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Message ID: 22965
Date: Wed Jan 10 22:24:24 GMT 2001
Author: Cook Miller-ETOP03
Subject: How much more group xp should there be?


So, how much do we need the group xp modifier to be raised to make it have
an impact? Some friends at work today were speculating and I couldn't
follow their math so decided to do my own. I know there are some pretty
good math liking folks on this list, so just please use my calculations(and
assumptions) as a starting point, not a knife point(hehe). I have enjoyed
the binding and other posts today. I hope this one has some good responses,
too.

Here I go:

Soloer gets 1 kill and gets 100% xp

Assuming no xp bonus and no class xp differences to make the math easier - 6
person group gets 6 kills and each person gets same xp as soloer gets
killing one. With an enchanter pulling, mezzing and setting up next mob,
you might keep up, but not the norm, but for this argument, assume it is
possible.

Math: 6(100%)/6 = 100%

Now with 2% xp bonus per person(more than one) per kill - 6 person group
gets x kills

Math: 6(100+(5*2)%)/6 = 6(110)/6 = 110% if 6 mobs killed
5(100+(5*2)%)/6 = 6(110)/6 = 91% if 5 mobs killed
4(100+(5*2)%)/6 = 6(110)/6 = 73% if 4 mobs killed

No wonder those that can solo, do solo, to get levels.

Now assume 10% xp bonus per person per kill - 6 person group gets 6 kills

Math: 6(100+(5*10))/6 = 150% if 6 mobs killed
5(100+(5*10))/6 = 125% if 5 mobs killed
4 - 100% if 4 mobs killed

So, if you do have that good group, you can get same xp(or more if really
good group) and have fun with friends, acquaintances or whoever socializing
at the same time. And for those that have to group, it just makes it
better.

We can only hope.

Piemur

PS - I can't help it - I am optimistic. But if they really want to reward
grouping and entice those that solo to group more often, then they need to
make it comparable to soloing.