[Next Message in Time] | [Previous Message in Time] | [Next Message in Topic] | [Previous Message in Topic]

Message ID: 22967
Date: Wed Jan 10 23:03:56 GMT 2001
Author: Kimes, Dean W.
Subject: RE: [eqbards] How much more group xp should there be?


Interesting ideas, have to think more on it ;-)

One issue.

If 1 30th level warrior can solo 1 30th level mob and then need to heal up 4
bubbles of health, how many level 30 mobs can 2 warriors grouped kill and
need to only regain 4 bubbles of health each thereafter? The answer would
seem on the surface to be 2, but in fact assuming they were excellent
taunters with nearly equal damage output it would actually be 4. Each mob
would die 2 times as fast and the 2 warriors have 2 times as many hp to work
with. 2*2=4. Now while they cannot kill 4 mobs in the time it took for 1
warrior to kill 1 mob, once you factor in the downtime for healing (Which
effectively doubles in this case) they can kill 4 mobs for every 1 the solo
warrior can kill.

Kitasi

PS You don't know how many times I've tried to convince my group to let
the damage they take even out amongst the tanks since that makes my healing
exponentially more effective.

-----Original Message-----
From: Cook Miller-ETOP03 [mailto:etop03@...]
Sent: Wednesday, January 10, 2001 3:24 PM
To: 'eqbards@egroups.com'
Subject: [eqbards] 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.

Please send submissions for the eqbards newsletter to lol@...
with the subject submissions.