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34 lines
1.5 KiB
Markdown
34 lines
1.5 KiB
Markdown
Quest experience points are generated using a small equation. Why this is done I am not sure as the values always seem static.
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### Note:
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For Quests level 50 or above, an additional formula is done, findings:
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https://docs.google.com/spreadsheets/d/15h13UbfqhxkD9BoQJkLvR66fnZRq6Wn6YxEMRXO9VE4/edit#gid=0
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```js
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// pre level 50
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(exp_factor * quest_exp_modifier * (45 + 5 * class_level_1)) / 100;
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// If quest is 50 or above
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(exp_factor * quest_exp_modifier * (45 + 5 * class_level_1)) / 100 + (additive * (base / 100))
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```
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- The `exp_factor` value can be found in the **Quest** itself, offset: [found here](https://github.com/viion/XIV-Datamining/blob/master/offsets/3.1_list.txt#L756)
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- The `quest_exp_modifier` value is found in the **ParamGrow** file! offset: `quest_exp_modifier` [found here](https://github.com/viion/XIV-Datamining/blob/master/offsets/3.1_list.txt#L725)
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- The `class_level_1` is the level of the quest, found in the **Quest** itself, offset `class_level_1` (main class) [found here](https://github.com/viion/XIV-Datamining/blob/master/offsets/3.1_list.txt#L737)
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If a quest is a bove 50, it has an additional 10k exp per 100th exp_factor value.
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If the `exp_factor` is 100, you add 10000 exp, if its 200, you add 20000. etc.
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So after the question, you would do:
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```js
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exp = (exp_factor * quest_exp_modifier * (45 + 5 * class_level_1)) / 100;
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exp = exp + (exp_factor / 100) * 10000;
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```
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Not fully confirmed this, but it has worked for a few 50+ quests I tested against.
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