#Dynamic Spawn Rate Changes

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stoic wing
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Dear players

This patch we have worked on adjusting dynamic spawn rate system and hunting zones so that intended experience per hour is reachable on intended party size and strength. As mentioned in the previous changelog it was not always the case as often a higher average level party, so also party strength, was required to fully take advantage of increased spawn rate, resulting in lower experience per hour in intended party size and strength.

To prevent that we have decided to adjust experience bonus and spawn rate bonus of parties with shared experience enabled. We have also adjusted base spawn time of creatures on hunting zones intended to be hunted by parties of two and more players.

The following changes were made after the server save:

hollow swanBOT
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  • Increased bonus for each additional party member from 10% to 15%.
  • Spawn rate is now increased by 34% if creature is killed by a player in party with two members.
  • Spawn rate is now increased by 60% if creature is killed by a player in party with three members.
  • Spawn rate is now increased by 78% if creature is killed by a player in party with four members.
  • Spawn rate is now increased by 88% if creature is killed by a player in party with five or more members.
  • Participation of every party member in a kill of any creature in last 5 minutes is no longer required for dynamic spawn rate to work.
  • This feature is still only active in parties with shared experience enabled that are active or were active in recent 60 seconds before monster has been killed.

The above mentioned changes lower the required manpower to fully take advantage of the dynamic spawn rate system and not lose experience per hour due to lack of manpower on intended level and party strength. Due to these changes there also were numerous adjustments to hunting zones so intended experience per hour remains the same.

The changes were mainly reducing base spawn time of creatures and in some cases adjusting experience yielded by creature. A list of intended experience per hour on hunting zones can be found in patch 7.60 thread: https://medivia.online/forum/thread/49207

Monster experience changes:
  • shadow guard: 30600 -> 38600
  • black widow: 6800 -> 7600
  • abysmor: 166000 -> 180000
  • havoc apostle: 155800 -> 166000
  • festering corpse: 11680 -> 14200
  • plague carrier: 11000 -> 14000
  • frostmaiden: 16000 -> 18000
  • ancient dragon: 45400 -> 49400
  • blazeclaw: 15000 -> 16000
  • frostclaw: 15000 -> 16000
  • boggle grapper: 2800 -> 3000
  • boggle mauler: 2950 -> 3150
  • boggle trickster: 2820 -> 2980
  • magma dragon: 23400 -> 26800
  • obsidian dragon: 37400 -> 40800
New venerator hunting zone:
  • Reworked one of the deeper floors of the Library in Sheol into a venerator hunting zone.
  • The hunting zone as well as the seal is now reachable via a teleport guarded by a library guardian on the highest floor of the library's building.
  • The new hunting zone has higher venerator kill count per hour compared to the other hunting zone before changes were made with a dynamic spawn rate patch.
Colorized party loot message:
  • Item drops in party loot message are now colorized based on loot chance from the mob the item was dropped from.
  • Item name is yellow if the item's base loot chance is equal or lower than 0.1% (extremely rare).
  • Item name is red if the item's base loot chance is equal or lower than 0.3% (very rare).
  • Item name is purple if the item's base loot chance is equal or lower than 0.6% (rare).
  • Item name is blue if the item's base loot chance is equal or lower than 2% (semi-rare).
  • Item name is green if the item's base loot chance is equal or lower than 6% (uncommon).
  • Item name is white if the item's base loot chance is equal or lower than 15% (common).
  • Item name is grey if the item's base loot chance is higher than 15% (very common).
  • Base loot chance is loot chance on game worlds with 1x loot rate.
  • For example, on high (3x) loot rate game worlds item's name color is yellow if loot chance is equal or lower than 0.3% instead of 0.1%
Monster defense formula changes
  • Monster's defense formula was changed and no longer takes monster's melee skill into account.
  • Instead, only monster's defense value is used to calculate defense damage reduction of monsters.
  • Old formula: monsterDef * monsterMelee * 0.05
  • New formula: (monsterDef ^ 2) * 0.05
  • Defense of monsters was adjusted so damage reduced is mostly the as same as before the change.
  • While this change will be almost not noticeable while hunting most creatures (some creatures may block less damage, resulting in player's melee damage gain) it was introduced to quickly compare defense reduction of two creatures just by looking at its defense stat in a monster encyclopedia that is planned to be added in the future.
  • In cases where monster had a very high melee skill and low defense stat, for example lightbringer hero, it could block much more damage than one could expect by looking at its defense stat value.
Miscellaneous changes and bug fixes:
  • Agaltha's room now requires 2 instead of 5 players to be opened.
  • Seal versions of blasphemer and bookwardens are no longer immune to energy type damage.
  • Attacking dummy targets no longer makes party active.
  • Fixed an issue where part of Crystal Mines Brewery final boss reward on Nightmare difficulty was placed in reward table of boss on Hard difficulty, resulting in reward on Nightmare difficulty lower than intended and reward on Hard diffculty higher than intended.
kindred marsh
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Make party channel always available or swap to Loot so u dont need to open it every teamhunt again

nova fjord
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in case anyone else cares, not that it matters too much if all values were adjusted

little horizon
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Holy shit this seems to be a superb patch PepeOK

dire wharf
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Good

analog sky
little horizon
# analog sky 😦

#1127199022248099971 try with the party on share maybe? Not saying that this will be specifically but at least narrow down the bug

tardy star
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rip gargoyles

exotic bramble
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can you add 3 more churches of anchegul so that every hlvl on server doesnt have to fight for one spawn?

hot rock
# tardy star rip gargoyles

I was wondering the same thing, with the change of formula, would the gargoyles no longer be viable for training?

elfin glade
# hot rock I was wondering the same thing, with the change of formula, would the gargoyles ...

The change in the defense formula will be so that there will be no super tanky monsters due to the melee attack. With the Monster Encyclopedia we will have access to information such as melee damage, speed, defense, among other things. Now the defense will be separated from the monster's melee strength, so that a monster that "hits a lot" will not defend proportionally to its attack, but rather be a totally separate "skill".

vagrant dune
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plate armor (400gp)>>>Red Spellwand (5000gp)

frigid burrow
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After these changes to the monster defense formula, it is now impossible to train with gargoyles 😢

little horizon
glass eagle
little horizon
# glass eagle

PepeOK I've been receiving reports that the bag contents might not be properly displaying colour, i think the spellwands come in bags right? Seems to be a bug, there is already one open regarding those: #1248322759910625372 message @vagrant dune

elfin glade
stoic wing
fair perch
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no color for mpa from chaos hydra? though its rare xd

stoic wing
sinful turret
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Why can't we get a loot-channel permanently? Why do we have to be in party with share to see a lootchannel? It's nice to see your own lootchannel aswell when you're hunting.

hot rock
# vagrant dune plate armor (400gp)>>>Red Spellwand (5000gp)

I thought it would help to know which items are more valuable, but by presenting it like this I think it can be improved based on a set value (or to be set by the player) as just by looking at this example, I realise that the same item has different drop rarities.

With the example of the spellwand network:

Fire Devil: Very Rare
Succubus: Semi Rare
Red Wyvern: Rare

lean void
little horizon
# lean void Where is this information about a possible Monster Encyclopedia?

on the patch notes itself:
While this change will be almost not noticeable while hunting most creatures (some creatures may block less damage, resulting in player's melee damage gain) it was introduced to quickly compare defense reduction of two creatures just by looking at its defense stat in a monster encyclopedia that is planned to be added in the future.

elfin glade
atomic frigate
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Another bad patch for solo players.
My avg exp decreased even more now with this new monsters defense.

This game is now made for parties or mages rich on supplies

analog sky
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I had today a great boost in undead reaper cave!

stoic wing
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From what I see you play as an archer. Your arrows ignore monster's defense completely. And of course runes also are not affected by monster's defense. NONE of your damage is affected by monster's defense. Here is the full list of monsters whose average amount of damage blocked was INCREASED and by how much. If the monster is not on this list it means it block less damage now. So a buff to player's damage. Even if you hunt with a knight in your party I doubt you hunt one these creatures.

+--------------------------+----------+
| The One Below            | 1.5      |
| Wraith                   | 2.5      |
| Oculus                   | 5.0      |
| Eye of Mortem            | 5.5      |
| Dodruk                   | 9.5      |
| Ice Elemental            | 10.0     |
| Necromancer              | 10.0     |
| Slave Hunter             | 10.0     |
| Frost Apprentice         | 12.5     |
| Evoker                   | 12.5     |
| Minotaur Mage            | 15.0     |
| Channeler                | 19.0     |
| Bombarda Plant           | 22.5     |
| Dark Elf Sharpshooter    | 24.5     |
| Elf Sharpshooter         | 24.5     |
| Laphis                   | 28.0     |
| Lich                     | 30.0     |
| Shakirian Prayer         | 30.5     |
| Hellfire                 | 30.5     |
| Devourer Plant           | 30.5     |
| Priestess                | 31.5     |
| Banshee                  | 32.5     |
| Giant Ice Elemental      | 40.0     |
| Giant Energy Elemental   | 40.0     |
| Giant Fire Elemental     | 40.0     |
| Destabilized Portal      | 62.5     |
| Albino Dragon            | 62.5     |
| Uliax                    | 90.0     |
+--------------------------+----------+

cerulean blaze
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I went to test church in x2 hunt
some priests are not born
https://youtu.be/I2YZboYOoM8

another question. The intention of making respawn faster for party hunting would be to make players hunt in places with their friends that would previously have been impossible due to respawn breaking, but I saw that you reduced the percentage of xp when shared from 20% before of any update, for 15%
It's much more difficult to gather 2...3...4...5... players to hunt together than for me to hunt alone, wouldn't it be nice to receive compensation for such a feat?
most of the players came from tibia, most of them are 30 years old +
we work, we have a wife, children... in my opinion it would be more fun to hunt as a team to get more xp than to hunt alone, this makes the game more dynamic and more fun. causing players to look for more people to play with.
After all, why would I stop doing 2.8kk alone to do 2.2~4 with a team?

cerulean blaze
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It's really really bad, it's very low the XP
I tested aividem, corruptor, church, lbcamp... all the hunts that used to be cool, good and fun, are now very bad, aividem with faster respawn the divine flame can't handle the time limit, corruptor in x4 actually broke the respawn killing incidamus, in addition to reducing incidamus' XP, previously this respawn made 4.5kk~4.7kk/hr. Today we can't do more than 3.5kk
It's very bad for you to get 3 players, 4 players together to have fun and not be able to, we gave up playing today because there isn't a fun place that will be good the XP or Loot, now maybe we can get together again in 5 or 6 days, so try to find a cool hunt and the same thing happens today, that's what I said to you, it would be cool if you gave a bigger xp bonus to party members, I can play alone every day, but in a group 1 to 2x per week to earn bad XP... it's not worth playing as a team, it's not good.

white cloud
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Even after the fix, gargoyle defense seems slightly lower. At 126 melee i could train on them with a knife with no problems. Now they keep running away much more often

stoic wing
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But it isn't, it is only "something changed so it seems worse".

Before:
max = skill * def * 0.05 | max = 45 * 30 * 0.05 = 67.5
After:
max = def * def * 0.05 | max = 37 * 37 * 0.05 = 68.45

dire wharf
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Well gargoyles are running away more that’s true even with wearing only angelic legs where as before I’d be fine to train

velvet marsh
heady inlet
white cloud
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must be some rounding issue, but there are more players complaining about the gargoyles not being the same as before. Can you run a test with both formulas? there is definitely still something wrong

elfin glade