Log in

View Full Version : How Experience Works


easy_lee
07-02-2012, 02:19 AM
http://wiki.project1999.org/index.php/Game_Mechanics#How_Experience_Works

Some races and classes have experience penalties:

Barbarian -5%, Ogre -15%, Troll - 20%, Iksar -20%
Wizard/Magician/Enchanter/Necromancer -10%, Monk -20%, Shadowknight/Paladin/Ranger/Bard -40%

Halflings and some classes have experience bonuses:

Halfling + 5%
Warrior + 10%, Rogue + 9%

Penalties are multiplied, so a troll (20%) shadowknight (40%) requires 168% experience (1.4*1.2) to level, not 160%. This does not mean that a troll SK will only receive 32% experience (what some people think when they hear 68% penalty), it means they require 68% more experience to level (not nearly as bad). These penalties are NOT shared with the group, except that hybrids have more experience and thus get a bigger "piece of the pie", explained below.

Experience received in groups is a split of the mob's experience proportionate to each member's experience totals. Hybrids have higher experience totals at the same level as non hybrids, and higher level characters have significantly higher experience totals. However, each level requires considerably more experience to achieve than the last, so a hybrid at your level won't penalize your experience nearly as much as a character who's significantly higher level. One specific example:

At the experience total of 10,000,000:
A troll SK is level 18
A human monk is level 20
A halfling warrior is level 22

For those interested, the formula for experience to complete a level is L^3 * C * R * H where
C = Class Multiplier
R = Race Multiplier
H = Hell Multiplier (based on level)

Level Multiplier
1-29 1.0
30-34 : 1.1
35-39 : 1.2
40-44 : 1.3
45-50 : 1.4
51 : 1.5
52 : 1.6
53 : 1.7
54 : 1.9*
55 : 2.0
56 : 2.1
57 : 2.2
58 : 2.3
59 : 2.5*
60 : 2.6

Killing mobs: The formula for the amount of XP earned for soloing a dark blue or higher mob is as follows:

XP = L^2 * C

Where L is mob's level (If the mob is light blue or green, the xp earned will be 50%, 25% or 0% of the stated value) and C is the zone experience modifier (ZEM). All zones have a modifier for how much experience mobs yeild. These numbers are not public, but, as a general rule, dungeons have high modifiers (mobs may yeild bonus experience), popular zones have lower modifiers (mobs may only yield 75% or 60% experience), and unpopular zones often receive good modifiers. The original intent was to reward players for going to unpopular or difficult zones.

The end result of all these computations is that you should always aim to group with people who have similar experience totals to yours. This means hybrids can group up, rogues and warriors can group slightly down, and everyone else should aim for people and areas their level. It also means that grouping up in a dungeon is usually superior to soloing outside, as long as your group has similar experience totals to yours (no really high or really low levels in the group).

Here are some useful tables for those at or above 50 http://www.project1999.org/forums/showpost.php?p=241427&postcount=35

Hopefully this educates a few people and helps curb the bias against grouping with hybrids (it's not that much worse than a normal character). All information comes directly from the wiki, which does a better job explaining than this post.

MooseTX82
07-02-2012, 03:11 AM
I picture a chalkboard with long division and crazy formulas. Good stuff

gnomishfirework
07-02-2012, 07:39 AM
Hybrids also can out perform most other classes in terms of utility and primary roles.

Rangers are solid DPS and CC
Paladins/Sks both have solid CC and amazing snap aggro.
Bards, well, I've never known a group to reject a bard because of hybrid penalty, so if you do that you should stop.

bamzal
07-02-2012, 06:29 PM
I wish more poeple understood this, instead of groups avoiding hybrids thinking that having one in group instantly makes half of the mobs total experience vanish.