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Guides • Crafting • Trusts • Apex Monsters |
Experience Points: Difference between revisions
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Revision as of 02:38, 13 October 2007
Experience Points/Level Breakdown
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Calculating Experience Points earned
Experience scrolls
There are several varieties of experience points scrolls which can be obtained from quests or defeating certain monsters. The amount of experience earned is random within a certain range depending on the scroll.
Limit points can not be obtained by these items. If a scroll is used which gives experience points that brings a player beyond an experience point cap, excess experience points are lost.
Level | Name | Min EXP | Max EXP |
4 | Dragon Chronicles | 500 | 1000 |
20 | Miratete's Memoirs | 750 | 1500 |
60 | Hero's Reflections | 200 | 500 |
65 | Ginuva's Theory | 50 | 200 |
65 | Schultz Stratagems | 150 | 500 |
Experience point battlefields
ENM-class battlefields reward characters with experience points when the battlefield is won. Only characters which are not in K.O. status when the victory coffer is opened will receive experience points.
Limit points can be obtained instead of experience points if a player is on Limit Point accumulation mode, or if they are at level 75 and their experience points are already capped. If neither of these conditions exist, the player will receive experience points and any experience points given beyond an experience point cap are lost.
If a player would earn limit points that would cause him to exceed the limit point cap (10 merits accumulated and 9999/10000 limit points), limit points earned beyond the cap are lost instead.
Furthermore, it is not possible to gain more than one level from ENM experience points. Instead, the player will be capped at 1 experience point short of the next level. For example, if a level 1 player with 0/500 experience points wins 3000 experience points from an ENM, he would only be awarded 1249 experience points leaving him at level 2 and 1 experience point needed for level 3.
The amount of experience points earned by an ENM is particular to that ENM and the number of players that enter. If the number of players that enter the ENM is equal to or below the recommended amount, all players will receive the base amount of experience points. If the number of players that enter the ENM is above the recommended amount, the experience reward will be reduced by (recommended player count) / (actual player count)
For example, Like the Wind has a recommended player count of 3 participants. If the battlefield is cleared with 1, 2, or 3 players, everyone will receive 2000 experience points. If the battlefield is cleared with 4 players, everyone will receive 3/4 * 2000 = 1500 experience points. If the battlefield is cleared with 6 players, everyone will receive 3/6 * 2000 = 1000 experience points, and so forth.
Besieged
Upon successful defense of Al Zahbi from invading Beastmen, all players in Al Zahbi who are not in K.O. status will receive experience points proportional to their contribution in the battle. This value is capped depending on the level of the beastmen attack and, generally, players who are active during Besieged will contribute enough to receive the capped amount.
Limit points can be obtained instead of experience points if a player is on Limit Point accumulation mode, or if they are at level 75 and their experience points are already capped. If neither of these conditions exist, the player will receive experience points and any experience points given beyond an experience point cap are lost.
If a player would earn limit points that would cause him to exceed the limit point cap (10 merits accumulated and 9999/10000 limit points), limit points earned beyond the cap are lost instead.
Static experience point bonuses are also given if the Al Zahbi defense is successful in defeating sub bosses or mega bosses that accompany the Beastman forces. See the Besieged page for more details.
Experience Points from killing monsters
You can obtain Experience Points through killing monsters which con Easy Prey or above to the highest level party or alliance member. However, monsters which are killed while called for help on, or monsters which did not fully recover after being Charmed will yield no experience points.
Limit points can be obtained instead of experience points if a player is on Limit Point accumulation mode, or if they are at level 75 and their experience points are already capped. If neither of these conditions exist, the player will receive experience points and any experience points given beyond an experience point cap are lost.
If a player would earn limit points that would cause him to exceed the limit point cap (10 merits accumulated and 9999/10000 limit points), limit points earned beyond the cap are lost instead.
When fighting solo or in a party, the experience point yield from a single monster is:
- min(base * level_modifier * player_share * monster_bonus, per_monster_cap) * chain_bonus * experience_bonus * pet_penalty
Decimals should be truncated after each multiplication step.
- When in level-capped areas, this value will be calculated twice: once using actual player levels (calculation A), and once using player levels under influence of the level cap (calculation B).
- If the player is accumulating experience points, the greater of calculation A and 50% of calculation B is awarded as experience points.
- If the player is accumulating limit points, the greater of the two calculations is awarded as limit points.
base is the base experience value the monster gives, with respect to monster level and party level.
base is calculated using the difference between the monster level (mlvl) and the highest level player or pet to have acted on the monster since it was at 100% health with no debilitating status effects (blvl).
mlvl - blvl | blvl | ||||||||||||
1-5 | 6-10 | 11-20 | 21-30 | 31-35 | 36-40 | 41-45 | 46-50 | 51-55 | 56-60 | 61-65 | 66-70 | 71-75 | |
15 | 800 | ||||||||||||
14 | 720 | ||||||||||||
13 | 630 | ||||||||||||
12 | 580 | ||||||||||||
11 | 580 | 530 | |||||||||||
10 | 530 | 480 | |||||||||||
9 | 600 | 530 | 480 | 440 | |||||||||
8 | 600 | 550 | 530 | 480 | 430 | 400 | |||||||
7 | 550 | 500 | 470 | 430 | 380 | 360 | |||||||
6 | 450 | 400 | 370 | 330 | 320 | ||||||||
5 | 350 | 400 | 340 | 310 | 280 | ||||||||
4 | 200 | 300 | 270 | 250 | 240 | ||||||||
3 | 160 | 200 | |||||||||||
2 | 140 | 150 | 160 | ||||||||||
1 | 120 | 125 | 130 | ||||||||||
0 | 100 | ||||||||||||
-1 | 72 | 86 | 93 | ||||||||||
-2 | 50 | 61 | 72 | 86 | |||||||||
-3 | 40 | 45 | 46 | 50 | 61 | 72 | |||||||
-4 | 30 | 35 | 40 | 41 | 46 | 50 | 56 | 57 | 61 | ||||
-5 | 25 | 30 | 35 | 37 | 41 | 43 | 46 | 47 | 50 | 53 | 57 | ||
-6 | 20 | 25 | 30 | 33 | 37 | 39 | 43 | 47 | 50 | 53 | |||
-7 | 20 | 25 | 29 | 33 | 35 | 39 | 40 | 43 | 44 | 47 | 50 | ||
-8 | 15 | 20 | 24 | 29 | 31 | 35 | 37 | 40 | 41 | 44 | 45 | 47 | |
-9 | 15 | 20 | 24 | 28 | 31 | 33 | 37 | 38 | 41 | 44 | 45 | ||
-10 | 15 | 20 | 24 | 28 | 30 | 33 | 35 | 38 | 39 | 42 | |||
-11 | 15 | 20 | 24 | 27 | 30 | 32 | 35 | 36 | 39 | ||||
-12 | 15 | 20 | 23 | 27 | 29 | 32 | 34 | 36 | |||||
-13 | 15 | 20 | 23 | 26 | 29 | 31 | 34 | ||||||
-14 | 15 | 20 | 23 | 26 | 28 | 31 | |||||||
-15 | 15 | 20 | 23 | 25 | 28 | ||||||||
-16 | 15 | 20 | 23 | 25 | |||||||||
-17 | 15 | 20 | 23 | ||||||||||
-18 | 15 | 20 | |||||||||||
-19 | 15 | ||||||||||||
-20 |
level_modifier is a modifier which adjusts the amount of experience earned based on the level difference between the player and the maximum level participant in the battle. The effect of the modifier is to penalize grossly underlevelled players which join a party.
level_modifier is dependent on the player's level (plvl) and the player or pet level used to calculate base above (blvl).
If blvl > plvl + 7 or blvl > 50, then level_modifier = plvl / blvl. Otherwise, level_modifier = TNL(plvl) / TNL(blvl), where TNL(x) is the experience points needed to obtain the next level at level x. For example, if the highest party member is 20 and the player is 18, level_modifier = 4200 / 4600
player_share is a modifier which adjusts the amount of experience earned based on the number of people in the party or alliance.
When in a single party, player_share depends on the maximum number of people in the party at any time while fighting the monster. The value of the variable is listed below in the normal share column.
- As of the March 2007 update, players in conquest areas use an alternate formula to obtain player share, listed under the signet share column below.
Party size | Normal share | Signet share |
1 | 1.00 | 1.00 |
2 | 0.60 | 0.75 |
3 | 0.45 | 0.55 |
4 | 0.40 | 0.45 |
5 | 0.37 | 0.39 |
6 | 0.35 | 0.35 |
When in an alliance, player_share = 1.80 / alliance_player_count, where alliance_player_count is the maximum number of people in the alliance at any time while fighting the monster.
monster_bonus is a beneficial modifier to reward the party for defeating exceptionally difficult monsters.
monster_bonus is 1.0 except on particular monster types which are listed below.
Name | Zone | monster_bonus |
Cloud Hippogryph | Riverne - Site A01 | 1.15 |
Demonic Rose | The Boyahda Tree | 1.23 |
Greater Manticore | Cape Teriggan | 1.1 |
Hippogryph | Riverne - Site A01 | 1.15 |
Ladon | Kuftal Tunnel | 1.23 |
Nimbus Hippogryph | Riverne - Site B01 | 1.15 |
Om'phuabo | Al'Taieu | 1.1 |
Om'yovra | Al'Taieu | 1.35 |
Polar Hare | Uleguerand Range | 1.1 |
Strato Hippogryph | Riverne - Site B01 | 1.15 |
Tavnazian Ram | Lufaise Meadows | 1.23 |
Ul'phuabo | Al'Taieu | 1.1 |
Ul'yovra | Al'Taieu | 1.35 |
Variable Hare | Uleguerand Range | 1.1 |
per_monster_cap is an upper-limit placed on the base amount of experience that can be gained per-monster.
The cap depends only on the player's level. If base * level_modifier * player_share * monster_bonus exceeds the cap value, the cap value is used for further calculations instead.
Player level | per_monster_cap |
1-50 | 200 |
51-60 | 250 |
61-75 | 300 |
chain_bonus is a modifier which rewards successions of quick kills. It is signified by the notification "Experience chain #XXX!" or "Limit chain #XXX!" in the experience point / limit point message when a monster is defeated. See Experience Chain for more details about experience chains.
Experience chain | chain bonus |
None | 1.0 |
1 | 1.2 |
2 | 1.25 |
3 | 1.3 |
4 | 1.4 |
5+ | 1.5 |
- chain_bonus only applies to monsters whose level is equal to or above the player
- chain_bonus is calculated per-player. Thus, it is entirely possible to have 2 players in the same party on a different chain number
experience_bonus is a beneficial modifier that increases the amount of experience earned.
By default this modifier is 1.0. The following effects can increase the modifier:
- the status effect Dedication
- the presence of Sanction while Al Zahbi is in possession of the Astral Candescence and the party is in an Aht Urhgan location
- the Roll Corsair's Roll.
pet_penalty is a modifier that decreases experience earned when there is a NPC helper aiding the party.
Pet penalty is normally 1.0. When a player has his/her Adventuring Fellow present, the modifier is 0.7 for that player only.
- note: the penalty applies only to the player with Adventuring Fellow. Other members of the party without a Fellow will not experience a penalty
- Pets called with Call Beast do not trigger this penalty.
- After the August 27, 2007 update, charmed Beastmaster pets no longer incur an XP penalty.