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Morph techtree and XP

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Date Editor Before After
9/11/2014 4:00:29 AMPLrankAdminSprung before revert after revert
Before After
1 [b]This is the legacy XP system. In the next stable it will get replaced by the one in OP. [/b] 1 [b]This is the legacy XP system. It has been replaced by the simplified one in the OP. [/b]
2 \n 2 \n
3 Units get 0.1 XP for making cost through damage, and 0.1 XP for making cost through last-hitting. This means that a unit that single-handedly kills its cost 100% -> 0 and deals the finishing blows will have 0.2 XP; this is also why light units tend to have inflated XP values - if they score the finishing blow, they get as much XP as they would get for bringing the unit down from 100% to 0. 3 Units get 0.1 XP for making cost through damage, and 0.1 XP for making cost through last-hitting. This means that a unit that single-handedly kills its cost 100% -> 0 and deals the finishing blows will have 0.2 XP; this is also why light units tend to have inflated XP values - if they score the finishing blow, they get as much XP as they would get for bringing the unit down from 100% to 0.
4 \n 4 \n
5 XP gain can get modified. Units are worth up to 30% more based on their XP, with 15% more at XP = 1 - the exact formula for added worth is 0.3*XP/(XP + 1). For example, a 0 XP unit who kills its cost in 1.0 XP units will get 0.23 XP. Conversely, experienced units get a bit less XP for units with less XP. EMP damage is scaled to 10% and then the inverse of the target health - for example, a unit on 1/4 health will give 40% of the normal value. Disarm and slow damage don't give XP. Mixed damage gives XP for the real damage part. Overkill damage and EMP that doesn't add further stun time is discarded - only the actual damage done counts. 5 XP gain can get modified. Units are worth up to 30% more based on their XP, with 15% more at XP = 1 - the exact formula for added worth is 0.3*XP/(XP + 1). For example, a 0 XP unit who kills its cost in 1.0 XP units will get 0.23 XP. Conversely, experienced units get a bit less XP for units with less XP. EMP damage is scaled to 10% and then the inverse of the target health - for example, a unit on 1/4 health will give 40% of the normal value. Disarm and slow damage don't give XP. Mixed damage gives XP for the real damage part. Overkill damage and EMP that doesn't add further stun time is discarded - only the actual damage done counts.
6 \n 6 \n
7 Units get ranks for XP. Each rank requires [img]http://i.imgur.com/dNe3bHL.png[/img] XP. Currently all morphs that require XP require rank 3. Here's some example values on how much XP is rank 3 (making cost once is 0.2): 7 Units get ranks for XP. Each rank requires [img]http://i.imgur.com/dNe3bHL.png[/img] XP. Currently all morphs that require XP require rank 3. Here's some example values on how much XP is rank 3 (making cost once is 0.2):
8 [quote]Flea - 1.10 8 [quote]Flea - 1.10
9 Glaive - 0.87 9 Glaive - 0.87
10 Gremlin - 0.73 10 Gremlin - 0.73
11 Jack - 0.56 11 Jack - 0.56
12 Reaper - 0.52 12 Reaper - 0.52
13 Crabe - 0.46 13 Crabe - 0.46
14 Bantha - 0.31[/quote] 14 Bantha - 0.31[/quote]
15 \n 15 \n
16 Units keep half their XP after morph. However, you can't chain-morph because units with further XP morphs will also get trimmed to 90% of the next morph threshold. For example, Glaive can morph at 0.87 XP, so a Flea morphed to a Glaive will never have more than 0.87 * 0.9 == 0.78 XP after morphing. 16 Units keep half their XP after morph. However, you can't chain-morph because units with further XP morphs will also get trimmed to 90% of the next morph threshold. For example, Glaive can morph at 0.87 XP, so a Flea morphed to a Glaive will never have more than 0.87 * 0.9 == 0.78 XP after morphing.