Saerus
Skeletron Prime
In the next version, the Ascension droprate is raised to 1/150 (from 1/200) and the experience exchange of both orbs scales with class tier:My quick two cents: I believe it could be decent enough to make the drop rate for Ascension orbs be something like 1% with the current requirements, while at the same time lowering the amount of EXP they give on usage to about 100 points and changing the boss orb:monster orb conversion rate to 1:5 or something and the amount of orbs bosses drop to something based on how much HP they have in total, just to make it so farming EoC and Twins isn't worth the same thing. That way, orbs become something that you can use to progress more quickly instead of saving to jobchange because they're so ungodly rare, or things that you might only ever see at a decent rate after beating bosses and converting boss orbs.
Another option could be making them give a percentage of the amount of EXP you need for the next level, maybe 1-5% I guess.
Keep in mind that I've barely played with this mod yet so I have no idea of how balance is at higher levels, both stat and experience-wise.
Tier I: Ascension 125, Boss 250
Tier II: Ascension 250, Boss 500
Tier III: Ascension 500, Boss 1000
Tier III @ Level 50+: Ascension 1000, Boss 2000
I have also removed the limitation that Ascension Orbs only drop from monsters with base experience greater than one.
I do like the idea of granting percentage experience. Unfortunately, that would not be possible through the crafting system because recipes are predefined. All I can do in-game (that I know of) is toggle their visibility. I like the crafting system because it is so intuitive, but I wouldn't be opposed to switching experience conversion to a / command.
I agree that EoC dropping the same number of Boss Orbs as harder bosses is a bit strange. However, harder bosses still give much better experience overall so it is not as bad as it seems.
For example, at Tier III @ Level 50+, EoC would net a solo, expert player 176 experience and 1/4 Boss Orb = 676. The same player could get 14,640 experience and 1/4 Boss Orb from the destroyer = 15,140. This means that the destroyer gives this player 22 times more experience than EoC despite the easy Boss Orbs.
My intention with the Ascension and Boss Orbs is for them to be rare but obtainable at every stage of the game, and to be mostly used for class advancements and a little bit of extra experience at endgame.
Edit: Update on v1.1.0/v1.1.1
New version is up.
v1.1.1
-no actual changes, just updated the description
v1.1.0
-new command /expbartrans toggles UI transparency
-improved the check for whether a character has found an Ascension Orb before (no longer counts picking one up that has been dropped by a player)
-class tokens can no longer gain a prefix when crafted although the text above your head may include one (you can still add/change prefix)
-Ascension Orb drop rate increased to 1/150 (from 1/200)
-Ascension Orb and Boss Orb rate of exchange for experience now varies with current class Tier (125/250, 250/500, 500/1000, and then 1000/2000 at level 50+ of Tier III)
-individual exprate is no longer applied in multiplayer (uses global rate instead)
-individual ignore class caps is no longer applied in multiplayer (uses global bool instead)
-fixed a bug that could allow Saint to have level 2 and level 3 Defense Aura
-fixed a bug where Cleric Ichor Aura debuff lasted slightly too long
-Saint Life Aura now heals friendly NPCs too
-added announcements for finding Ascension Orb, Boss Orb, levelup, leveldown, craft Tier II, craft Tier III
-when a player acquires the mod by joining a server that uses it, the experience bar visibility bug should no longer occur and the player will be given a Novice Token to start (if they have room)
-tiers in class token names changed to roman numerals
-timing converted from ticks to milliseconds, no longer affected by pausing time with HERO's mod
-assassin operner attack can trigger every 2000milliseconds (and on any hits aginst full-life targets)
-periodic effects trigger every 5000milliseconds
-Ichor Aura duration adjusted to fit new trigger interval
-Saint Ichor Aura duration is now nearly twice Cleric
-several optimizations with auras
-all timing now uses real time instead of in-game ticks (more reliable, doesn't stop when pausing with HERO's mod)
-new command /expbarreset will reset the position, visibility, and transparency of experience bar
-Ascension Orb now also drop from monsters that give 1 experience (e.g., early slimes)
-multiplayer now has a auth feature, the code will display in the console, players can enter /expauth <code> to gain auth, enter /auth to check your status
-functions that adjust experience, rates, or class caps now require auth in multiplayer
-when a server is brought online, exprate defaults to 100%, ignore class caps defaults to FALSE, and authentications are reset
-many optimizations and organizations (too many to list)
-server now handles the experience in multiplayer (so many internal changes)
-to prevent potential experience reset bugs, the server cannot change an experience value until the player's initial sync is complete. the initial sync should occur within 500 msec of connection and repeats until successful. if, somehow, the sync is not possible then a server-wide warning messages will be sent out each time the server tries and fails to alter your experience value. if this ever happens, relogging will probably fix whatever is happening (please also report it to me)
-memory usage should be around 0.5mb highers
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