EXP gaining and level offsets overhaul

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Sanjian

Just a Mir2 Fan
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Apr 28, 2011
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ive just finished work on the re-calculations for exp and group exp distribution based on your level vs the mobs level.

a brief summery based on players level and mob level in a range of +- 1 level (same level or 1 above / 1 below [level 20 player vs level 19,20,21 mob]) lets say as an easy example the mob gives 100 exp (taking into account time of day but NOT taking into account rested/potion/veteran/relationship bonuses)

if solo you gain the best exp rate but the slowest kill speed. at the above targets you get a bonus of 20% for being within range of the mob towards exp, so your total exp gain would be 120 exp, it then diminishes off for each 2 levels above/below the targets level

lets say im 2/3 levels above/below the mobs level, i gain a bonus of 10% exp for a total of 110 exp

after this you start going into negative values

4/5 levels above/below -5% resulting in 95 exp total

6/7 level 10% loss - 90 exp

8/9 30% loss - 70 exp

10 50% loss - 50 exp

10+- = 80% loss - 20 exp

this can then be looked at that a level 20 player killing a level 20 mob for 100 exp would get 120 exp, if your level 9 or 31 you would get 20 exp.


Groups

groups utilise the exact same method but instead of a players level the calculation takes a mean average of the groups level (groups total level divided by group members)

lets say a group consists of 2 level 20's killing a level 20 mob for 100 exp the average level is still 20 (40 / 2) so the group gains a bonus of 20% for 120 exp, which is then times-ed by the groups rate which for 2 players is 1.5 for a total pool of 180, this pool is then evenly divided by all group members which is 2 so each player receives 90 exp (a players individual rested/potion/relationship/veteran rates is then added to this value)

the same would be true if a group of 2 players (level 30 and level 10) went to a lvl 20 dungeon, the reduction comes when the lvl 30 and level 10 try to do a level 30 dungeon, the level 30 player would be fine but the level 10 player drags the mean level of the group down reducing the exp gained by all party members.

this forces players to be aware of their level and the level of their party members.

guild hunts should be about fun and socialising, if its competetive then guilds should look to hunt with players of their own level...

i should add this only takes into account group members who are in range, on the same map and are not dead. so you could have 2 level 20s and a level 10 in a group and it wont affect you if the level 10 is in adifferent cave.

(taken from my discord)
Post automatically merged:

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crude examples but its an excuse to show some screenies ^^

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Martyn

Smir.co.uk
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Mar 24, 2003
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ooo that UI is nice.....

not sure about the Level being there, prob better to stick it under your name, in the circle? add a fancy font to it? ;)
 
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