Jump to content
  • 0

L2OFF Exp loss formula


Question

Posted

Anyone can tips me the formula for calculate death Exp loss for players? Or decompiled functions, or place where it calculates in L2OFF (L2Server.exe, CacheD.exe)?

 

Thanks in advance.

Recommended Posts

  • 1
Posted (edited)
double __cdecl GetExpDiePenalty(int level)
{
  double levelFactor; // st7@1

  levelFactor = 10.0 - (double)(level - 1) * 0.125;
  if ( levelFactor <= 4.0 )
  {
    levelFactor = 4.0;
  }
  return -((double)(g_expPenalty[level + 1] - g_expPenalty[level]) * (levelFactor * 0.01));
}
int g_expPenalty = {
0, // 0
0, // 1
68, // 2
363, // 3
1168, // 4
2884, // 5
6038, // 6
11287, // 7
19423, // 8
31378, // 9
48229, // 10
71202, // 11
101677, // 12
141193, // 13
191454, // 14
254330, // 15
331867, // 16
426288, // 17
540000, // 18
675596, // 19
835862, // 20
1023784, // 21
1242546, // 22
1495543, // 23
1786379, // 24
2118876, // 25
2497077, // 26
2925250, // 27
3407897, // 28
3949754, // 29
4555796, // 30
5231246, // 31
5981576, // 32
6812513, // 33
7730044, // 34
8740422, // 35
9850166, // 36
11066072, // 37
12395215, // 38
13844951, // 39
15422929, // 40
17137087, // 41
18995665, // 42
21007203, // 43
23180550, // 44
25524868, // 45
28049635, // 46
30764654, // 47
33680052, // 48
36806289, // 49
40154162, // 50
45525133, // 51
51262490, // 52
57383988, // 53
63907911, // 54
70853089, // 55
80700831, // 56
91162654, // 57
102265881, // 58
114038596, // 59
126509653, // 60
146308200, // 61
167244337, // 62
189364894, // 63
212717908, // 64
237352644, // 65
271975263, // 66
308443198, // 67
346827154, // 68
387199547, // 69
429634523, // 70
474207979, // 71
532694979, // 72
606322775, // 73
696381369, // 74
804225364, // 75
931275828, // 76
1108571463, // 77
1309482881, // 78
1535687304, // 79
1788937098, // 80
2071061777, // 81
0, // 82
};

C1 code right from IDA, for PvE. For PvP/PK/Sieges it's 1/4 of calculated value

Edited by MasterToma
  • 0
Posted

Hello, i try to help you

 

You can put it on a player action or creature action like "on die" and play with mathematics for the value of nExpDec

int User::ExpDown(int nExpDec)
{
	typedef int (*f)(User*, int);
	return f(0x8040F0L)(this, nExpDec);
}

void User::SetExpDown(int nExpDec)
{
	try
	{
		expDrop = nExpDec;
	}
	catch(...)
	{
		return;
	}
}

 

Dont let L2 OFF/PTS die!

  • 0
Posted
6 hours ago, Rootware said:

@Nevermind25 me need an formula, like baseLevelLossExp +levelLossModifier - skillLuckyExpPenaltyModifier .... Bla_Bla_BLa.

hmm if you think, the loss of experience is about a 4%. Then the calc must be down = 0.96 * Exp_of_the_current_level ? 

in the extenders, lin2panel and in other places you can find the exp table for each level. 

  • 0
Posted
7 hours ago, pada said:

i think Function User::GetDefaultExpDownValue Is what you are looking for

 

Where locates this function? L2Server.exe, CacheD.exe?

 

3 hours ago, Nevermind25 said:

hmm if you think, the loss of experience is about a 4%. Then the calc must be down = 0.96 * Exp_of_the_current_level ? 

in the extenders, lin2panel and in other places you can find the exp table for each level. 

 

At this moment, after L2OFF tests, i know what loss experience not static value and calculates from many conditions. I asked about formula for calculate this. I know what for exp loss also affected from clan wars, sieges, level loss %, clan skills, etc.

  • 0
Posted

L2Server.exe -> User::Die -> look for call to User::ExpDown and work your way back from there, you'd need to know asm pretty well and have a spare few days to figure it out, I don't have the time for academic endeavors such as that these days or I'd attempt it

 

If you're friendly with the advext guys you can bet they've already rewrote the whole User::Die func in a few of their exts (never been a fan of that style of working, porting whole func to C++ just for a small fix but hey to each their own), if they feeling nice maybe they'll give some info to you

  • 0
Posted

In C4 exe....


0x545280

double __fastcall GetExpDiePenalty(int level)
{
  double levelFactor; // xmm2_8

  levelFactor = 10.0 - (double)(level - 1) * 0.125;
  if ( levelFactor <= 4.0 )
    levelFactor = 4.0;
  return 0.0 - (double)(g_expPenalty[level] - g_expPenalty[level - 1]) * (levelFactor / 100.0);
}

 

  • 0
Posted (edited)

So, as expected - raw penalty formula in C4 is the same as in C1. Trick is, that calculated by GetExpDiePenalty() value is modified later on, taking into account other factors (it's only pve/pvp factors in C1, in C4 might be more)

Edited by MasterToma
  • 0
Posted

I have this in case it helps you.

  pSD = this_->base.d.pSD;
  nRace = pSD->nRace;
  nSex = pSD->nSex;
  nClass = pSD->nClass;
  nLevel = pSD->nLevel;
  nExp = pSD->nExp;
  if ( LOBYTE(this_->base.d.f_height_damage) && !dword_C6B880 )
  {
    if ( BYTE5(this_->base.d.shieldDefenceRate)
      && (v70 = v80, v71 = v81, v72 = v82, (v28 = sub_424B90(&unk_C476F0, &v70, 11)) != 0) )
    {
      ExpP1 = GetExpDiePenalty(this_->base.d.pSD->nLevel) * *(v28 + 432);
      this_->base.d.unk_BA0 = ExpP1;
      nExp = User::ExpDown(this_, ExpP1);
      v66 = *(v28 + 440);
    }
    else if ( v14 )
    {
      if ( v16 )
      {
        this_->base.d.unk_BA0 = 0;
      }
      else
      {
        ExpP2 = GetExpDiePenalty(this_->base.d.pSD->nLevel) * 0.25;
        this_->base.d.unk_BA0 = ExpP2;
        nExp = User::ExpDown(this_, ExpP2);
        if ( pEnemy_ )
        {
          pEnemyUser = (pEnemy_->vtable->base.base.MemoryObject__CastUser)(pEnemy_);
          if ( pEnemyUser )
          {
            pledge = User::GetPledge(pEnemyUser);
            pledge2 = User::GetPledge(this_);
            if ( pledge || pledge2 )
              CPledge::UpdateSiegeKillDeathPoint(pledge, pledge2);
          }
        }
      }
    }
    else
    {
      v34 = GetExpDiePenalty(this_->base.d.pSD->nLevel);
      this_->base.d.unk_BA0 = v34;
      nExp = User::ExpDown(this_, v34);
    }
  }

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Posts

    • LIVE VERIFICATION? SUMSUB? “IMPOSSIBLE”? ▪ Spoiler: it is possible — if you know who to work with. A client came in with a task to pass **live verification** on **WantToPay**, a Telegram virtual card service. On the platform side — **Sumsub**: liveness check, SMS, manual review. “Fast” and “by eye” simply don’t work here. › What was done: → analyzed the verification scenario and Sumsub requirements → built the correct flow: phone number, email, timing → **completed live verification remotely, without account handover** → handled SMS and confirmation codes → brought the process to final approval ▪ Result: → verification passed → access granted → no flags or repeat requests ▪ Live verification is not luck. It’s scenario-based preparation — not hope. › TG: @mustang_service ( https:// t.me/ mustang_service ) › Channel: Mustang Service ( https:// t.me/ +6RAKokIn5ItmYjEx ) *All data is published with the client’s consent.* #verification #sumsub #livecheck #kyc #case
    • IMPORTANT INFO: In a few days, I will switch to completely new code, written from scratch with a new download system, patch building and management system. The Updater will become true 2026 code with "foolproof systems". I'm going to create a Discord server for customers to request new ideas and features. FIRST CUSTOMERS ARE ALREADY USING THE NEW UPDATER ON LIVE SERVERS! Watch this topic for upcoming info because the new updater is around the corner! Yes, you can still use self-update on the previous updater! No, the new updater won't be compatible with the old patch system! A new build is required, but players who already have game files won't have to download the entire patch again! New templates and updates to existing templates are coming soon! Sneak peek:  
    • i used guytis IL project and source. i found in his project there are 3 Client version source... 1,CliExt_H5   --->this one cant be compiled in VS2005,i did know why..is it for H5 client? 2,CliExtNew  --->this one is IL version ,but when i compiled it and use it.player cant login game,MD5Checksum wrong.i check the source code,but not found any hints. 3,L2Server    --->this one for HB client?im not sure...   so my question is what are the differences between these three versions of cliext.dll?how can i fix the issue of the MD5Checksum not matching problem?   01/29/2026 21:04:11.366, [CCliExt::HandleCheckSum] Invalid Checksum[1130415144] vs [-721420287] packet[dd] len[29] sum[2698] key[30] HWID[] Account[]! 01/29/2026 21:04:11.366, SocketLimiter::UserSocketBadunknownprotocol 11111111111 01/29/2026 21:04:11.366, [usersocket]unknown protocol from ip[113.137.149.115]!      
    • ## [1.4.1] - 2026-01-29   ### ✨ New Features - **Short Description**: Server owners can add a short tagline (up to 240 characters) on the server info page, under the "Online" status. It appears in the server list (By Votes) for VIP, Gold VIP, and Pinned servers so players see a brief summary at a glance.   ### 🔄 Improvements - **Server Info Page**: Description field is limited to 3000 characters with a character counter; the textarea is vertically resizable. A second **Save Changes** button was added at the bottom (after the description) for easier saving. - **Server Name**: In My Servers → Edit, the server name is read-only and can no longer be changed (avoids accidental changes and naming conflicts). - **Server Rows (By Votes)**: Short descriptions wrap correctly and no longer affect row height; long text is clipped to two lines so the list stays tidy and consistent.   ---
  • Topics

×
×
  • Create New...

Important Information

This community uses essential cookies to function properly. Non-essential cookies and third-party services are used only with your consent. Read our Privacy Policy and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..