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#11
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They add a bonus to counterbalance the penalty. | |||
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#12
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a bonus to whom? to groupmates except the hybrid? Could you explain the mechanism or link the resource of this? | |||
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#13
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![]() I think xp was made to split evenly between the group, but hybrids got a bonus applied to their share of xp that counterbalanced the fact that they needed more xp to complete each level.
Wasn't there some implications for hybrid death penalties though? | ||
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#14
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And current exp distrbution system works according to all the summary of race/class/level exp mod things. If you remove class mod(for hybrid), you have to rebalance race and level part or some other way maybe. I m just curious how the CLASSIC eq did this. | |||
Last edited by winter888; 08-04-2015 at 03:45 AM..
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#15
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![]() sorry, I meant split even assuming same lvl and race.
The way I understand it currently works isn't that classes receive penalty to the xp they earn, instead they are penalised in how much xp they need to level. So a monk requires more xp to reach the same level as warrior. In groups eq then just tries to split xp so all members level at the same rate. I'm suggesting after the fix a full group gets 60xp from a mob, each member is assigned 10xp. After this xp is split the monk will get a bonus of 4xp to his xp to make up for his class penalty. Again assuming same race and level. Is that the future implementation? | ||
Last edited by Jimjam; 08-04-2015 at 05:28 AM..
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#16
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![]() yes, for same lvl and same race that's true.
Guess this will a key point, Hybrid maybe more easier to lvl up,but more harder to getin group. if the modifaction is going wrong way. | ||
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#17
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![]() There is a post somewhere around here that explains how it will work.
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#18
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![]() http://everquest.allakhazam.com/edit...rs_letter.html
The short of it is that originally, the AMOUNT of experience you HAD determined how much you TOOK. Since a Hybrid needed more to level, an equal level Hybrid HAD more than someone else and hence they TOOK more. The bandaid patch for removing this was to create free experience when a you killed a creature equal to the Hybrid penalty. They also changed how experience split was calculated to be based on level instead of total experience obtained. This essentially eliminated the Hybrid penalty while at the same time preventing people from suddenly jumping in levels (which is what would have happened if they changed the exp table). This is why I am a huge advocate for just eliminating the penalty from the start of they create a Re99 server. While it may not be "classic," it would have pretty much no impact on the feel of the classic server while eliminating the need to do goofy gimmicks several expansions later to ultimately remove it anyway. | ||
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#19
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![]() If there's no hybrid penalty on that new server can we have run speed AAs and LDoN added? They were all in classic zones so it wouldn't take patching expansions.
Thanks... oh and beastlords were fun werent they? We can do it without cats this time? Thanks. (I think its either classic or a pandora's box of stuff that only a minority want to see)
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#20
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![]() Currently XP earned by a character for a kill is equal to the percent of their total earned XP relative to the combined total earned XP of all group members. Since hybrids require 40% more XP to level, they receive a larger chunk of the cut, hence the oft misunderstood concept of "shared" penalties. Keep in mind that other classes (all except war, rog and priests) have some sort of penalty and there are racial penalties as well, which are currently "shared" in the same way.
Following the "hybrid" patch, XP distribution revised to calculate based off of character level only. Additional XP is created out of nowhere to offset class penalties (except rot/war which retain their lower requirements) and racial penalties are left in place. Due to the revised distribution calculation though, racial penalties are no longer shared following the patch, so if you play a human and duo with your friend who plays an iksar, you'll pull ahead of her. | ||
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