Quote:
Originally Posted by quellren
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I haven't given this a second thought in several months. Since I DL'd the Vert UI and have a percentage next to my exp bar, it takes about 5-6 spawns to nail down a pretty precise amount per kill. From there I can easily do the math to know how long/how many kills it'll take to lvl.
i.e. I camped Drizda Tunesinger/Dark Deathsinger from like 29-34. Both on a 6:20-6:30 timer
29 2.334% per kill (2% for 2 kills, 3% for every 3rd kill)
30 she gave me just over 1% per kill. Damn Hell levels. (every so often a single kill would register 2% gained due to rounding)
31 it was a solid 2% per kill
32 2% per kill
33 1.667% (2% for 2 kills, 1% every 3rd kill)
34 1% (I only killed her 3-4 times to feel out the new wolf pet, then moved to Guk.)
Being OCD like I am, it wasn't enough to just guesstimate *this is good exp/this is not good exp*. However, knowing the predictable gains-per-kill took every last drop of fun out of grinding. A simple calculator could tell me:
avg 30 secs to kill target
avg respawn time of 6:30
= 7 min cycle
7mins * X amt of exp= A minutes
A min/60= # hours to lvl.
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Impressive bookkeeping, but it seems like an inefficient way to level. For instance, at level 29 and 30 (and earlier) you can hold down the four spawns outside of Surefall Glade - two guards and two millers - by root-dotting. All four of them are dark blue. I'm not sure of their respawn times (I know Guard Philbin has a longer one than the other three), but I know I didn't have much downtime at this camp and I was making EXP at a pretty good clip. Seems like holding down four dark blue spawns would net you a good deal more EXP than holding down two, even if the spawn times vary a bit.