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Harrison 09-16-2010 03:29 PM

Until proof is presented there is nothing to say against what I said being true. You don't know if the penalties being spread that way even functions properly on this emulator.

Just because something worked a certain way on live doesn't mean it works that way here.

LizardNecro 09-16-2010 03:32 PM

it is trivial to test this. I was the the person who presented proof that hybrids drained xp from goups on live. Here is what I did on live.

* Make two level 1 human warriors, kill a lvl 1 firebeetle. Look at how much xp is gained.
* Make a level 1 human warrior and a lvl 1 human pally. Look at how much xp is gained for the warrior. It was less than in the above acse.

This is easy to you here, but it would require either two boxing (illegal) or two people doing this

Extunarian 09-16-2010 03:34 PM

Sorry about that Harrison...I kinda glanced over it thinking you were just throwing out a clever one-liner.

Anyway yeah I don't know for sure that's how it works, but that's how I understand it is supposed to work. YMMV.

yaeger 09-16-2010 04:28 PM

Quote:

Originally Posted by Bumamgar (Post 95893)
I've checked it with debugging repeatedly. In fact what happens is:

Example mob worth 1000 xp.

One person killing one mob gets 1000xp.

Six people killing six mobs get 6600xp (which equates to 1100xp per player before normalization).

If all six players are the same level and are class/race combinations without any XP modifier then all six players will get 1100xp each.

However, if the group is again the same level, but has some penalties etc, it works out like this:

Code:

Race        Class    Per Mob  For Six
---------  -------  -------  -------
Human      Cleric    162      974
Ogre        Warrior    174      1042
Halfling    Rogue      142      851
Erudite    Wizard    180      1083
Barbarian  Shaman    171      1026
Half-elf    Ranger    271      1624
---------  -------  -------  -------
Total                1100      6600

So except for the Human Cleric and the Halfing Rogue, all members of the group earn more XP for killing 6 mobs while grouped than they did killing one mob solo.

The benefits of solo'ing vs. grouping depend on a lot of factors, but from a raw XP perspective, if the group can consistently kill 6 mobs in the amount of time the solo'er kills one mob, the group will earn faster XP over time.

Basically what happens is that when a mob is killed, the exp value is a pool where the group exp bonuses and zone bonuses are applied. After that it's shared to all the members, those with high penalties getting more exp and those with low penalties getting less exp.

Once each person gets their share of the pie, the racial exp modifier takes some exp (or adds) from their slice.


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