Robomajor wrote:Why would they make everything's attack power in the thousands (i.e. 2000, 4000, 6000) when they could just simplify everything to the tens, or even to the ones place (i.e. 2, 4, 6)?
I. If your base attack is 6000, you have 23% attack bonus, your enemies armor reduces 7% damage and he got ability that reduces one third of the damage you've got:
6000 * 123 / 100 = 7380
7380 * 93 / 100 = 6863 (actual result: 6863,4)
6863 / 3 = 2287 (actual result: 2287,666[7])
II. With same "stats" and base of 6 you get:
6 * 1.23 = 7.38
7.38 * 0.93 = 6.8634
6,8634 / 3 = 2,2878
In example
II we need to play with "floating point numbers" which are handled by computers slower, imprecisely and can not be relied on. Check this point from wikipedia article about floaing point numbers for more informations:
http://en.wikipedia.org/wiki/Floating_point#Accuracy_problemsThe fact that floating-point numbers cannot precisely represent all real numbers, and that floating-point operations cannot precisely represent true arithmetic operations, leads to many surprising situations.
For example, the non-representability of 0.1 and 0.01 (in binary) means that the result of attempting to square 0.1 is neither 0.01 nor the representable number closest to it.
In example
I we can stick to "integer" numbers with some minor rounding (computer won't even bother calculation the fractional part if we tell him to do so) which in most cases will be faster, more reliable, take less space in memory and ofc it looks better when you hit 10k

It might not mean much for one player but in case of servers handling tens or hundreds of thousands such calculations its a significant change of performance.
Which does not change the fact that this post seems to be out of the topic as we don't have such situations with lvls.
If you'd ask me, I would remove exp cap and let people get levels as high as they want but (!) if Lopdo is afraid of creating new "logos" I have idea for that as well. Why not make them depend not on lvl, but on place in ranking? Best player gets the logo for current 54 lvl, two next players get 53 lvl logo, three next players get 52 lvl logo, etc. Last 10% of (active) players get 1 lvl logo, next 5% get 2 lvl logo, etc.
Edit (important):Atm the fastest way of "exping" yelds 6.8 - 8.2 exp per minute. With premium its around 15exp/m, 900exp/h or 21,6k exp/day. The problem is that I've tested it and never hit the "cap"

(yes, I'm sure of that, numbers were close to 1000 but not divisible by five - as Lopdo stared: "cap is multiplicity of five"). Thats VERY sad, cause cap reduces exp for fair players and cheaters can still go around it. Artificially increasing cap is possible as well. Oh, and its gives 5 shards/minutes as well!