Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Corruption Calculator
GrandHarfang
Member
Hello everybody,
In an effort to better understand how the corruption system will play out, I made a little tool to illustrate corruption gain according to a given scenario. The model I made is based on the information we currently have. Note that I had to make speculations in some places. Of course you may not agree with my speculations, and if this is the case, you can make a copy of the calculator and change it to your liking.
The calculator has multiple inputs and outputs on which I will further elaborate. The inputs represent the situation before a player kills an opponent, the outputs represent the situation after.
Inputs
Outputs
Link to the calculator
In an effort to better understand how the corruption system will play out, I made a little tool to illustrate corruption gain according to a given scenario. The model I made is based on the information we currently have. Note that I had to make speculations in some places. Of course you may not agree with my speculations, and if this is the case, you can make a copy of the calculator and change it to your liking.
The calculator has multiple inputs and outputs on which I will further elaborate. The inputs represent the situation before a player kills an opponent, the outputs represent the situation after.
Inputs
- Player Level
- Player PVP Flag
- PK Count (when Corrupted)
- Player Corruption (when Corrupted)
- Opponent Level
- Opponent PVP Flag
- Player-Opponent Level Disparity Corruption Gain Multiplicator
- PK Count Corruption Gain Multiplicator
- Corruption Work-Off Multiplicator
Player Level and Opponent Level
Player PVP Flag and Opponent PVP Flag
PK Count
Player Corruption
Multiplicators
The level cap is expected to be 50 at launch. [Source]
Player PVP Flag and Opponent PVP Flag
PK Count
Number of kills the player has before the scenario.
This input is only considered when the Player PVP Flag is set to Corrupted.
This input is only considered when the Player PVP Flag is set to Corrupted.
Player Corruption
Amount of corruption the player has before the scenario.
This input is only considered when the Player PVP Flag is set to Corrupted.
This input is only considered when the Player PVP Flag is set to Corrupted.
Multiplicators
3 multiplicators can be adjusted. These are:
- Player-Opponent Level Disparity Corruption Gain Multiplicator: Multiplies the Player-Opponent level disparity.
- PK Count Corruption Gain Multiplicator: Multiplies the PK Count.
- Corruption Work-Off Multiplicator: Multiplies to corruption work-off cost by death.
Outputs
- Player PVP Flag
- Corruption Gain
- Player Corruption
- Death Penalty
- Number of Deaths to Work Off Corruption
Player PVP Flag
Corruption Gain
Player Corruption
Death Penalty
Number of Deaths to Work Off Corruption
On killing a Non-Combatant opponent, the player will become Corrupted.
On attacking a Combatant opponent, the player will become a Combatant except if they were Corrupted. In that case they will stay Corrupted.
On killing a Corrupted opponent, the player will keep the same PVP Flag.
[Source]
On attacking a Combatant opponent, the player will become a Combatant except if they were Corrupted. In that case they will stay Corrupted.
On killing a Corrupted opponent, the player will keep the same PVP Flag.
[Source]
Corruption Gain
Speculative
Corruption Gain is equal to 0 when the Opponent PVP Flag is set to Combatant or Corrupted.
Corruption gain is calculated using this equation when the Opponent PVP Flag is set to Non-Combatant:
Player-Opponent Level Disparity Corruption Gain Multiplicator * (Player Level/Opponent Level) * PK Count Multiplicator * PK Count
PK Count Multiplicator and PK Count are only considered when the Player PVP Flag is set to Corrupted.
Reasoning
Corruption value from PK'ing a non-combatant is based on level disparity along with the PKer's cumulative PK value. [Source]
Corruption Gain is equal to 0 when the Opponent PVP Flag is set to Combatant or Corrupted.
Corruption gain is calculated using this equation when the Opponent PVP Flag is set to Non-Combatant:
Player-Opponent Level Disparity Corruption Gain Multiplicator * (Player Level/Opponent Level) * PK Count Multiplicator * PK Count
PK Count Multiplicator and PK Count are only considered when the Player PVP Flag is set to Corrupted.
Reasoning
Corruption value from PK'ing a non-combatant is based on level disparity along with the PKer's cumulative PK value. [Source]
Player Corruption
Player Corruption is calculated by adding the Corruption Gain to the Player Corruption prior to the kill.
Death Penalty
It is said that Experience Debt in AoC will be 2% or 3% of the total XP for a max level character. Since we do not know yet what the total XP will be, the Death Penalty is expressed as a multiplicative percentage to the Experience Debt.
If the player dies as a Non-Combatant, they will lose 100% of the Experience Debt.
If the player dies as a Combatant, they will lose 50% of the Experience Debt.
If the player dies as a Corrupted, they will lose 400% of the Experience Debt.
[Source]
If the player dies as a Non-Combatant, they will lose 100% of the Experience Debt.
If the player dies as a Combatant, they will lose 50% of the Experience Debt.
If the player dies as a Corrupted, they will lose 400% of the Experience Debt.
[Source]
Number of Deaths to Work Off Corruption
Speculative
The Number of Deaths to Work Off Corruption is calculated using this equation:
Number of Deaths to Work Off Corruption = Corruption Work-Off Multiplicator * Player Corruption
Reasoning
Corruption may be worked off by dying. [Source]
A multiplicator of 1 assumes that if a player kills a Non-Combatant opponent of the same level, the corruption gained could be worked off in 1 death.
The Number of Deaths to Work Off Corruption is calculated using this equation:
Number of Deaths to Work Off Corruption = Corruption Work-Off Multiplicator * Player Corruption
Reasoning
Corruption may be worked off by dying. [Source]
A multiplicator of 1 assumes that if a player kills a Non-Combatant opponent of the same level, the corruption gained could be worked off in 1 death.
Link to the calculator
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