Revamped buff system + skill cd/buff schedule rework
Completely rearranged buff system (system can smartly check for the best statup to take effect for it's duration, or the server can be flagged to act as usual). Refactored scheduling system for buffs expiration and cooldowns to use one single thread per player rather than one per instance.
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@@ -487,11 +487,11 @@ public class Equip extends Item {
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// from level 1 to 2 is killing about 100~200 mobs of the same level range, on a 1x EXP rate scenario.
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if(reqLevel >= 78) {
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return Math.max(ServerConstants.EQUIP_EXPERIENCE_MOD * (10413.648 * Math.exp(reqLevel * 0.03275)), 15);
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return Math.max(ServerConstants.EQUIP_EXP_RATE * (10413.648 * Math.exp(reqLevel * 0.03275)), 15);
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} else if(reqLevel >= 38) {
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return Math.max(ServerConstants.EQUIP_EXPERIENCE_MOD * ( 4985.818 * Math.exp(reqLevel * 0.02007)), 15);
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return Math.max(ServerConstants.EQUIP_EXP_RATE * ( 4985.818 * Math.exp(reqLevel * 0.02007)), 15);
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} else {
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return Math.max(ServerConstants.EQUIP_EXPERIENCE_MOD * ( 248.219 * Math.exp(reqLevel * 0.11093)), 15);
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return Math.max(ServerConstants.EQUIP_EXP_RATE * ( 248.219 * Math.exp(reqLevel * 0.11093)), 15);
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}
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}
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