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Entertainer Misconception And Confusion (Updating later tonight)


eqsanctum
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eqsanctum

First it's the golden rule around the EMU, that 2 flourishes, 10 seconds, is how it's supposed to be for both professions. That would be wrong. Couple of reasons. Healing ticks and experience ticks are different. Experience ticks are not a set, static time after you begin playing. They're a set time of flourish counts in between flourishes. In other words you flourish, ( time in between that flourish to the next ) you get credit for both healing and experience at different rates.


There are several contradicting threads explaining musician experience and how it applies on the EMU forums, and even more in the web archive. The consensus comes down to a few. Saying 2 flourishes per 10 second intervals for "max" experience.


http://web.archive.org/web/20050211222450/http://forums.station.sony.com/swg/board/message?board.id=musician&message.id=6498&view=by_date_ascending&page=1


However, in deeper inspections with musicians specifically, you see they're talking about -minimum- experience.


http://web.archive.org/web/20050204225343/http://forums.station.sony.com/swg/board/message?board.id=musician&message.id=19792


Turns out the "veteran" entertainers in these very threads say:


http://web.archive.org/web/20050204225343/http://forums.station.sony.com/swg/board/message?board.id=musician&message.id=19792

 

So, if you double flourished to get to 44 XP, some people clap for you and it gets raised to 50 or so XP, and then the full group doubles your XP, you could get up to the 100's range.

 

well if nalargon gives you 22 base, and a full group doubles it for 44 total, and you double flourish, that gives a max XP of 88, and I KNOW I've seen 120-140 while using omni and nala, and that was without too many watching, so something's wrong there (tho I will admit this was months ago, after I get the new song I can test this some more, till then I'm rather capped...)

 

In this thread listed before:


http://web.archive.org/web/20050204225343/http://forums.station.sony.com/swg/board/message?board.id=musician&message.id=19792

 

Q. Double Flourishes?


A. Yes, if you do two flourishes (not actually execute them, just get the message) within one tick, you will get roughly double the XP for that tick as if you'd only done one flourish. That "double rule" is subjective though. Sometimes it will give 1 extra XP over double, sometimes two less.


Q. What about other band members?


A. For each other person in your band playing, you get extra XP per tick. For each additional person in the group playing the base XP is increased by 5%. So if the base XP for a song is 20 XP per flourish and another person was playing with you in the group, the base XP would go up to 25 XP per flourish. This increase is added to the double flourish base as well rather than just the single.

 

The double flourish statement supports the ***five flourish cap. Using this double flourish rule, if you were to have 20 exp as the base experience, which perfomance.iff has right now in your pub_14.tre, You would get 100 exp per tick..


You can see the group breakdown is done precisely, agreed upon by other people and the "conspiracy theories" of past emu supporters are brought directly to light. Musician, as a whole should be gaining experience roughly 1-10 experience per tick faster than dancer.



So what we have here is application of the experience is wrong. That simple. Dancer and Musician experience, reflectively within the games files are correct. They should stand. The application of them is incorrect.


So what can be done? I tell ya what, I don't eny the emu team. This means a complete re-write of how flourishes are applied. How people interact with entertainers, how healing and experience is applied, and how exp bonus is applied per instrument. Honestly? I'd put it off. Quick fix would be make dancer's exp at master 45, Musicians 45, scale them both down per tier, do instruments to match, level out the shock and wound healing to be precisely half what the experience is and wait until it's pre-release 1.0. Right now? No way that would suck to do right now.....

 



 




So, let's go down the road of proof:

First, there was a limitation on how many flourishes could be spammed at one time. Five. Five at one time until one was used per connected client. So essentially, five flourishes in queue at once. Any given time. Why five though?*** What could possibly be the reason behind five?*** We will come back to that. This information provided by the archive where user frag puppie stated it. http://web.archive.org/web/20050208142951/http://forums.station.sony.com/swg/board/message?board.id=musician&message.id=6498&view=by_date_ascending&page=4


fragpuppiepage4.jpg

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