Has XP gain been adjusted?


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Ziggurat Zagger

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Post Monday, 22nd July 2013, 05:54

Has XP gain been adjusted?

To compensate for the removal of stabbing and traps skills?
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Dungeon Master

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Post Monday, 22nd July 2013, 06:25

Re: Has XP gain been adjusted?

Not specifically, but DracoOmega made some adjustments to the XP curve: http://gitorious.org/crawl/crawl/commit/f54e3ca8c7a706449d143d9c9b8ccfc674668e1c

Shoals Surfer

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Joined: Sunday, 24th April 2011, 04:13

Post Monday, 22nd July 2013, 06:26

Re: Has XP gain been adjusted?

XP has been adjusted, but it has nothing to do with the removal of trap/stab skills. Traps skill doesn't matter at all, which is in fact why it has been removed.

Tomb Titivator

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Post Monday, 22nd July 2013, 12:27

Re: Has XP gain been adjusted?

What about being adjusted for Elf and Vaults being shorter? That drastically reduces the amount of XP available.
Also, hive being removed, but that's old stuff.

Tartarus Sorceror

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Post Monday, 22nd July 2013, 13:24

Re: Has XP gain been adjusted?

So is this table accurate now, or is the comment out of date?

Say I know I need to raise Ice or Conjurations to increase spellpower, but I don't know which one will go up quicker and should therefore be trained first. Ice has a 0 aptitude while Conj has -3, so 2^(3/4) is 1.68. Ice is at level 15, level 16 will cost 105,500xp. Level 14 of Conjurations will cost 81,480 (48,500*1.68) and Level 15 of Conjurations will cost 74,000*1.68=124,320 which is more than L16 of Ice. So each level of Conjurations is cheaper than the next level of Ice until L14, so I should train Conj to 14 then train Ice again.

I had a spreadsheet for this in 0.8, but the changes in aptitudes and experience values have thrown it off.

The table, from comments in player.cc:
  Code:
player.cc
4418     // Here's a table:
4419     //
4420     // level      xp      delta   delta2
4421     // =====   =======    =====   ======
4422     //   1           0        0       0
4423     //   2          10       10      10
4424     //   3          30       20      10
4425     //   4          70       40      20
4426     //   5         140       70      30
4427     //   6         270      130      60
4428     //   7         520      250     120
4429     //   8        1010      490     240
4430     //   9        1980      970     480
4431     //  10        3910     1930     960
4432     //  11        7760     3850    1920
4433     //  12       15450     7690    3840
4434     //  13       29000    13550    5860
4435     //  14       48500    19500    5950
4436     //  15       74000    25500    6000
4437     //  16      105500    31500    6000
4438     //  17      143000    37500    6000
4439     //  18      186500    43500    6000
4440     //  19      236000    49500    6000
4441     //  20      291500    55500    6000
4442     //  21      353000    61500    6000
4443     //  22      420500    67500    6000
4444     //  23      494000    73500    6000
4445     //  24      573500    79500    6000
4446     //  25      659000    85500    6000
4447     //  26      750500    91500    6000
4448     //  27      848000    97500    6000
4449

Vestibule Violator

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Joined: Friday, 21st January 2011, 22:56

Post Monday, 22nd July 2013, 14:04

Re: Has XP gain been adjusted?

AFAIK only the exp cost of skill points was adjusted, not the skill point cost of skill levels. So you should gain skills a little slower late game, but the increased cost affects all skills and skill levels uniformly. (Unless I missed something)
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Dungeon Master

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Post Monday, 22nd July 2013, 15:05

Re: Has XP gain been adjusted?

khalil wrote:What about being adjusted for Elf and Vaults being shorter? That drastically reduces the amount of XP available.
Also, hive being removed, but that's old stuff.

Well, that was one of the goal of the changes, to reduce total XP. So no compensation :)
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Barkeep

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Post Monday, 22nd July 2013, 15:52

Re: Has XP gain been adjusted?

In particular, mid-game XP. Early game is plenty hard :)
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