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Message ID: 735
Date: Sat May 15 12:18:25 BST 1999
Author: J.M. Capozzi
Subject: Re: starting stats LONG RESPONSE


Here's the skinny on experience penalties, a paste from EQV.

I'm not going to post the exact penalty numbers, but I will say that a
troll, with the highest penalty, is only 15%


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Re: The myth behind gaining exp in a group

Posted by Kelton on May 06, 1999 at 21:33:17:

(1cust6.tnt1.lakeland.fl.da.uu.net - 208.254.88.6)

In Reply to: Re: The myth behind gaining exp in a group posted by
Furystrike on May 05, 1999 at 12:26:53:

Ok, here's a few myth breakers.

First off, druids don't have any experience penalty indoors or out.

That's a total myth.

Druids do have some spells that don't work indoors, which limits their
abilities somewhat there. And since dungeons confer a mild 5% experience
bonus per kill, a druid that kills the same level mobs outdoors will advance
slower than one that kills them indoors, by a bit.

A few weeks back, and throughout all of beta, the dungeon bonus was 25
percent, but this was lowered. I imagine that's where the druid 75 percent
rumor got started. And keep in mind that a good many dungeons, or adventure
zones as Verant classifies them, are flagged as outdoor anyway, such as
Crushbone, Blackburrow, Mistmoore, Unrest, Cazic-Thule, Highpass (both
zones), and Kedge Keep.

Next thing is the 'virtual' experience point system. Each class and
race combo has a set number of experience points it needs to advance to the
next level. Human warriors do have the lowest numerical requirement, while a
Troll shadowknight has the highest. Compared to a human warrior, a troll sk
requires roughly 30 percent more experience each level.

Now, using round numbers, a 10th level human warrior and a 10th troll
SK group.

Since the troll SK needed 30% more experience to get to tenth, the
game treats him as if he was 30% higher in level, in figuring the experience
split.

In virtual levels, the SK is 13th level, and as such, he gets a bigger
share per kill. This is offset of course, by the fact that the warrior needs
less experience to level, so the warrior still advances a bit faster.

Now, if the troll SK was 13th in actual levels, and the warrior still
10th, the warrior would get far far less experience per kill, since there's
now nearly a 7 level spread in virtual experience. This is intentional, and
a good thing. Why? Because a 10th level warrior teamed with a 13th level SK
has a far easier time making the kills, there's less risk for the warrior,
so there's less reward.

Do these virtual levels actually equate to the difference in
capability of each class? Not at first, but as the hybrid and casting
classes gain levels and spells, they become more and more potent, and at
around 30th level, they are indeed that much more effective than their pure
melee counterparts, in many situations.

This doesn't mean a 30th warrior is a wimp compared to a 30th
shadowknight, or wizard. But a warrior required so much less experience to
obtain that level. It's a matter of getting what you paid for.

The reason they went to this system was because in beta, they didn't
consider virtual levels. It was all based on your numerical levels. It
didn't take long for hybrid classes to fall so far behind their non-hybrid
groupmates that catching up was next to impossible.

It was further aggravated by the fact that each level one of their
friends gained on them meant that much LESS experience for them, making the
gap grow even wider. Before long, the hybrids either had to clock enourmous
amounts of non-grouped time to keep up, or drop out of the group completly.
This was a bad thing. It happened on a smaller scale with monks, casters,
and healers, but took a lot more levels to become a problem.

In an attempt to preserve group integrity, they went to the virtual
level system, which while still having problems, is a lot better than the
old way.

Now, some folks reading this are going to think that hybrids are
experience leeches. That may be true, but they also bring a lot of power to
the group, on a purely numerical basis, and given the same amount of group
time, should level not much faster or slower than the rest of the group.

Then there's the friendship factor. If you play a warrior and your
friends play a ranger and paladin, are you going to stop grouping with them
because they get more experience per kill? You shouldn't, since in the long
run, it's a wash, level wise.

And this game would be pretty damned dull if there were only pure
melee and pure casting classes.

Here's a listing of classes in experience order, lowest to highest

1. Warrior

2. Rogue (very small gap between rogue and warrior, and some
class/race combos are lower than warrior class combos, half elf rogue takes
less exp to level than a barbarian warrior, for example)

3. Monk (modest gap between monk and rogue)

Wizard/Mage/Enchanter/Necromancer (very small gap between them and a
monk)

Cleric/Shaman/Druid (small gap over the magi)

Ranger/Bard/Paladin/Shadowknight (large gap over the healers)

Here's the race list, again in lowest to highest:

1. Human/Erudite (no special abilities)

2. Half elf (infravision)

2. High Elf (infravision)

3. Gnome (infravision, tinkering)

4 Dwarf (infravision, sense heading)

4 Wood elf (hide, forage, infravision)

4. Dark elf (hide, sneak, ultravision)

4. Barbarian (slam, high combat stats)

5. Halfling (hide, sneak, infravision, higher total stat points)

6. Ogre (infravision, slam, higher stat point total)

7. Troll (infravision, regeneration, slam)


Where did I get this information? I asked, and was informed by the
development team, throughout all of beta. It's pretty acurate.


Kelton,
aka Kendrick




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----- Original Message -----
From: Scott Pickle <scottp@...>
To: <eqbards@onelist.com>
Sent: Friday, May 14, 1999 3:28 PM
Subject: Re: [eqbards] starting stats


>From: Scott Pickle <scottp@...>
>
>You're kidding, right?
>
>Do other races have even worse hits? (Ogres, Trolls, Erudites)
>
>-----Original Message-----
>From: Alex Candelaria [mailto:candel@...]
>Sent: Friday, May 14, 1999 12:16 PM
>To: eqbards@onelist.com
>Subject: Re: [eqbards] starting stats
>
>
>From: "Alex Candelaria" <candel@...>
>
>You forgot to mention that humans don't get the 20% xp hit that non-human
>races have.
>
>-Alex
>aka: Goatnatos, Lvl 16 Bard, Povar Server
>
>----- Original Message -----
>From: jay schultze <sartori69@...>
>To: <eqbards@onelist.com>
>Sent: Friday, May 14, 1999 12:03 PM
>Subject: Re: [eqbards] starting stats
>
>
>> From: "jay schultze" <sartori69@...>
>>
>>
>>
>> >From: El Gato Frito <fire3@...>
>> >Reply-To: eqbards@onelist.com
>> >To: eqbards@onelist.com
>> >Subject: [eqbards] starting stats
>> >Date: Fri, 14 May 1999 11:33:53 -0700 (PDT)
>> >
>> >From: El Gato Frito <fire3@...>
>> >
>> >what does everyone think is the best places to put the
>> >extra attribute points into? also, what is the best race
>> >for a bard?
>> >thanks
>> >Rasmussen, monk of the 6th chamber
>> >soon to be a bard as well ;)
>>
>> Well, I don't think there is any one best race.
>> Personally - I wouldn't go with human simply because they can't see in
the
>> dark, but some people don't mind that (and I'm glad, it gives our class a
>> little more variety). I think they have the best base strength?
>>
>> My favorite is Half-elf just because I'm partial to them. They have
decent
>> stats, and can see in the dark. They are a little more robust than
>> Wood-elves.
>>
>> But then again, wood-elves are cool because they are more agile/dextrous,
>> AND they get the cool wood elf abilities (hide/forage).
>>
>> Sartori of Kelethin
>>
>>
>> _______________________________________________________________
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>
>
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