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  #11  
Old 01-07-2014, 04:41 PM
baalzy baalzy is offline
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The short of it is this: A lvl 25 mob gives about 20% less xp than a lvl 28 mob. If you're level 30, you'll have a much easier time killing that lvl 25 mob then killing a level 28 mob (probably kill 3 lvl 25s for every 2 lvl 28s). If you had an endless supply of mobs to kill of each level you will gain significantly more experience overtime if you focused exclusively on lvl 25 mobs due to better efficiency (less damage taken, less time to kill and less mana used if relevant).

If you have the choice of two camps, one with 3 level 25s and one with 3 level 28s and you always were back to full by the time repops occurred, then the camp with the 28s would be better xp/hour.

http://wiki.project1999.com/Game_Mec...perience_Works
You might want to start reading the section above it on experience requirements per level

Short workup:
XP = L^2 * C
where L is the mob level and C is the zone experience modifier. The vast majority of the zones C is 75 (most outdoor zones).

A level 25 mob is going to be 25^2 * 75 = 46875
Vs a level 28 mob being 28^2 * 75 = 58800

11925 more xp per mob for the 28. Hence the ~20% I got above.
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  #12  
Old 01-07-2014, 04:56 PM
Yumyums Inmahtumtums Yumyums Inmahtumtums is offline
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Quote:
Originally Posted by baalzy [You must be logged in to view images. Log in or Register.]
The short of it is this: A lvl 25 mob gives about 20% less xp than a lvl 28 mob. If you're level 30, you'll have a much easier time killing that lvl 25 mob then killing a level 28 mob (probably kill 3 lvl 25s for every 2 lvl 28s). If you had an endless supply of mobs to kill of each level you will gain significantly more experience overtime if you focused exclusively on lvl 25 mobs due to better efficiency (less damage taken, less time to kill and less mana used if relevant).

If you have the choice of two camps, one with 3 level 25s and one with 3 level 28s and you always were back to full by the time repops occurred, then the camp with the 28s would be better xp/hour.

http://wiki.project1999.com/Game_Mec...perience_Works
You might want to start reading the section above it on experience requirements per level

Short workup:
XP = L^2 * C
where L is the mob level and C is the zone experience modifier. The vast majority of the zones C is 75 (most outdoor zones).

A level 25 mob is going to be 25^2 * 75 = 46875
Vs a level 28 mob being 28^2 * 75 = 58800

11925 more xp per mob for the 28. Hence the ~20% I got above.
The question I'm asking I guess would be how adding a lb mob to a group of mixed levels would affect the total amount of experience each player receives if the enemy conned differently to each member of the group.

In my experience and from what I can tell, there appears to be a negative xp modifier tied to lb mobs and so I'm interested in finding out how that modifier is handled by multiple-level groups.

Great post though, fantastic info. Going to check out that link and see if my questions are answered there.
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  #13  
Old 01-07-2014, 05:04 PM
August August is offline
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I can only go off what I know to that question.

If you are grouped with someone with whom the mob cons green, then no one gets experience.

Is it too much of stretch to think that mobs that con light blue will suffer the same exp penalty the highest member would receive? I guess the question would be if the formula applies the penalty to the full group (which happens in the case of a green mob) or to only the members who violate the light-blue mob contract.

Please also keep in mind that in a group your experience doled out is equal to a percentage:

Your Total experience earned / Total experienced earned by all group members.

Meaning that if everyone is identical in their level, class, and race (same exp mod) at the exact same point in their level, exp is split evenly. I know there is a js app somewhere around here that tells you what your split of experience is based on group composition. If mob exp penalties are applied evenly based on highest members, then you're basically getting hit with a double whammy:

1) your exp is less than even since you have a high level in your group
2) Your exp is then factored by some fraction of 1 (25% or 50%) of the outcome of (1) .



I guess in general: Don't kill light blues!
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