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Message ID: 16286
Date: Thu Mar 16 19:45:50 GMT 2000
Author: Kevin L. Crawford
Subject: Solo vs Group XP, was RE: Class balance (OT)


hehe after having played for almost 2 years I can pretty honestly state that
killing big mobs slower is far less XP efficient than killing smaller (but
still big) mobs rapidly.

IE: A red is a red is a red. Once you get a red con, in my experience, it
doesn't matter _how_ red it is, you get a certain amt of xp. (it's capped).
So, if you can destroy a bunch of "Barely red" critters rapidly you will
'net' more experience than if you kill "very red" creatures at a slower
rate.

As a matter of fact, Verant's XP system is so wacked out that if you kill
tons of "high blue" creatures _extremely_ rapidly you will net more
experience than killing reds at a slower rate. I did /bug and /feedback on
this during beta many many times but nothing has ever been done.

Bottom line: Solo you will get more xp than with a group unless that group
is VERY efficient at getting lots of kills rapidly. If they can kill reds
quickly then a group will get xp faster than a soloist doing blues quickly.
But if they are killing npc's at a slower rate than the soloist the soloist
will dust them in xp.

a) Solo XP has no dividers
b) Solo XP you can kill low blues and get more xp than with a group doing
reds if you know what you're doing (because of the xp cap on reds).

----- Original Message -----
From: <kim@...>
To: <eqbards@onelist.com>
Sent: Wednesday, March 15, 2000 4:48 PM
Subject: Re: [eqbards] RE: Class balance (OT)


> From: <kim@...>
>
> On Wed, 15 Mar 2000, Kevin L. Crawford wrote:
> >
> > True, he does, but a well balanced group _without_ a necro is far better
> > than a well balanced group _with_ a necro.
>
> You can say the same thing about pretty much most of the
> classes. A "well balanced group" typically means cleric,
> 2 warriors, enchanter, and 2 hard nukers.
>
> > A good group will kill things
> > far faster than a necro can solo thus his "real" damage never gets
started.
> > Necro's are very weak in groups because there's no time for their DoT's
to
> > ramp up in dmg. Typically it takes a full minute or more for a Necro
DOT to
> > realize full potential in dmg. Most fights with a good group last far
less
> > than that (unless you're talking dragons/planes).
>
> Most fights don't last this long because people are (1)
> killing stuff that's too easy for them, or (2) overnuking.
> The /con and exp system is a bit screwy in this game so I
> won't go so far as to say exp is better if you kill at an
> optimal rate, but all other things being equal it is.
> Remember, being grouped *increases* your survival time, so
> (nuking mana permitting) you are free to let fights go on
> *longer* than if you're playing solo. Fighting a mob of
> proper difficulty for the group (i.e. the R ratio I came up
> with being less than but close to 1), the fight duration will
> be near the survival time for the group.
>
> --
> John H. Kim
> kim@...
>
>
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