Quote:
Originally Posted by Ephirith
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Ok, so you've explained the same thing that's already been pasted a few times in this thread, in other threads, and on the wiki. Maybe you can explain, maybe mathematically, why the modifiers at 55 and 53 are 2.0 and 1.7, yet the 53's experience was moving more than twice as fast. The calculator (if it is even correct) lists the 53 ranger as actually requiring more experience to hit 54, than the enchanter requires to hit 56.
How exactly does that modifier factor into experience distribution, and why are you thinking it ignores the total experience pools of both players? Are these modifiers applied to each person's experience after everything else? I'm legitimately curious, because this seems to explain what we've been experiencing.
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Because you asked so nicely, I will explain to the best of my ability.
The experience needed to level is said to be equal to the formula of:
LEVEL^3 (that's your level, to the third power) * C * EXP_MOD
C = your race/class combo penalty/bonus. This is a constant in the equation.
EXP_MOD is equal to 1.0 for the first 30 levels of your life. In this case, you will see an inverse relationship, while in a group, to your penalties/benefits. Meaning that if you have a 40% penalty you will see an inverse to that (say 2.5X) in experience while in a group with someone with 0% penalty. Since you're both operating on the same level mod you should expect your "Percent of bar" to be the same for both parties.
Now here's where it gets interesting. At 30 the experience mod ticks up by one tenth. The important fact you have to realize is that this is applied RETROACTIVELY to the 'amount of exp i need to hit the next level' of the first 30 levels. Let's math it out:
29^3 = 24389 - you need 24,389 exp to get to level 30
30^3 = 27,000 - you need 27,000 exp to get to level 31
That means that, without the level mod in the equation it would take approximately 2,411 exp to level from 30->31
Now let's add the increased exp mod:
29^3*(1.0) = 24,389 - you need 24, 389 exp to get to level 30
30^3*(1.1) = 29,700 - you need 29,700 exp to get to level 31
This means that WITH the level mod in the equation it would take approximately 5,311 exp to get to level 31. This is what is known as a
hell level.
Now, the exp mod stays the same for 31-32, so, some more math here:
31^3*(1.1) = 32,770 exp, or only 3070 exp is needed to get to 32 - less than the amount it took to get from 30-31.
The reason for this is because your experience mod did not change from 31-32.
Everytime the experience mod changes, the change is being multiplied towards your sum of experience
The above statement is why 35 is worse than 30. It's why 40 is worse than 35 and why 45 is the worst of them all pre-50. Each uptick is acting on a higher (Level^3) sum and thus causing more and more experience to be required to 'bridge the gap' as it were.
Now, on to your specific problem.
EVERY LEVEL past 50 represents a different experience modifier. In this way,
every level past 50 is a hell level.
What's more, there are 'double hells' that increase that mod by .2 - meaning you're getting an even larger 'required exp' to level.
This means that almost never will you get the 'same experience as a percentage' when leveling with others in the group. You may be getting the 'same proportion' of experience - but you may have a much longer path to get your experience.
Now, I will grant you that using the expcalc it seems that you should be getting the same amount as your experience split is even and your 'exp to level' is even. It is not well understood what our exact exp mods are. There is an alternate set out there that scales all the way up to 3.0 - and it very well may be that P1999 uses those (and would explain your discrepancy way better).
However in general, you shouldn't expect to 'level at the same rate' as people in the 50s - the exp mods make each level it's own 'special hell' - remember the level 30 example where the person in level 30 takes 2x as much as the person at 29 and 31 - and it changes the rules.