Difference between revisions of "Creature Factor (Game Mechanics)"
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== Game Mechanics == | == Game Mechanics == | ||
− | The creature factor is a value assigned to each creature based on its current challenge level. These values are used in the calculation of trapping experience, harvesting experience as well as harvesting yields. A creature level can be | + | The creature factor is a value assigned to each creature based on its current challenge level. These values are used in the calculation of trapping experience, harvesting experience as well as harvesting yields. A creature level can be an integer or float depending on if it is an adult or baby. Baby creatures spawn as a fractional amount of their adult cl and as a result, this value carries over into the creature factor as a decimal. The amount of difference between the previous creature factor level and next nearest whole number creature factor level is what the creature factor will be for the baby. Creator Factors cap at 2000 somewhere between challenge level 80 and 95. Beyond CL 95, creatures presumably gain no further bonuses to their harvest yield or scouting experience amount. |
+ | |||
+ | Note: much of this chart was improvised using known trapping and harvest exp values and then predicting reasonable incrementation.<br/><br/> | ||
+ | |||
+ | The equation that the ANH core will use will be something along the order of: | ||
+ | |||
+ | Creature Factor = 0.1322(Challenge Level)^2 + 9.6078(Challenge Level) - 28.103<br/> | ||
+ | Baby Creature Factor = (Adult Creature Factor)/2<br/><br/> | ||
+ | |||
+ | With modifiers to ensure that it never goes beyond 2000. Some of the lower values are also modified as such: | ||
+ | |||
+ | {| align="center" | ||
+ | |- | ||
+ | || | ||
+ | {| class="anhsmalltable" | ||
+ | |- align="center" style="background-color:#ffffcc;" | ||
+ | |width="100px"|'''Challenge Levels'''||'''Experience''' | ||
+ | |---- | ||
+ | |1 | ||
+ | |7 | ||
+ | |---- | ||
+ | |2 | ||
+ | |16 | ||
+ | |---- | ||
+ | |3 | ||
+ | |23 | ||
+ | |---- | ||
+ | |4 | ||
+ | |27 | ||
+ | |---- | ||
+ | |5 | ||
+ | |34 | ||
+ | |---- | ||
+ | |6 | ||
+ | |42 | ||
+ | |---- | ||
+ | |7 | ||
+ | |50 | ||
+ | |---- | ||
+ | |8 | ||
+ | |59 | ||
+ | |} | ||
+ | |} | ||
==Source References== | ==Source References== |
Latest revision as of 20:35, 4 March 2010
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Game Mechanics - Mechanics Category
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Game MechanicsThe creature factor is a value assigned to each creature based on its current challenge level. These values are used in the calculation of trapping experience, harvesting experience as well as harvesting yields. A creature level can be an integer or float depending on if it is an adult or baby. Baby creatures spawn as a fractional amount of their adult cl and as a result, this value carries over into the creature factor as a decimal. The amount of difference between the previous creature factor level and next nearest whole number creature factor level is what the creature factor will be for the baby. Creator Factors cap at 2000 somewhere between challenge level 80 and 95. Beyond CL 95, creatures presumably gain no further bonuses to their harvest yield or scouting experience amount. Note: much of this chart was improvised using known trapping and harvest exp values and then predicting reasonable incrementation. The equation that the ANH core will use will be something along the order of: Creature Factor = 0.1322(Challenge Level)^2 + 9.6078(Challenge Level) - 28.103 With modifiers to ensure that it never goes beyond 2000. Some of the lower values are also modified as such:
Source References
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