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-   -   Confessions of an XP Addict (http://forum.sfgame.us/showthread.php?t=3656)

Charista 05-27-2011 08:20 PM

Confessions of an XP Addict
 
1 Attachment(s)
Confessions of an XP Addict
Part 1: Exposing the Experience System like a Flasher Late at Night on a Street Corner
By Chris "Charista" Wilde

Part 0 Ramblings, Pramblings, Preamblings




Part 1 The Experience System Exposed



1.1 Experience Basics and Definitions



1.1.1 Converstion of Terms




1.2 Non-linearities in the Experience System



1.2.1 Diminishing Experience as a %age of Level



1.2.2 The Threshold Levels



1.2.3 Player Dungeon Experience



1.2.4 Guild Instructor Bonus



1.2.5 Guild War Experience



1.2.6 The 300 Thirst Reward



1.2.7 Mount Buying Day



1.2.8 Guild Dungeons



1.2.9 Sticker Album



1.3 What's important out of all of these?


Charista 05-27-2011 08:32 PM

Confessions of an XP Addict: Part 2
 
Confessions of an XP Addict
Part 2: A Dime Bag of System Abuse
by Chris "Charista" Wilde


Part 2 The Addiction of Abusing Things



2.0.1 Definitions




2.1 Models of the Experience System



2.1.1 The Level Model



2.1.2 The Well Model



2.1.3 The Day Model



2.1.4 Other Models




2.2 The Regions



2.2.1 The Starter Region Ė Level 1-20



2.2.2 The Logarithmic Region Ė Level 20-149



2.2.3 The Linear Region Ė Level 150-?




2.3 Optimizing Experience Rewards



2.3.1 Maximizing your Quest Experience



2.3.1.1 Calculating average Experience per Segment



2.3.2 Maximizing your Player Dungeon Experience




2.3.2.1 Dungeons in the Linear Region




2.4 The Sticker Album


Charista 05-27-2011 09:16 PM

Confessions of an XP Addict: Part 3
 
1 Attachment(s)
Confessions of an XP Addict: Part 3, Choking on Regurgitated Arguments
by Chris "Charista" Wilde

Part 3 The Big Lie

3.1 What was the Big Lie?



3.1.1 Equipment



3.1.2 Gold per Segment vs. Level



3.1.3 Diminishing Returns



3.2 Effects of Choosing Archtypical Quest Methods



3.2.1 Choosing to be an Optimizer



3.2.1.1 Optimizers in the Logarithmic Region



3.2.1.2 Optimizers in the Linear Region




3.3 The Costs of being an XP Addict




4.0 Detoxing on Conclusions


Bullbound 05-27-2011 10:44 PM

This is not a double post. The poster made multiple threads due to the character limit on posts and they have been combined for ease of the reader.

CyKoS 05-28-2011 06:41 AM

Good read.

emanon 06-02-2011 08:29 AM

Follow up thoughts
 
Here are a couple of follow up optimizations on what Charista has said:

1. The probability of receiving a mushroom does not change by quest length.
This should give an additional value boost to the shorter quests, especially if you are budget constrained.
(Actually, I haven't checked this in a while; but it was last time I checked).

2. There should be a probability assessment to quest selection.
Here is what I mean:
Let's say my avg xp gain is 5x the time (so on 10mins I make 500kxp on avg).
If my choices are: 4segments at ~3x, 4segments at ~3x, and 1 segment at ~2x my expected value is much better taking the 2x xp (ev 4.25x) than the guaranteed 3x.
Where ev is short for expected value, and is calculated in the example above as: (1*2+3*5)/4 > (4*3)/4

Charista 06-02-2011 08:49 AM

Quote:

Originally Posted by emanon (Post 26991)
Here are a couple of follow up optimizations on what Charista has said:

1. The probability of receiving a mushroom does not change by quest length.
This should give an additional value boost to the shorter quests, especially if you are budget constrained.
(Actually, I haven't checked this in a while; but it was last time I checked).

When choosing between two quests of differing lengths that are deemed to be equivalent, choosing the short one also helps increase the chance of equipment dropping and getting new stickers.

I wouldn't sacrifice known good XP for a possibility of a mushroom, though.

Quote:

2. There should be a probability assessment to quest selection.
Here is what I mean:
Let's say my avg xp gain is 5x the time (so on 10mins I make 500kxp on avg).
If my choices are: 4segments at ~3x, 4segments at ~3x, and 1 segment at ~2x my expected value is much better taking the 2x xp (ev 4.25x) than the guaranteed 3x.
Where ev is short for expected value, and is calculated in the example above as: (1*2+3*5)/4 > (4*3)/4
I'm pretty certain that's exactly what I said in Part 2.3.1

emanon 06-02-2011 11:25 AM

Quote:

I'm pretty certain that's exactly what I said in Part 2.3.1
Yup, must of not clicked that spoiler button.

jlederma 06-02-2011 12:12 PM

Excellent analysis Charista, thank you for proving what some of us have been unwilling to calculate. I hope you use your math and statistics skills in real life too..

Selviet 06-03-2011 03:32 PM

Wonder how this strategy plays out for non-shroomers. I gather being unable to pot as much would lead to significantly higher loss rates. I'd expect this would shift the balance towards certain amounts of optimization so as to keep win/loss rates high.


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