Tables Posted September 23, 2013 Share Posted September 23, 2013 (edited) Barring a few possible edge cases or oddities, I think this is everything: http://serenesforest.net/forums/index.php?showtopic=42942&page=2 LD = level difference, Enemy - Ally (internal) LD >= 0: Hit = (31 + LD)/3 - Lun Kill = 20 + LD*3 + Character + Boss LD = -1: Hit = 10 - Lun Kill = 20 + Character + Boss LD <= -2: Hit = max[ (33 + LD)/3, 1] - Lun Kill = max( 26 + LD*3 + Character + Boss, 7) Kill EXP (main) = Hit + Kill Hit EXP (main) = Hit EXP (support) = Hit * kill factor MAX: 100The basic idea: EXP formula overall is very similar to Shadow Dragon - if you're up to 2 levels higher you generally get 30 EXP for killing, then it starts dropping by 3 EXP per kill per level above that, or rising by 3 EXP per kill per level below that. Hit EXP rises or drops by 1 EXP per 3 levels, and the full EXP for killing includes the EXP for hitting. A number of fudge terms, some small, some large complicate things however... Lun = min(3 - T, 0) if playing on Lunatic or Lunatic+ T = no. of times the enemy has been hit, including this attackThis is the "Lunatic EXP decay" written more mathematically. On Lunatic, if you hit an enemy 4 or more times, you start getting one less EXP from hitting, down to potentially a minimum of 0 hit EXP. Fun fact: This means the lowest EXP you can get for killing is 7, not 8, as many people believe. kill factor = 1 if the support's attack deals the fatal blow kill factor = 0.5 if the enemy isn't killed, or the main unit killsThe support unit EXP fudge. In short if the support unit hits an enemy, they get half the EXP they'd normally get for hitting from the front. The front units EXP isn't affected. However if they kill the enemy on their hit, they get the normal EXP for hitting (and the front unit still gets the full EXP for killing). Boss bonus: 20: If the enemy is a boss Character bonus = Min(Unit bonus + Class bonus, Unit bonus) if a Unit bonus applies Character bonus = Class bonus otherwise Unit bonus: 20: Enemy is a Deadlord (chapter 22, Infinite Regalia) 20: Enemy in a Character DLC map (Champions of Yore, Lost Bloodlines, Smash Brethren, Rogues & Redeemers) 0: Enemy in Harvest Scramble, excluding the boss Class bonus: 20: Thief, Assassin, Trickster, Conqueror 80: Revenant, Entombed -10: Troubadour, Cleric, Priest 0: OtherwiseVarious unique bonuses based on character and class. Slightly confusing, but the basic idea here is: Deadlords and character DLC characters give more EXP than normal characters, despite not being bosses. Certain classes give extra or less EXP as well... normally, since said character EXP overrides the class bonuses they'd normally get. Oh and the Harvest Scrable Revenants give no extra EXP either. Staff EXP ~= Base EXP - max(level-5,0)/3 + unpromoted bonus + exceptions MAX = 100 MIN = 1 Base EXP: Varies by staff (e.g. Heal is 17, Rescue is 40). Unpromoted Bonus: If the staff user is unpromoted, +8 EXP on Normal, +3 EXP on Hard, +0 EXP on Lunatic(+) level = Internal LevelStaves give EXP that decreases by roughly 1 EXP per 3 levels, starting from when you're level 5. Also on Normal and Hard, unpromoted staff users get more EXP. Note this is explicitly unpromoted units, not just units whose internal level is low enough. exceptions //These levels are odd, and the formula works perfectly for almost 60 levels of EXP I tested except these three exceptions: -1: level = 8 or 11 1: level = 30 Dance EXP = Staff EXP with Base EXP = 17Screw the rules, these just don't work. I don't know why. I can't think of a better formula either that captures the detail. And finally dancing gives EXP just like Staves. Dancer is a special class, not unpromoted, so no bonus EXP on Normal/Hard. Sorry.I think this is complete. I explain things in a little more detail in the thread, but otherwise I think these can be tidied up and put on the site. (With much thanks to Remnant Sage, who provided the hit EXP part of the formula and independently verified the kill EXP part, both of which are correct from my testing). Edit: Added staff EXP, seems to be the same as heal EXP. Edited June 14, 2014 by Tables Quote Link to comment Share on other sites More sharing options...
Tables Posted June 13, 2014 Author Share Posted June 13, 2014 I don't really like bumping this up again, but is there any chance of this getting added to the site? I've found (especially recently) people are asking about the Awakening EXP formula, and having to link to here rather than to the site is slightly annoying. I'm not really so interested in being credited for the work, I just want it more visible. Quote Link to comment Share on other sites More sharing options...
VincentASM Posted June 13, 2014 Share Posted June 13, 2014 Sure, can do! Also, sorry, I must have missed this earlier. What was I doing in September again? o__o Quote Link to comment Share on other sites More sharing options...
VincentASM Posted June 13, 2014 Share Posted June 13, 2014 One thing I've noticed: where is the boss bonus referenced? Quote Link to comment Share on other sites More sharing options...
Zkirsche Posted June 13, 2014 Share Posted June 13, 2014 Lun = min(T - 3, 0) if playing on Lunatic or Lunatic+ T = no. of times the enemy has been hit, including this attackThis is the "Lunatic EXP decay" written more mathematically. On Lunatic, if you hit an enemy 4 or more times, you start getting one less EXP from hitting, down to potentially a minimum of 0 hit EXP. Fun fact: This means the lowest EXP you can get for killing is 7, not 8, as many people believe. What you've written in code means that after 4 hits, min(4-3,0)=0, and in fact min(X-3,0)=0 for any X>=4 so max(lun)=0? This doesn't seem like it matches what you're saying. I feel like what you want is Lun= min(3 - T,0) Quote Link to comment Share on other sites More sharing options...
Tables Posted June 14, 2014 Author Share Posted June 14, 2014 (edited) What you've written in code means that after 4 hits, min(4-3,0)=0, and in fact min(X-3,0)=0 for any X>=4 so max(lun)=0? This doesn't seem like it matches what you're saying. I feel like what you want is Lun= min(3 - T,0) Yes, you're right. It should be 3-T, not T-3. Editing that in now. One thing I've noticed: where is the boss bonus referenced? Erm... I'm not 100% sure any more. I think it's for killing a boss, so it should be in the overall formula, I suppose. Edited June 14, 2014 by Tables Quote Link to comment Share on other sites More sharing options...
VincentASM Posted June 14, 2014 Share Posted June 14, 2014 Gotcha! Just one more quick question for now: When you refer to "hits" for the Lunatic decay, is that number of battles or number of times the enemy is physically hit by an attack during battle? I never grinded on a single enemy in Lunatic so I'm not sure : o Quote Link to comment Share on other sites More sharing options...
Tables Posted June 16, 2014 Author Share Posted June 16, 2014 Number of battles. More precisely I think it's the number of times you get EXP from hitting. Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted June 16, 2014 Share Posted June 16, 2014 (edited) Gotcha! Just one more quick question for now: When you refer to "hits" for the Lunatic decay, is that number of battles or number of times the enemy is physically hit by an attack during battle? I never grinded on a single enemy in Lunatic so I'm not sure : o Number of battles. More precisely I think it's the number of times you get EXP from hitting. Each time you battle where you actually hit them. Edited June 16, 2014 by shadowofchaos Quote Link to comment Share on other sites More sharing options...
Elieson Posted June 16, 2014 Share Posted June 16, 2014 Yea. Training Virion on lunatic, after burning all the Short Axes from the risen chief, nets him like 1exp and 0 wexp after 10 attacks. Kinda stinks Quote Link to comment Share on other sites More sharing options...
Tables Posted June 16, 2014 Author Share Posted June 16, 2014 Each time you battle where you actually hit them. Great, thanks for confirming. Quote Link to comment Share on other sites More sharing options...
VincentASM Posted June 23, 2014 Share Posted June 23, 2014 ...And it's been added! Thanks again and do give me a shout if there are any mistakes or you have any suggestions. When I have a bit more time, I'll add a few pretty pictures as well : ) Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted June 23, 2014 Share Posted June 23, 2014 ...And it's been added! Thanks again and do give me a shout if there are any mistakes or you have any suggestions. When I have a bit more time, I'll add a few pretty pictures as well : ) Oh right, you have miiverse now for your screenshots. You don't need me anymore. CRAI. ;_; Quote Link to comment Share on other sites More sharing options...
VincentASM Posted June 23, 2014 Share Posted June 23, 2014 (edited) Oh right, you have miiverse now for your screenshots. You don't need me anymore. CRAI. ;_; Actually I got a modded 3DS, which is even better XD Don't say that, People are going to get the wrong idea : D Don't worry, you'll always be needed. Edited June 23, 2014 by VincentASM Quote Link to comment Share on other sites More sharing options...
Tables Posted June 25, 2014 Author Share Posted June 25, 2014 Great, glad that's finally up :). Now you need to update the (75%) by Calculations on the FE13 home page Quote Link to comment Share on other sites More sharing options...
Kord Posted October 28, 2022 Share Posted October 28, 2022 Hey guys, I know this conversation is several years old but can you explain to me what the comma means in these calculations? I'm having trouble here. I'm talking about like where it says Hit = max[ (33 + LD)/3, 1] - Lun Kill = max( 26 + LD*3 + Character + Boss, 7) Any help would be immensely appreciated, idk how to get this post seen. ok bye Quote Link to comment Share on other sites More sharing options...
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