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Old 02-22-2012, 12:06 AM
stormlord stormlord is offline
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Join Date: Nov 2009
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Quote:
Originally Posted by Elements [You must be logged in to view images. Log in or Register.]
The wiki states that a group exp bonus is applied for each person added to a group; 2% bonus for 2 people, 6% bonus for 3 people, 10% bonus for 4 people, 14% bonus for 5 people, 20% bonus for 6 people.

With this in mind I often ask myself, "Is it worth it to add another member to my xp group?"

Sometimes the answer is a no brainer for example if you are in need of a tank, healer, CC, etc or if your group is spawn capped at its camp. The question becomes more difficult when you have 4 or 5 members and are considering adding a 5th or 6th.

Purely from an efficiency standpoint I tried to calculate how much more efficient a group would need to become when adding another member in order for rate of xp gain to stay the same or get better (assuming the new player is of equal level and experience total to all other members of the group).

Here is where I'd like someone to check the math.



Members. required % increase by adding another member
1
2 49.0
3 30.7
4 22.2
5 17.1
6 12.3

So a group of 5 would need to increase their efficiency by more than 12.3% by adding a 6th in order to increase their rate of xp gain. Similarly a group of 2 would need to increase their efficicency by more than 30.7% to increase their rate of xp gain. Keep in mind the earlier assumption about relative level and xp total for the new player. A high level ranger being added as a 6th player would require significantly higher increase in efficiency compared to adding an equal level halfling rogue.

Another interesting aside - if your group of 5 is spawn capped and considering adding a 6th (perhaps they are a guildy/friend, or perhaps your group is under the impression that there is this awesome group xp bonus that means you just get more xp for having more people in your group no matter what) then each members rate of xp gain will be reduced by 12.3% assuming equal level and xp total from the 6th member.

Final thoughts:

There is often safety in numbers and having that extra member around to help prevent a wipe when things get out of hand can greatly outweigh a loss in short term xp gain. However from a purely mathematical standpoint that 6th group member better be ready to pull their weight.
I read that it was 66% with 2 people; +16% with 2. At 5 and 6 players it was 33%, which is +100%.

So I heard wrong or is that only at a point after luclin? If what you say is true, there's very little incentive to group unless it's critical like cleric or tank or something. I'd be surprised.

I like the exp change they made to the progression server on live. They made it so that adding another member to the group ALWAYS speeds up experience IF the person does something (anything). If they do nothing then it neither adds nor removes. IMHO, a very nice thing to see. There're finer details that're an issue, however. I've commented about this in the past. It has to do with solo-classes (druid, necro, etc).
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Last edited by stormlord; 02-22-2012 at 12:13 AM..