Experience: Difference between revisions

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Experience is gained through killing monsters and leveling up tradeskills. Unlike classic, quests do not give experience.
Experience is gained through killing monsters and leveling up tradeskills. Unlike classic, quests do not give experience.


==Experience via Killing==
==Monsters==
===Summary===
===Summary===
Experience that an individual player receives from killing a monster is based on the amount of their AAs versus the level of the monster. Each difference in level between the monster and player seems to contribute about 20% (exact amount not yet measured) more or less experience. As an example, if a player at level 10 kills a monster that is level 10, the player may receive 100 experience. If that same player were to kill a monster that is level 11, the player would receive 120 experience points. If the level 10 player were to kill a level 8 monster, they would receive 64 experience points (100 * 0.8 * 0.8).
Experience that an individual player receives from killing a monster is based on the amount of their experience versus the level of the monster.


===Grouping===
===Grouping===
Players killing in a group will receive an amount of experience based on the single highest leveled person in the group. E.g., a player who is level 5, along with a player who is level 10 kill a level 10 monster. Both players would be rewarded 100 experience points.
Players killing in a group will receive an amount of experience based on the single highest experienced person in the group.  


===Bonus Experience===
===Bonus Experience===
Bonus experience can also be given for some circumstances. As a general summary, soloing will provide a 100% bonus to incoming experience. Soloing with a merc or someone of the same level will provide a 50% bonus to incoming experience. Grouping with additional people or of varying level may also provide some bonus experience.
The experience bonus formula, as stated in changelog is: '''clamp(2.1209 * highest aa/ sqrt(sum of (players aa^2)), 1, 2)'''


The following formula information is not yet in effect, it is only a tentative change
The following summarizes how grouping with players of various relative amounts of experience will affect the group experience bonus:
 
The bonus formula is: '''clamp(2.1209 * highest aa/ sqrt(sum of (players aa^2)), 1, 2)'''
 
The following is a spreadsheet of how this looks in practice is:
{| class="wikitable"
{| class="wikitable"
! Player 1 AA !! Player 2 AA !! Player 3 AA !! Player 4 AA !! Player 5 AA !! Player 6 AA !! Bonus !! Notes
! Player 1 AA !! Player 2 AA !! Player 3 AA !! Player 4 AA !! Player 5 AA !! Player 6 AA !! Bonus !! Summary
|-
|-
| 100 || 0 || 0 || 0 || 0 || 0 || 100.00% || Solo retains existing "Truesolo" multiplier
| 100 || 0 || 0 || 0 || 0 || 0 || 100.00% || Solo retains existing "Truesolo" multiplier
Line 82: Line 78:
|}
|}


==Experience via Tradeskills==
==Tradeskills==
Each tradeskill has provides a slightly different amount of experience per level up, with the general trend that more difficult tradeskills should reward additional exp. For example, fishing will provide less experience than tailoring.
===Summary===
Each tradeskill provides a slightly different amount of experience per level up, with the general trend that more difficult tradeskills should reward additional exp. For example, fishing will provide less experience than tailoring.


The amount of experience rewarded each time a tradeskill levels up will scale with the level of the tradeskill. Such that leveling from 199 to 200 will provide significantly more exp than leveling from 9 to 10.
The amount of experience rewarded each time a tradeskill levels up will scale with the level of the tradeskill. Such that leveling from 199 to 200 will provide significantly more exp than leveling from 9 to 10.

Latest revision as of 03:59, 14 September 2024

Experience is gained through killing monsters and leveling up tradeskills. Unlike classic, quests do not give experience.

Monsters

Summary

Experience that an individual player receives from killing a monster is based on the amount of their experience versus the level of the monster.

Grouping

Players killing in a group will receive an amount of experience based on the single highest experienced person in the group.

Bonus Experience

The experience bonus formula, as stated in changelog is: clamp(2.1209 * highest aa/ sqrt(sum of (players aa^2)), 1, 2)

The following summarizes how grouping with players of various relative amounts of experience will affect the group experience bonus:

Player 1 AA Player 2 AA Player 3 AA Player 4 AA Player 5 AA Player 6 AA Bonus Summary
100 0 0 0 0 0 100.00% Solo retains existing "Truesolo" multiplier
100 100 0 0 0 0 49.97% Two players of same AA retains existing "Molo" multiplier
100 100 100 0 0 0 22.45% Three players of same AA gives ~22% bonus
100 100 100 100 0 0 6.04%
100 100 100 100 100 0 0.00%
100 100 100 100 100 100 0.00%
100 50 0 0 0 0 89.70% Adding a player ~4 levels below gives ~90% bonus
100 50 50 0 0 0 73.17% Adding two players ~4 levels below gives ~73% bonus
100 50 50 50 0 0 60.32%
100 50 50 50 50 0 49.97%
100 50 50 50 50 50 41.39%
100 16 0 0 0 0 100.00% Adding a player ~10 levels below retains "Truesolo" bonus
100 16 16 0 0 0 100.00%
100 16 16 16 0 0 100.00%
100 16 16 16 16 0 100.00%
100 16 16 16 16 16 99.69% Adding five players ~10 levels below retains "Truesolo" bonus
100 150 0 0 0 0 76.47% Adding a player ~2 levels above gives ~76% bonus
100 150 150 0 0 0 35.65%
100 150 150 150 0 0 14.28%
100 150 150 150 150 0 0.60%
100 150 150 150 150 150 0.00%
100 200 0 0 0 0 89.70% Adding a player ~4 levels above gives ~90% bonus
100 200 200 0 0 0 41.39%
100 200 200 200 0 0 17.65%
100 200 200 200 200 0 2.88%
100 200 200 200 200 200 0.00%
100 600 0 0 0 0 100.00% Adding a player ~10 levels retains "Truesolo" bonus
100 600 600 0 0 0 48.94% Adding two players ~10 levels above gives ~49% bonus
100 600 600 600 0 0 21.89%
100 600 600 600 600 0 5.68%
100 600 600 600 600 600 0.00%

Tradeskills

Summary

Each tradeskill provides a slightly different amount of experience per level up, with the general trend that more difficult tradeskills should reward additional exp. For example, fishing will provide less experience than tailoring.

The amount of experience rewarded each time a tradeskill levels up will scale with the level of the tradeskill. Such that leveling from 199 to 200 will provide significantly more exp than leveling from 9 to 10.