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An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

The "floor XP" for completing a floor depends in a complicated way on the floor number, size, and difficulty. It is intended to be a measure of how much the floor is expected to take to complete (but is not affected by the actual time taken). The following bonuses and penalties are then added to determine the total modifier. Dungeon size gives bonus experience for completing medium or large dungeons. Difficulty is determined by the number of teammembers, and the number of players the dungeon was designed for.

AttributesValues
rdfs:label
  • Dungeoneering/Winterface
rdfs:comment
  • The "floor XP" for completing a floor depends in a complicated way on the floor number, size, and difficulty. It is intended to be a measure of how much the floor is expected to take to complete (but is not affected by the actual time taken). The following bonuses and penalties are then added to determine the total modifier. Dungeon size gives bonus experience for completing medium or large dungeons. Difficulty is determined by the number of teammembers, and the number of players the dungeon was designed for.
  • The "floor XP" for completing a floor depends in a complicated way on the floor number, layout, and properties of the dungeon. It is intended to be a measure of how much the floor is expected to take to complete (but is not affected by the actual time taken). The following bonuses and penalties are then added to determine the total modifier. Dungeon size gives bonus experience for completing medium or large dungeons. Difficulty is determined by the number of teammembers, and the number of players the dungeon was designed for.
dcterms:subject
dbkwik:darkscape/p...iPageUsesTemplate
dbkwik:rune-scape/...iPageUsesTemplate
dbkwik:runescape/p...iPageUsesTemplate
filename
  • WINterface.ogg
Align
  • right
Title
  • The music that plays
abstract
  • The "floor XP" for completing a floor depends in a complicated way on the floor number, layout, and properties of the dungeon. It is intended to be a measure of how much the floor is expected to take to complete (but is not affected by the actual time taken). If a player hasn't completed the floor since last resetting, the "prestige XP" is computed in the same way, but using the player's prestige value in place of the floor number. If a player repeats a floor before resetting, prestige XP for a lower uncompleted floor of the theme is given. If no such floors exists, their prestige XP will be zero. The floor XP and prestige XP are averaged to give the base XP. The following bonuses and penalties are then added to determine the total modifier. Dungeon size gives bonus experience for completing medium or large dungeons. Bonus rooms awards more experience for opening rooms that are not necessary for completing the floor, up to 13% for opening all rooms. Players generally open as many rooms as possible to maximise this bonus. Difficulty is determined by the number of teammembers, and the number of players the dungeon was designed for. Level mod gives bonus experience depending on the number of monsters killed. Players often ignore this modifier as it saves time to kill only what they need to kill. Complexity is a penalty applied to dungeons which are not the highest possible complexity. Guide mode is a penalty applied if players elect to use guide mode. This penalty is automatically applied for dungeons of low complexity since guide mode offers no advantage in this case. Deaths is a significant penalty to the player if the player dies. For this reason, minimising the number of deaths is very important in maximising experience gained. Finally the total modifier is applied to the base XP to determine the final XP which is awarded to the player. The number of tokens awarded is one tenth of this (rounded down).
  • The "floor XP" for completing a floor depends in a complicated way on the floor number, size, and difficulty. It is intended to be a measure of how much the floor is expected to take to complete (but is not affected by the actual time taken). If a player hasn't completed the floor since last resetting, the "prestige XP" is computed in the same way, but using the player's prestige value in place of the floor number. If a player repeats a floor before resetting, prestige XP for a lower uncompleted floor of the theme is given. If no such floors exists, their prestige XP will be zero. The floor XP and prestige XP are averaged to give the base XP. The following bonuses and penalties are then added to determine the total modifier. Dungeon size gives bonus experience for completing medium or large dungeons. Bonus rooms awards more experience for opening rooms that are not necessary for completing the floor, up to 13% for opening all rooms. Players generally open as many rooms as possible to maximise this bonus. Difficulty is determined by the number of teammembers, and the number of players the dungeon was designed for. Level mod gives bonus experience depending on the number of monsters killed. Players often ignore this modifier as it saves time to kill only what they need to kill. Complexity is a penalty applied to dungeons which are not the highest possible complexity. Guide mode is a penalty applied if players elect to use guide mode. This penalty is automatically applied for dungeons of low complexity since guide mode offers no advantage in this case. Deaths is a significant penalty to the player if the player dies. For this reason, minimising the number of deaths is very important in maximising experience gained. Finally the total modifier is applied to the base XP to determine the final XP which is awarded to the player. The number of tokens awarded is one tenth of this (rounded down).
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