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#91
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__________________
![]() Uuur - Your favorite Master +1 cleric <LifeAlert> Rockwell - Your favorite 30 virgin <Aspen and Rockwell> | |||
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#92
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-No item linking -No 9th spell slot -Go back to the old UI -No key mapping except for your 1-6 buttons -Let's stare at our spell book and click on the meditate button to med (I know we are currently past that point on live, but since this recent exp nerf shows that reverting is not out of the question, lets go back to what we missed) The hypocrasy is what bothers me. If this game had started with the current exp system, then fine. But reverting it after almost a year is really dumb imo. How about reversing it and working on other things... Like the group bug, Kunark, mob pathing ect. | |||
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#93
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#94
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The various penalties were not reductions in experience gained, but were increases in the amount of xp required to level up. They were multiplicative. So, the oft mentioned Troll SK needed 68% more xp to level up. Put simply, if a human cleric needs 100xp to hit level 2, then the Troll SK needs 168xp to hit level 2. If each of them were soloing, they would get the same amount of xp per kill. If, for instance, level 1 decaying skeletons give 4xp per kill (not a real value, but still useful for comparison), then the cleric would have to kill 25 to ding, while the Troll SK would have to kill 42 of them. Before the changes mentioned in the letter above, when players were grouped, the xp from each mob was divided proportionally based on the total xp of each PC in the group. So, even if all the players were, say level 20, their xp totals might be very different... the Troll SKs total would be around 68% higher. The mob itself would provide a discrete amount of xp based on its level. Say a level 20 mob was killed and yielded 400 xp. This total was then multiplied by the group bonus which was 1.02 to 1.1 depending on how many PCs were in the group. Let's say 4 PCs for the example, so the XP to be split by the party would be 400 x 1.06 = 424xp. Then each player would receive a portion of that xp relative to their own xp versus the total xp in the group. So, let's say the 4 players involved were a human cleric, 2 human druids, and a troll SK, all level 20. The three human characters have no bonus or penalty, so their xp totals are likely very close to each other. I don't remember the exact value of xp needed to be level 20, but since it is all based on percentages, the exact number doesn't matter. Let's say the 3 human players have 85,000 ; 85,600 ; and 87,200 xp each, and that the Troll SK has 146,160 xp. That puts the total party xp at 403,960. So, Human 1 has 21.04% of the group xp and will get .2104 x 424 = 89xp for the kill. Human 2 has 21.19% of the group xp and will get .2119 x 424 = 90xp for the kill. Human 3 has 21.58% of the group xp and will get .2158 x 424 = 92xp for the kill. Lastly, the Troll has 36.18% of the xp and will get .3618 x 424 = 153xp for the kill. If the troll had been another character with approximately equal xp total to the other characters... for example, another human druid at level 20, or perhaps a Troll SK at level 16ish, or a halfling rogue who was nearly 21 or 21... then each character would have gotten a roughly even split of .25 x 424 = 106xp. So, in this instance, by grouping with the Troll SK of even level instead of one of those other options, the other group members took around a 15% hit in xp gained per mob. Obviously, that percentage hit will be different in different sized groups and depending on the number and total xp values of other characters. So, let's say for giggles that it takes 14,000 xp for a human cleric to get from level 20 to 21. Then it would take the party of 4, all human clerics and druids 132 kills of this example mob to level up. If the party consisted of the PCs in the above example, then the humans would take from around 152 to 157 kills to level, while the troll would need 154 kills to level. This does exactly what the devs said it was designed to do. It lets friends who play together level together. Adding hybrids to a group will slow the other members down somewhat. I think this slow down is definitely smaller than the margin for slowdown from grouping with bad or lazy players though. Players of non-hybrids are still better off grouping with a known good or great player hybrid than with a mediocre or bad non-hybrid. Also, note that no XP was created or destroyed from thin air before the changes mentioned in that dev letter. | |||
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#95
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-Item linking - client/source? or both -what 9th spell slot? its gone -old UI is on the client, once again. -keymapping 1-6, on the client, once again Quote:
If there was a switch to revert all of these things to classic, we'd flip it. Obviously there isn't. You are preaching like we have a giant list of on/off levers. Submit fixes for this stuff yourself, learn how to do it, or stfu. Last but not least, we don't answer to you. So you telling us what we should be working on is mildly irritating. | ||||
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Last edited by nilbog; 07-01-2010 at 06:26 PM..
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#96
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Keep up the great work Nilbog and everyone else! I'm still loving the server and appreciate all the hard work you all put into it!
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#97
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Experience modifiers derived from data below:
Barbarian=10.5 DarkElf=10 Dwarf=10 Erudite=10 Gnome=10 HalfElf=10 HalfLing=9.5 HighElf=10 Human=10 Ogre=11.5 Troll=12 WoofElf=10 Bard=14 Cleric=10 Druid=10 Enchanter=11 Magician=11 Monk=12 Necromancer=11 Paladin=14 Ranger=14 Rogue=9.05 ShadowKnight=14 Shaman=10 Warrior=9 Wizard=11 HalfElf/Bard = 140 Human/Bard = 140 WoodElf/Bard = 140 DarkElf/Cleric Dwarf/Cleric Erudite/Cleric Gnome/Cleric Halfling/Cleric = 95 HighElf/Cleric = 100 Human/Cleric HalfElf/Druid Halfling/Druid = 95 Human/Druid = 100 WoodElf/Druid = 100 DarkElf/Enchanter Erudite/Enchanter Gnome/Enchanter HighElf/Enchanter Human/Enchanter DarkElf/Magician = 110 Erudite/Magician = 110 Gnome/Magician = 110 HighElf/Magician = 110 Human/Magician = 110 Human/Monk = 120 DarkElf/Necromancer = 110 Erudite/Necromancer Gnome/Necromancer Human/Necromancer Dwarf/Paladin Erudite/Paladin Gnome/Paladin HalfElf/Paladin HighElf/Paladin Human/Paladin = 140 HalfElf/Ranger Human/Ranger = 140 WoodElf/Ranger Barbarian/Rogue DarkElf/Rogue Dwarf/Rogue Gnome/Rogue HalfElf/Rogue Halfling/Rogue = 85.975 Human/Rogue = 90.5 Woodelf/Rogue DarkElf/Shadowknight = 140 Human/Shadowknight Ogre/Shadowknight = 161 Troll/Shadowknight = 168 Barbarian/Shaman Ogre/Shaman Troll/Shaman = 120 Barbarian/Warrior DarkElf/Warrior = 90 Dwarf/Warrior Gnome/Warrior HalfElf/Warrior Halfling/Warrior Human/Warrior = 90 Ogre/Warrior = 103.5 Troll/Warrior = 108 WoodElf/Warrior DarkElf/Wizard Erudite/Wizard Gnome/Wizard HighElf/Wizard Human/Wizard = 110 Don't know if that helps u but that was from 1/1/2000 from showeq. | ||
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#98
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#99
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#100
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No wonder my XP was glacial with a Paladin in the group last night. Killing reds at level 9 and got less than a yellow after an hour and a half (Dark Elf Enchanter, so 10% penalty). I don't remember the level split in the group so that may have contributed too, but I don't think anyone was worse than a yellow con.
From now on I will definitely start trying to avoid groups with hybrids/bards/monks and crossing my fingers on my SK that the general community doesn't read the forums. In all honesty, after looking at all these numbers, there is no good reason to group (for xp) if your class is capable of soloing. Unless you're a class that needs to meditate and just want to semi-afk leech while "getting your mana back." | ||
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