Qol changes on xp - request for further clarity

Started 11 May 2018
by Hedien
in Ask the Team
Thank you for the xp gain changes, the way it promotes grouping together is nothing short of awesome.
I also would like to compliment you on communication and level of transparency. This really makes Phoenix stand apart from other freeshards.

I have 2 questions :
1. You shared the xp for killing a yellow with 1,2...8 players and the % base xp decrease. Is it possible to extend this with a table to explain what would be the xp a 2,3,4,5,6,7,8 man group would earn killing orange / red / purple? I understand that at certain level there is low, medium and high orange, so maybe an average would be good reference.
2. Also we have noticed the /challenge mode. Explanations given so far are : push the base xp cap above 100% per player in the group. Reinforce mobs and increase loot rate. Would you be able to share a simple explanation table too?

The way I see it, these 2 information would have 2 benefits :
1. Get feedback from the community.
2. Help informed players to convince less informed players to group up strengthening the community.

Thanks in advance!

Hed.
Fri 11 May 2018 5:25 AM by gruenesschaf
In general it's rather safe to say that high orange / low red should cap groups of 4 and high red / low purple should cap groups of 8. When solo you should expect to get cap xp from killing a mob 1 level above you until about level 33 and starting from there it starts to increase and ends with about 4 levels above you at 49.
We did not change the xp value per mob level, that's something that is still the same value as in the normal dol code which hasn't changed since 2006 or something. We also haven't changed the cap experience per level, what we changed is the xp needed per level, we changed it from an arbitrary value to a multiple of the base cap xp.

Anyways here for a color reference: http://capnbry.net/daoc/concolors.html and a couple xp reference points:

Level 10:
Group of 8 needs level 13 mobs for 9x% of cap
Group of 4 needs level 12 to cap and level 11 for 8x%

Level 20:
Group of 8 needs level 25 mobs to cap
Group of 4 needs level 23 to cap and level 22 for 8x - 9x%

Level 30:
Group of 8 needs level 35 mobs to cap
Group of 4 needs level 33 to cap and level 32 for 9x%

Level 40:
Group of 8 needs level 50 mobs to cap, was level 57 without the group xp change
Group of 4 needs level 45 to cap

Level 50:
Group of 8 needs level 62 mobs to cap, was level 67 without the group xp change
Group of 4 needs level 58 to cap


Challenge mode will be officially announced soonish with a more detailed explanation, it has been implemented as an experiment and an internal vote about keeping it or not is currently going on but will wrap up today or tomorrow as its 9:0 in favor and hence a rather safe thing that it'll be in there. Anyways, purpose here is to deal with the better equipment while leveling and mana reg / heal changes. It's an opt in command for group leaders that addresses the issue by a scaling increased damage output (bt penetration, crit chance, base dmg), cc reduction and higher mob speed. In return you get a scaling drop chance increase and scaling xp cap increase, the group xp penalty is also lowered from 8% to 7% per group member. Scaling here means scaled based on group size.
Mon 14 May 2018 2:54 AM by Hedien
Hello team,

Super reactivity you have with the announcement on /challenge!
Reacting on the post : would it be possible for you to share a quantification for below items?

Mob changes when enabled:
Significant damage increase, flat increase + increase per group member
Increased movement speed
Bladeturn penetration chance
Crit chance per group member
Defense penetration

Rewards:
Higher drop chance, based on group size

Much appreciated.

Hed.
Mon 14 May 2018 4:31 AM by gruenesschaf
All those values will still be adjusted, the lack of specifics is intentional.

The intention behind the damage increase (and other damage increasing things) is to have them do really noticeable damage to offset the higher mana regeneration rate, shorter cast time and lower mana cost of heals as well as the, on average, better equipment. The other xp changes mean you cap on slightly lower mobs, which is great for rather bad group setups, but punishes groups with more than 1 healer where another dps would be a better choice, with this mode a 2nd or even 3rd healer is now reasonable.

The movement speed increase should make mobs run faster than sprint speed on average, the intention here is to make challenge mode unusable for groups that would avoid the damage increase.
Mon 14 May 2018 11:39 AM by Hedien
gruenesschaf wrote:
Mon 14 May 2018 4:31 AM
The movement speed increase should make mobs run faster than sprint speed on average, the intention here is to make challenge mode unusable for groups that would avoid the damage increase.

This would prevent the group from pulling aoe and running/dotting e.g. modernagrav @ Shaman.

Hed.
Mon 14 May 2018 4:53 PM by Krishprolls
Hi,

I just tested if I could use /challenge while in combat and the answer is YES. Is there anyway to forbid this possibility? (same as joining a group in combat)

It can be abused :
- pull a mob without /challenge and activate it when the mob is 10% hp
- aedot pull a spot with sham/caby/ment without /challenge and then activate it when mobs are low hp
Mon 14 May 2018 6:45 PM by Seigmoraig
Krishprolls wrote:
Mon 14 May 2018 4:53 PM
Hi,

I just tested if I could use /challenge while in combat and the answer is YES. Is there anyway to forbid this possibility? (same as joining a group in combat)

It can be abused :
- pull a mob without /challenge and activate it when the mob is 10% hp
- aedot pull a spot with sham/caby/ment without /challenge and then activate it when mobs are low hp

Do you get the XP bonus when you do this in combat ? I'm at work right now so I can't test it out
Mon 14 May 2018 6:56 PM by Krishprolls
Seigmoraig wrote:
Mon 14 May 2018 6:45 PM
Do you get the XP bonus when you do this in combat ? I'm at work right now so I can't test it out

Hmm I killed a random blue mob so it wouldn't show anyway, I'll check this next time I log in! Or let me know if you test it before
Mon 14 May 2018 8:31 PM by gruenesschaf
As I wrote in the announcement:
Only works on level 10+ mobs and they have to be at least 1 level higher than the highest player in group
Toggling it via the command does nothing for already engaged mobs.

Maybe there is a misconception? /challenge is a toggle for your group, not any specific mob.
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