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  #1  
Old 05-27-2011, 08:20 PM
Charista Charista is offline
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Default Confessions of an XP Addict

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?

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File Type: txt Charista Levels.txt (3.8 KB, 159 views)

Last edited by Bullbound; 05-27-2011 at 10:45 PM. Reason: Fixed name to reflect merged thread
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  #2  
Old 05-27-2011, 08:32 PM
Charista Charista is offline
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Default 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


Last edited by Charista; 05-27-2011 at 08:37 PM.
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  #3  
Old 05-27-2011, 09:16 PM
Charista Charista is offline
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Default Confessions of an XP Addict: Part 3

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

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File Type: txt Levels.txt (1.9 KB, 110 views)

Last edited by Charista; 05-28-2011 at 09:38 AM. Reason: First Order discussion, not First Principle.
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  #4  
Old 05-27-2011, 10:44 PM
Bullbound Bullbound is offline
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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.
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Last edited by Bullbound; 05-27-2011 at 10:58 PM. Reason: added sections found
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  #5  
Old 05-28-2011, 06:41 AM
CyKoS CyKoS is offline
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Good read.
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  #6  
Old 06-02-2011, 08:29 AM
emanon emanon is offline
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Default 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
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  #7  
Old 06-02-2011, 08:49 AM
Charista Charista is offline
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Quote:
Originally Posted by emanon View Post
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
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  #8  
Old 06-02-2011, 11:25 AM
emanon emanon is offline
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Quote:
I'm pretty certain that's exactly what I said in Part 2.3.1
Yup, must of not clicked that spoiler button.
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  #9  
Old 06-02-2011, 12:12 PM
jlederma jlederma is offline
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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..
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  #10  
Old 06-03-2011, 03:32 PM
Selviet Selviet is offline
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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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