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#61
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Sure this shows that if you add a troll SK that everyone needs the same # of mobs to level in the group if they are all the same level. What I haven't seen discussed yet is that adding that troll SK causes the entire group to need to kill more mobs to level. And the penalty of the increased #s of mobs needed ramps up significantly if you add other classes that also have exp/class penalties. It'll take nearly twice as many mobs to level if you had a full group of racial/classes with the penalties.
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#62
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I think the biggest factor overall in determining group exp rates is the number of available mobs.
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#63
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Quote:
You gotta relax hard and grind hard, amirite? | |||
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#64
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Same thing I posted in another thread, the amount of players who care about EXP penalties is minimal. Most people just want to play with people who pay attention and are good at the game. It's pretty baffling how many people aren't good at games, even old and simple games like Everquest.
Everyone loves enchanters, right? I've seen plenty of Enchanters not get invited to groups because they are consistently not refreshing buffs or being too slow on mezzes. I've seen people not be invited because they are an "asshat," or because they're a crappy healer or inefficient player. Very rarely have I ever seen someone not invited because their class has an EXP penalty. A large majority of players do not care. Anyway, I'm not sure I'd waste my time fighting the staff with the EXP penalty. I'm about 100% sure it will not be removed until it is supposed to be removed in the timeline (which I'm pretty sure is during Velious). For 10 years now the staff has intentionally changed things to be more classic-like regardless of whether those changes were viewed negatively or positively. I'm sure even the staff believes EXP penalties were dumb (even Live staff said they regretted them), but they existed on Blue until the patch in Velious that removes them. Honestly the best thing to do is to stop acting like the EXP penalty is something that really has any bearing on anyone's gameplay, or that a significant amount of players even care about it to begin with.
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Atomos Human Ranger <Divinity>
Atomos Human Bard | ||
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#65
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Quote:
2 players - 2% Bonus to Mobs XP Bounty 3 players - 6% Bonus to Mobs XP Bounty 4 players - 10% Bonus to Mobs XP Bounty 5 players - 14% Bonus to Mobs XP Bounty 6 players - 20% Bonus to Mobs XP Bounty It should be noted that it might be 1,3,5,7,10 for P99 Classic I am not sure. The 2-6-10-14-20 values were changed pretty shortly after the release of EQ (<6 months I believe) so I am not sure if that is something the P99 staff would wait until 6 months to change or not but my understanding was the 2-6-10-14-20 limit are at least what it was changed to sometime in mid-1999, I can't recall the reference. could find it later if you're interested. | |||
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Last edited by zaneosak; 10-04-2019 at 12:04 PM..
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#66
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#67
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So maybe 20 mobs? In a zone with a massive re-spawn timer of 28 minutes. You're left with like 40-45 mobs an hour max. Most people did not think about this back in the day because your shit gear required you to need that downtime to meditate anyways. | |||
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#68
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So how does pet experience work on green? Mage must do >50% dmg or pet takes 50% xp?
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#70
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Quote:
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