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Old 07-05-2010, 12:41 AM
Damaja Damaja is offline
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Default Someone explain group xp vs solo or duo

I been soloing my new Cleric until today, got 5 for my spells then hit EC for Orc Camp 1. The xp was HORRID in the group and it was a full group, killing 3, or 4 yellow or a couple yellows and a red and only getting 1%. This cant be right, but yea there were some red players in my group but they wernt high enough to keep me from getting no xp so whats going on with the full group xp gain?
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  #2  
Old 07-05-2010, 12:47 AM
holkan holkan is offline
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you said it your self there were players red to you in the group , that shit rapes your XP badly worse then having hybrids in your group
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Old 07-05-2010, 12:49 AM
Damaja Damaja is offline
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So what is the optimal level spread that I want to keep within my groups to keep my flow of xp normal?
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Old 07-05-2010, 12:50 AM
Koota Koota is offline
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It's probably best that nobody in your group cons red to you.
  #5  
Old 07-05-2010, 12:58 AM
Dumesh Uhl'Belk Dumesh Uhl'Belk is offline
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Each mob of a certain level in a certain zone gives the same amount of xp to any single player killing it, as long as it is at least dark blue. This amount of xp is multiplied by the group bonus which is 102% for a duo, 104% or a three person group, and so forth up to 110% for a 6 person group. Then that experience is divided among the members of the group in range of the kill based on the relative xp totals that they have. As a newly level 5 cleric, assuming you are not a halfling, you should have just over 125,000xp. You can group with players up to level 10 and still get xp. Those level 10 players could have as much as 2 million xp if they are troll sks. That would mean that they would get 16 times more xp than you, but even say a gnome mage at level 8 would have from nearly 600,000xp - 800,000xp so he would get as much as 6 times the xp share that you get. The point being that grouping with people as close as possible to your own xp total produces the most even split in xp per kill. The effect is most dramatic at very low levels.

For example, a level 20 character has a little more than twice the xp of a level 15 character (assuming the same race/class obv), but a level 10 character has 8 times as much xp as a level 5 character. So it hurts the level 15 much less to group with the level 20, than it does for the level 5 to group with a level 10.

I hope that answers your question. If it spawns new ones or you want more info, just ask.
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Old 07-05-2010, 02:47 AM
oldhead oldhead is offline
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never knew the split was based off of your level.

Thought it was equal.. so if you were higher level you lost out.


Do hybrids leech more exp atm? Cus it was like that in classic untill the changed it cus nobody wanted to group with pal, sk, and bards.
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Old 07-05-2010, 03:01 AM
Dumesh Uhl'Belk Dumesh Uhl'Belk is offline
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Quote:
Originally Posted by oldhead [You must be logged in to view images. Log in or Register.]
never knew the split was based off of your level.
Not exactly, it is based off your total xp relative to the total xp of the party. This ratio is certainly related to your level, but not exactly yhe same thing since different race/class combinations require different amounts of xp to gain each level.

Quote:
Originally Posted by oldhead [You must be logged in to view images. Log in or Register.]
Do hybrids leech more exp atm?
Yes, because they require more xp to level, they will have more xp at any given level and will then have a higher ratio, and take a larger portion of the xp split.

Quote:
Originally Posted by oldhead [You must be logged in to view images. Log in or Register.]
Cus it was like that in classic untill the changed it cus nobody wanted to group with pal, sk, and bards.
I'm sure the devs will change it at the corresponding point of this server's life cycle.

Please note that the maximum amount that it can slow down a group is about 15% (search for other posts by me if you want to read the math behind it), and a 15% difference in kill speed is within the variation of good vs bad groups.

Also, note that it is total xp that governs the distribution, as opposed to character level. As a 45 cleric leading a full group, you would get about the same xp per kill with a 42 paladin tanking or a 46 warrior, but even if the choice were between a 45 pal and a 45 warrior, the group would only have to kill an extra 10-12% to cover the same ground.
  #8  
Old 07-05-2010, 01:42 PM
Combo Combo is offline
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Quote:
Originally Posted by Damaja [You must be logged in to view images. Log in or Register.]
I been soloing my new Cleric until today, got 5 for my spells then hit EC for Orc Camp 1. The xp was HORRID in the group and it was a full group, killing 3, or 4 yellow or a couple yellows and a red and only getting 1%. This cant be right, but yea there were some red players in my group but they wernt high enough to keep me from getting no xp so whats going on with the full group xp gain?
General rules of getting fast XP in EQ:

1.) Don't group unless you absolutely have to. But I'm a Cleric!: You get the Ward Undead line, go pratice Evocation til you can cast this without fail and grind Skeletons/Zombies in Nek.

2.) Avoid grouping with Hybrids. Really the only ones that are "Worth it" are SKs, and to a lesser extent, Paladins -- but only if they're past level 9. Bards are handy but superfluous, Monks aren't hybrids but they do have an extra XP penalty that makes it a bad idea to group with them, and Rangers are 100% unnecessary and should always be avoided for optimal XP gain.

3.) Don't group with red-con players. You are losing a MASSIVE amount of XP if you do this.

4.) You can ignore these rules if you're at a camp with a fast respawn time and a chain-pulling group. Speed is king. This will typically only happen at your level if there's an outside buffer/healer, however.

More specific rules to your situation:

1.) Orc 1 sucks. I have NEVER been in a group that could handle it. Breaking the camp is a nightmare, level 4s and 5s want to join when Legos are still conning red to level 9 tanks, and random ass mobs will ambush your back line at the worst possible times.

Granted, you're a Cleric, so you solve one of the major problems of that camp: Not having a pure healer. Often you'll see Druids or the rare Shaman and unless they're 9, their heals are simply inadequate for the amount of damage the Legos can dish out.

Downside: You're next worthless as a main healer til you get Meditate at 8.

2.) To level in EC, go into the EC tunnel and beg for buffs. Get a solid HP buff, a Chloro, a SoW, and a Damage Shield, then run around like Super Mario with a star. Avoid deep red cons, as they can still blow you up, but do one damage to every yellow you see and then let the DS handle it.

Go get your buffs refreshed every 10-15 minutes when your Chloro/DS wears off. After about an hour or two, you'll be 9.
  #9  
Old 07-05-2010, 02:14 PM
Chodan Chodan is offline
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Quote:
Originally Posted by Combo [You must be logged in to view images. Log in or Register.]
General rules of getting fast XP in EQ:

1.) Don't group unless you absolutely have to. But I'm a Cleric!: You get the Ward Undead line, go pratice Evocation til you can cast this without fail and grind Skeletons/Zombies in Nek.

2.) Avoid grouping with Hybrids. Really the only ones that are "Worth it" are SKs, and to a lesser extent, Paladins -- but only if they're past level 9. Bards are handy but superfluous, Monks aren't hybrids but they do have an extra XP penalty that makes it a bad idea to group with them, and Rangers are 100% unnecessary and should always be avoided for optimal XP gain.

3.) Don't group with red-con players. You are losing a MASSIVE amount of XP if you do this.

4.) You can ignore these rules if you're at a camp with a fast respawn time and a chain-pulling group. Speed is king. This will typically only happen at your level if there's an outside buffer/healer, however.

More specific rules to your situation:

1.) Orc 1 sucks. I have NEVER been in a group that could handle it. Breaking the camp is a nightmare, level 4s and 5s want to join when Legos are still conning red to level 9 tanks, and random ass mobs will ambush your back line at the worst possible times.

Granted, you're a Cleric, so you solve one of the major problems of that camp: Not having a pure healer. Often you'll see Druids or the rare Shaman and unless they're 9, their heals are simply inadequate for the amount of damage the Legos can dish out.

Downside: You're next worthless as a main healer til you get Meditate at 8.

2.) To level in EC, go into the EC tunnel and beg for buffs. Get a solid HP buff, a Chloro, a SoW, and a Damage Shield, then run around like Super Mario with a star. Avoid deep red cons, as they can still blow you up, but do one damage to every yellow you see and then let the DS handle it.

Go get your buffs refreshed every 10-15 minutes when your Chloro/DS wears off. After about an hour or two, you'll be 9.
Do this.
  #10  
Old 07-05-2010, 03:17 PM
Gandite Gandite is offline
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Orc 2 is what sucks. Very few roamers to tag along with your orcs and you get no high level orcs such as legos or lord shin ree.

Orc 1 is tits specifically for all the reasons Combo listed but he is correct you have to have the right group makeup. Level 5 halfling druids isn't going to get the shit done.

These are the best camps because it teaches chumps to be aware, to work together, and that sitting is never safe. If you're sitting you are asking for a guaranteed max hit from the nearest mob. Obviously its mandatory so you take that risk, but you learn to think and act accordingly to your surroundings. You also find out really goddamn quick who keeps afking at his leisure (fucking mages). These are the camps that craft good players.

edit: Also if you want to tear ass like Combo said with buffs try befallen. Its closeby and there is always some druid scum camping Gynok. Bum some buffage and go nuts on the 1st floor. With DS you can even kill that llrod guy and he's worth mad xp at those levels.
Last edited by Gandite; 07-05-2010 at 03:20 PM..
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