Possible bug in ID level progression?

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dsboger
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Joined: Sat Feb 15, 2014 1:45 am

Possible bug in ID level progression?

#1 Post by dsboger »

I was kind of disappointed with the number of generic points earned past level 50 in the ID. Then I tried to figure out precisely how often I would earn such a point. In the end it showed to be a little complicated to guess the formula, so I stopped trying to guess and looked to the code. The relevant code is pasted below:

Excerpt from game/modules/tome/data/birth/worlds.lua:

Code: Select all

else
    self.unused_stats = self.unused_stats + 1
    if self.level % 2 == 0 then
         self.unused_talents = self.unused_talents + 1
    elseif self.level % 3 == 0 then
        self.unused_generics = self.unused_generics + 1
    end
end
It seems clear that you earn a single stat point every level and a class talent point every 2 levels. On the other hand, you earn one generic talent point every 3 levels if you do not earn a class point in that same level. This way you will earn 5 class + ~1.7 generic points every 10 levels past level 50. The balance is very different from pre-50, where you get 12 class + 8 generic. Is that the intended behavior?

EDIT: Now I realize the formula is actually simple: you get 1 generic every 6 levels (how did I fail to notice that?). To clarify: I'm not talking about the overall reduced progression, but the proportion of class/generic that is doubled. I say that I think it might be a bug because if the "elseif" part of the code is split as an independent "if" block (i.e. you get 1 generic every 3 levels), the proportion will be more similar to pre-50 levels.


thanks.

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