2024/01/19 Edited thread title from "New skele map cycle (??)" to "Deletable random stuff" as this thread in the future becomes a place where I share some of my findings or other random things. Hope anyone watching will find these inspiring, or, simply deletable. #1 New skele map cycle (??) -------------------------------- While we are already getting used to the classic 2gen-2gen-2gen cycle, the new client feature regarding rope-climbing speed always brings me a feeling about the existence of some brand-new method which we can adopt in the field and potentially improve exp gain even further. After some practical experience in my leech session I decided to share the cycle here since it's interesting to play around with, though it may merely give little to no margin of improvement in terms of exp gain. (Below I will assume you have read the prerequisite post : A Guide to Ehud's Skele Leech Map Rotation, or at least have some knowledge about things mentioned there.) -------- Without further ado lets see what the cycle looks like: Spoiler Compared with conventional [ 2gen-2gen-2gen / 2-2-2 / ... ] cycle, theoretically the ideal form of new cycle would be [ 2(start from bottom-right)-2-3 / 2-2-3 / ... ], where Cycle-1 (2gen in one 8-second window) is replaced by a counterclockwise 3gen (also in one 8-second window). In reality it's nearly impossible to pull off the ideal cycle steadily, and the reason being that when it comes to 3 genesis in one 8-second window, what you are doing is you "borrow" time from the next one or two 8-second windew(s) - you will need to do the thing smoothly to catch up the re-spawn timer, which thus becomes so tight that it hardly allows any gap of plain moving/adjusting position, re-casting HS, or failing on TC. As a result I was only able to implement a hybrid of 2-2-3 & original 2-2-2 cycle as shown in video. It's more likely to be [ 2-2-3 / 2-2-2 / 2-2-2 / 2-2-3 / 2-2-2 / 2-2-2 / 2-2-3 / ... ]. -------- Comparison: skill scores of each method my current optimized 2-2-2 cycle 49-49.5 m/hr hybrid of 2-2-3 & 2-2-2 cycle (video) 49.5-50 m/hr *Might not be quite exact as I've only done 10 minutes test on my mule characters ideal [ 2-2-3 / 2-2-3 / 2-2-3 / ... ] cycle 51-51 m/hr *Nothing more than my guessing, and might be limted by the spawning mechenism Spoiler: wtf is skill score TL; DL skill score * factor of [leech level / FLOOR(average party level)] = actual exp gain in split leech Spoiler The concept of skill score originates from a simple question of mine: Is it possible to have a measurement of leecher's "pure skill" while removing the effect of level / party level ? The answer from me is yes. Also I've made use of this concept to predict the total exp gain at decent precision for my leech buyers of different level several times. By observing the leech exp formula: https://royals.ms/forum/threads/123477/ Leech EXP = FLOOR( Monster exp * exp rate * ( (1.1 + 0.05*N) / (N + 1) ) * ( Leech(Buyer) level / FLOOR((Total party level / N)) ) * 1.5 (HS) ) N = number of party members who meet the condition for EXP leech I would call the green marked part factor of party size, and blue marked part factor of party level. Party size factor is constant in most of the case of general leech. Party level factor despite not quite constant as leech character(s) will level up during the leech, we can to some extent approximate it to be constant, considering the leveling between 2-3 levels in range of 108-135 usually doesn't bring a significant difference to party level factor. With above knowledge, we know that exp gain (raw exp) over a period of time can be derived from the sum of [every single pure mob exp * HS * constants], and thus [all mobs killed exp * HS * constants]. The [mobs exp * HS] term is what I call skill score as it's directly tied to how many mobs the leecher managed to kill in certain amount of time. Also for the convenience of description I'm here referring to "skill score" as "skill score in split leech". That means how we calculate skill score (in split leech) is simply by dividing raw exp gain by party level factor. For some examples see my thread.
#2 -------- In a daily duo shao my partner accidentally died at ~90% hp (rip auto-pot disabled & canceled by event map). I then tried to do my best and test out how much damage a single BM is able to give in such situation. What i didn't expect at all is that in the end of the day i somehow made it through by myself, at exactly the last second. After a while I decided to investigate a bit more since It interested me a lot if its indeed doable for a 7.8k range(mw20) BM to solo clear this 100m hp sponge. 1st try failed (8.x% hp) 2nd try failed (1.x% hp) 3rd try succeeded but no time for HS (0:05) 4th try succeeded (0:36 with echo) (Thanks for anonymous echo in rng garden lobby!) #5 0:06 #6 0:39 #7 0:12
#5 uncapped bees I used to believe there is a limit of 3 bees in the map until today. Bees are thriving when the garden becomes more and more tranquil. Spoiler: 5 bees #6 about the event PQ mage solo dagger ver. 09:40 / 09:30 / 10:10 Spoiler mage solo fork ver. 08:50 / 08:20 / 07:30 Spoiler fork ver. are faster not because of the weapon type but the muscle memory retrieved thus fewer mistakes made, also luck
(placeholder) Spoiler: 24/10/11 #7 no context Spoiler: 24/11/12 #8 Witch Tower 3000% 53:37 good feeling with some improved routes in 2nd year halloween event and polishment and even managed to overcome the hardest jump which always slowed down the progress which caused my PTSD 24/11/?? #9 no context Witch Tower a compilation of witch tower fails, soontm Spoiler: 24/12/18 #10 summary of 2024 halloween events was supposed to be posted one month ago Spoiler: 25/03/12 epic fight 25/04/06 uwu bishop ninto farming