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Effects

Effects in the game are modifiers that impact a character's attributes and abilities. These effects can vary widely, from beneficial boosts that enhance performance and rewards to harmful debuffs that may hinder progress.

Types of Effects

Effects can be broadly categorized based on their duration:

  • Permanent Effects: These are long-lasting changes that continuously affect the character. They remain active unless specifically altered or removed through gameplay mechanics.
  • Temporary Effects: These effects have a time-limited impact on the character. They automatically expire when their duration reaches zero, after which the character returns to their normal state.

Sources of Effects

Characters may acquire effects through various in-game mechanics, including:

  • Membership Perks: Holding a membership grants a character a slight, yet consistent boost, enhancing their ability to earn rewards more efficiently. These effects will be removed when the membership status expires.
  • Class-Specific Bonuses: Different classes may bestow unique effects and enhancements, particularly amplifying certain skills or attributes.
  • Potion Consumption: Drinking potions can temporarily alter a character's abilities, offering either positive or negative effects depending on the potion's nature.
  • Gameplay Duration: Extensive gameplay without breaks can lead to fatigue, resulting in negative effects due to exhaustion.

Exhaustion

Excessive gameplay, defined as engaging in more than 20 hours of active in-game actions within a single day, triggers an "exhaustion" effect. This effect imposes certain debuffs on the character, lasting for a period of 4 hours. After the exhaustion effect wears off, the character's condition resets, and they can resume normal gameplay.

As of the time of writing, the current effects are applied:

  • -35% Dungeon EXP
  • -35% Skill EXP
  • -50% Skill Efficiency
  • -50% Hunting Efficiency
  • -35% Battle EXP

A single day is 00:00am UTC to 11:59PM UTC and the limit will reset as soon as it hits 0:00am UTC.

Examples

Your character becomes "exhausted" after 20 hours of active playtime, beginning at 00:00 AM and ending at 08:00 PM. Once exhausted, this effect lasts for 4 hours, completing a 24-hour cycle. The exhaustion effect persists through the end of its 4-hour duration, even if a new day begins during this period.

Should you play while your character is exhausted, any playtime within the same calendar day does not count towards the next day's 20-hour active time limit.

For instance, if your character reaches the 20-hour limit at 11:00 PM UTC, they become exhausted until 3:00 AM the following day. Playing between 11:00 PM and 11:59 PM on that same day won't affect the next day's active time. However, if you play after 12:00 AM, this time will count towards the next day's 20-hour limit, even though your character is still under the exhaustion effect.

Calculation

The game employs a straightforward method to calculate the net impact of various effects on a character's attributes. This is achieved by aggregating all the effects that apply to a particular attribute and then determining the final modified value of that attribute. Here's how it works:

Summation of Effects

All effects, whether positive or negative, are summed up to calculate the total impact. This total represents the net effect on the character's attribute.

Examples

Both Postive and Negative Effects

Imagine a character is under the influence of a +80% EXP boost effect and also a -20% EXP effect. These effects are combined to give a final EXP boost of +60%. The calculation is simple: +80% (positive effect) + -20% (negative effect) = +60% (net effect).

Equally Opposing Effects

In cases where a character experiences opposing effects on the same attribute, these effects can negate each other. For instance, if a character has a +50% efficiency boost and a -50% efficiency reduction, the net effect on efficiency is nullified. The final value for efficiency, in this case, would be 0%, as +50% + -50% = 0%.


Efficiency

Efficiency dictates the speed of performing an action. An efficiency of 100% allows you to complete a 10-second action twice as fast, reducing the time required to 5 seconds.

However, its important to know that the rate of decrease diminishes as the efficiency grows – each additional percentage point of efficiency has a smaller impact than the last.

Understanding Efficiency vs. Percentage Reduction in Time

Subtracting a percentage from a time value reduces that time by a certain fraction.

Examples

  • 15% Percentage Reduction (100 Seconds): Removing 15% from 100 seconds results in 85 seconds. (100 - 15% = 85)
  • 15% Efficiency Reduction (100 Seconds): Being 15% efficient at a 100 second task results in 86.9 seconds. (100 / 1.15 = 86.9)

Comparison

  • Efficiency is about improving the speed of task completion. Higher efficiency means the character completes it faster. It doesn't directly affect the time value itself. Efficiency is all about how efficient the character is at the task.
  • Removing a Percentage directly decreases the duration of the time value.

Formula

The formula used to calculate the final value based on efficiency is:

Final Value = Initial Value / ((Efficiency Percentage + 100) / 100)

Components of the Formula

  • Initial Value: This is the starting point or the original value before any efficiency is applied. For example, it can be the time taken to complete a task without any efficiency.
  • Efficiency Percentage: This is the percentage that represents how much more efficient the process is compared to the base efficiency. For example, 15% means 15% more efficient than the base.

Breakdown

  1. Adding 100 to Efficiency: We start by adding 100 to the efficiency percentage. This is because a 100% efficiency in this formula means twice as fast as the normal speed. So, adding 100% ensures that our base (100% efficiency) doubles the speed.
  2. Dividing by 100: We then divide this total by 100 to convert it into a multiplier. For example, 115% efficiency becomes 1.15 as a multiplier.
  3. Dividing the Initial Value: Finally, we divide the initial value by this multiplier. This step calculates the final value after applying the efficiency. If the efficiency is high, the multiplier is larger, and thus, the final value is smaller, indicating a faster or more efficient outcome.

Examples

  • 100% Efficiency: With 100% efficiency, the formula becomes Initial Value / 2. This means the task is done twice as fast as the result is half.
  • 300% Efficiency: For 300% efficiency, the formula becomes Initial Value / 4. So, a task that initially took 100 seconds will now take only 25 seconds.

You can increase your efficiency by drinking Potions, consuming Essence Crystals and obtaining equipment.


Applying Effects on Idle Actions

When a player initiates an action, like chopping wood or entering a dungeon, the game calculates the rewards immediately. This method is chosen for efficiency, as pre-calculating rewards is significantly faster than doing so during the action. This intentional design enables scalability for the game to accommodate unexpected levels of activity.

This system, despite its speed and ability to scale, comes with a slight trade-off. If a character receives any effects after starting an action, these effects won't influence the action’s outcome until a new action begins.

For instance, if you're engaged in a 60-minute woodcutting task and a global boost grants +100% experience during this time, this bonus won't apply to this action. To take advantage of the boost, you need to manually restart the action. This requirement means you won’t benefit from the extra experience for the ongoing action unless you refresh it.

Please note that any information listed above is only true at the time of writing. The game may have changed since this page was last updated.