846

Exp cost from 1% to 40% = 12049

Exp cost from 1% to 50% = 29115

Exp cost from 1% to 60% = 69533

Exp cost from 1% to 70% = 165236

Exp cost from 1% to 80% = 391810

Exp cost from 1% to 90% = 928201

Exp cost from 1% to 100% = 2198046

Major prots/Suppress magic:

Exp cost from 1% to 10% = 556

Exp cost from 1% to 20% = 1883

Exp cost from 1% to 30% = 5034

Exp cost from 1% to 40% = 12509

Exp cost from 1% to 50% = 30214

Exp cost from 1% to 60% = 72139

Exp cost from 1% to 70% = 171408

Exp cost from 1% to 80% = 406426

Exp cost from 1% to 90% = 962809

Exp cost from 1% to 100% = 2279984

Armour of aether:

Exp cost from 1% to 10% = 584

Exp cost from 1% to 20% = 1980

Exp cost from 1% to 30% = 5301

Exp cost from 1% to 40% = 13172

Exp cost from 1% to 50% = 31819

Exp cost from 1% to 60% = 75974

Exp cost from 1% to 70% = 180515

Exp cost from 1% to 80% = 428014

Exp cost from 1% to 90% = 1013943

Exp cost from 1% to 100% = 2401067

Thanks for the input!

I put out a new version. Its a bit more accurate, hope its enough :)

If you notice some skills/spells that are way off (excluding attack and some other cheap ones), let me know.

I put out a new version. Its a bit more accurate, hope its enough :)

If you notice some skills/spells that are way off (excluding attack and some other cheap ones), let me know.

Hmm.. it's still showing the same exp values. For example Cold Ray, it's showing 2 319 512 exp. It should be 5 094 476 exp (both to 100% as Sprite).

QUOTE (hipshot @ Jan 31 2011, 10:56 AM) <{POST_SNAPBACK}>

Ok, found a bug that affected the top-end of every trained thing (I tested it only up to 80% so didnt notice it... )

But, I still cant get this cold ray as a sprite to match (now shows 7m), my guess its because its one of the most expensive spells out there.

Can you post the entire output of 'cost study cold ray' and maybe I'll get some ideas from that :)

Also, if anyone can get it, the output of 'cost study melody of the misadventurer' would be very useful too.

We don't have Melody of the Misadventurer on HC (THANK GOD!!!), heres Cold Ray(my primary type), Acid Blast(secondary) and Golden Arrow (tertiary)

Cold Ray:

Exp cost from 1% to 10% = 1613

Exp cost from 1% to 20% = 5447

Exp cost from 1% to 30% = 14541

Exp cost from 1% to 40% = 36084

Exp cost from 1% to 50% = 87105

Exp cost from 1% to 60% = 207903

Exp cost from 1% to 70% = 493899

Exp cost from 1% to 80% = 1170966

Exp cost from 1% to 90% = 2794486

Exp cost from 1% to 100% = 5094476

Acid Blast:

Exp cost from 1% to 10% = 3226

Exp cost from 1% to 20% = 10894

Exp cost from 1% to 30% = 29082

Exp cost from 1% to 40% = 72168

Exp cost from 1% to 50% = 174210

Exp cost from 1% to 60% = 415806

Exp cost from 1% to 70% = 987798

Exp cost from 1% to 80% = 2341932

Exp cost from 1% to 90% = 5588972

Exp cost from 1% to 100% = 10188952

Golden Arrow:

Exp cost from 1% to 10% = 4839

Exp cost from 1% to 20% = 16341

Exp cost from 1% to 30% = 43623

Exp cost from 1% to 40% = 108252

Exp cost from 1% to 50% = 261315

Exp cost from 1% to 60% = 623709

Exp cost from 1% to 70% = 1481697

Exp cost from 1% to 80% = 3512898

Exp cost from 1% to 90% = 8383458

Exp cost from 1% to 100% = 15283428

Ofcourse, all these spells are actually the same cost, they just go double, triple, quaduple etc the original cost for every next specialization. Can you implement this in Reincsim perhaps? Would help immensely with magereinc planning :)

Cold Ray:

Exp cost from 1% to 10% = 1613

Exp cost from 1% to 20% = 5447

Exp cost from 1% to 30% = 14541

Exp cost from 1% to 40% = 36084

Exp cost from 1% to 50% = 87105

Exp cost from 1% to 60% = 207903

Exp cost from 1% to 70% = 493899

Exp cost from 1% to 80% = 1170966

Exp cost from 1% to 90% = 2794486

Exp cost from 1% to 100% = 5094476

Acid Blast:

Exp cost from 1% to 10% = 3226

Exp cost from 1% to 20% = 10894

Exp cost from 1% to 30% = 29082

Exp cost from 1% to 40% = 72168

Exp cost from 1% to 50% = 174210

Exp cost from 1% to 60% = 415806

Exp cost from 1% to 70% = 987798

Exp cost from 1% to 80% = 2341932

Exp cost from 1% to 90% = 5588972

Exp cost from 1% to 100% = 10188952

Golden Arrow:

Exp cost from 1% to 10% = 4839

Exp cost from 1% to 20% = 16341

Exp cost from 1% to 30% = 43623

Exp cost from 1% to 40% = 108252

Exp cost from 1% to 50% = 261315

Exp cost from 1% to 60% = 623709

Exp cost from 1% to 70% = 1481697

Exp cost from 1% to 80% = 3512898

Exp cost from 1% to 90% = 8383458

Exp cost from 1% to 100% = 15283428

Ofcourse, all these spells are actually the same cost, they just go double, triple, quaduple etc the original cost for every next specialization. Can you implement this in Reincsim perhaps? Would help immensely with magereinc planning :)

QUOTE (hipshot @ Feb 1 2011, 12:54 PM) <{POST_SNAPBACK}>

Ofcourse, all these spells are actually the same cost, they just go double, triple, quaduple etc the original cost for every next specialization. Can you implement this in Reincsim perhaps? Would help immensely with magereinc planning :)

Ok, now the sim should be pretty accurate on exp costs. If not, let me know.

As for mage exps, I'll look into it. Prolly make something ugly but usable when I have the time :)

Also, give me a list of quests which are _not_ in HC... Ill try to remove those from the list to save some space.

Edit: and figure out those hp/spmax formulas for me! :)

The following quests do not exist on hc (atleast on the list in quest room):

LEVEL QUESTS

-----------------------------------------------------------

Acquire documents

Assassin quest

Assassinate the fairy queen

Help liezeb

Help the hobbit

Inner sanctium of magerathia

Master hunter

Shamanic deed

Spy quest

St. patric's abbey

Successor of province

The valley of the kings

Thief quest

Tides of war

Victi vicimus

Wicked witch

Win assassination game

AREA QUESTS

-----------------------------------------------------------

A day at the circus

Beaumont hamel

Competing architects

Conquer the known world

End the war

Escape in the village

Four elements

Haunted mansion

Help loretta

Lunar defender

Millie's nightmare

Mirror mine

Moonlight murders

Paladin stronghold

Rescue hannah's parents

Restless dead

Rise of the verminkin

Robbery in moonlight

Save ozymandius

Solo the haunted mansion

Solve mystery of the abandoned village

Spirits of vengeance

Sweet dreams

The ant hill

The living cave

The quest of legolas

Treasuries of the nocilis valley

White pudding

LEVEL QUESTS

-----------------------------------------------------------

Acquire documents

Assassin quest

Assassinate the fairy queen

Help liezeb

Help the hobbit

Inner sanctium of magerathia

Master hunter

Shamanic deed

Spy quest

St. patric's abbey

Successor of province

The valley of the kings

Thief quest

Tides of war

Victi vicimus

Wicked witch

Win assassination game

AREA QUESTS

-----------------------------------------------------------

A day at the circus

Beaumont hamel

Competing architects

Conquer the known world

End the war

Escape in the village

Four elements

Haunted mansion

Help loretta

Lunar defender

Millie's nightmare

Mirror mine

Moonlight murders

Paladin stronghold

Rescue hannah's parents

Restless dead

Rise of the verminkin

Robbery in moonlight

Save ozymandius

Solo the haunted mansion

Solve mystery of the abandoned village

Spirits of vengeance

Sweet dreams

The ant hill

The living cave

The quest of legolas

Treasuries of the nocilis valley

White pudding

Hey!

Thought I'd make a little update.

It's not a very big deal but the last reinc/reinctax counter isn't necessary on the HC Reincsim, because we only have Mortis to reinc us, so our costs aren't the same as on flower. Also atm we have 1% fixed tax because of some tunes they made a while back, no idea when that's going to turn back to normal.

The stats and exp costs are looking great now, still don't have those hp/spmax formulas for you though :P

Thought I'd make a little update.

It's not a very big deal but the last reinc/reinctax counter isn't necessary on the HC Reincsim, because we only have Mortis to reinc us, so our costs aren't the same as on flower. Also atm we have 1% fixed tax because of some tunes they made a while back, no idea when that's going to turn back to normal.

The stats and exp costs are looking great now, still don't have those hp/spmax formulas for you though :P

The extra hp/lvl should be following until lvl 75

Magical: 6

Relig: 7

Civilized: 10

Nomad: 13

Also, Full boon + bane gives 18 skill/spellmax in HC. The SIM is showing +17.

Magical: 6

Relig: 7

Civilized: 10

Nomad: 13

Also, Full boon + bane gives 18 skill/spellmax in HC. The SIM is showing +17.

QUOTE (smoken @ Mar 7 2011, 09:47 PM) <{POST_SNAPBACK}>

Magical: 6

Relig: 7

Civilized: 10

Nomad: 13

Also, Full boon + bane gives 18 skill/spellmax in HC. The SIM is showing +17.

Fixed the skill/spellmax boons.

So you get extra hp each time you level (up to lvl75) on top of your normal con/hp ratio?

I'll try to test a bit of that myself too once I have time, but thanks for pointing out this HC feature anyways :)

I haven't actually tested it myself, but that's what I was told :) You definitely get extra hps there though.

© 1990-2024 Balanced Alternative Techniques ry. All rights reserved. BatMUD™ is a registered trademark of Balanced Alternative Techniques ry.

The individual comments are the property of their posters, and may not reflect the views or opinions of the administration.