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EXP sharing for healers?

Hey everyone

Couldn't find detail on the wiki so not sure if this has been answered. From the wiki:

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Experience gained from killing mobs and bosses when in a group is divided by the number of party members based on damage done. A multiplier is then applied that increases with the number of party members. The multiplier is between 1.3 and 1.4 (approximately). Experience gained is not affected by looting rights.
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From the above wouldn't it penalize healers for something that they cannot do well? Should they be added into the equation?

Thanks in advance!

Comments

  • Some times those questions are getting really weird... Is this your first normal mmo?
    The exp multiplier is there to compensate for the amount of people in the group, lets say for the sake of argument that you get 100 exp per mob, now if you kill it in a group, the group gets 140 exp, divided by the amount of people in the group everyone gets the same amount, lets say you are 7 people, everyone will get 20 exp. Now the damage factor comes in when someone outside of your group gets to dps the mob, so if your group does 50% dmg and the other 50% dmg is "outside" of your group, you will get 70 exp total, and 10 exp per member, independantly of who did the damage in your group.
  • Sorry in advanced if i sounded like an ass...
  • unknownsystemerrorunknownsystemerror Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Don't know why this is in support and faq, but will give it a shot anyways. Healers who are part of a group will get exp just like anyone else. Healers are not meant to be heal bots and many of their abilities have a dps component to them. What this system does is prevent someone with a new character grouping with a level 50 geared character and getting experience for mobs way outside of their "punching power." If there is a way to exploit a system, players will find it. If the level 50 is one shotting mid range mobs and his buddy is getting half the experience for following him around semi-afk and getting huge boosts to the amount of exp/hour it becomes a RMT service with pages of ads on the internet with people selling "Powerlevel to 50, $3 an hour". If you only get exp for the percentage of dps you do on a mob, it removes this.
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  • That makes sense when you mention another group competing for a mob. Thanks!
  • wArchAngelwArchAngel Member
    edited August 2020
    Don't know why this is in support and faq, but will give it a shot anyways. Healers who are part of a group will get exp just like anyone else. Healers are not meant to be heal bots and many of their abilities have a dps component to them. What this system does is prevent someone with a new character grouping with a level 50 geared character and getting experience for mobs way outside of their "punching power." If there is a way to exploit a system, players will find it. If the level 50 is one shotting mid range mobs and his buddy is getting half the experience for following him around semi-afk and getting huge boosts to the amount of exp/hour it becomes a RMT service with pages of ads on the internet with people selling "Powerlevel to 50, $3 an hour". If you only get exp for the percentage of dps you do on a mob, it removes this.

    I dont think this is how it works, because it breaks entirely the purpose of having a group... Imagine a tank pulling from 3 sources on rotation, a good tank will just throw an agro and will never stop to not drop the farm efficiency. And 3 dps classes will aoe down the pull while the tank runs by from spot A to spot B, then repeat from B to C, then back again from C to A.
    What you are saying implies that in a group of 5 - just to mitigate variables - the 3 dps will get 27% each, the healer will get 15% and the tank, while doing almost no dmg(conical provoke and such) will get 4%?
    Are you sure thats how it works?
  • unknownsystemerrorunknownsystemerror Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    wArchAngel wrote: »

    I dont think this is how it works, because it breaks entirely the purpose of having a group... Imagine a tank pulling from 3 sources on rotation, a good tank will just throw an agro and will never stop to not drop the farm efficiency. And 3 dps classes will aoe down the pull while the tank runs by from spot A to spot B, then repeat from B to C, then back again from C to A.
    What you are saying implies that in a group of 5 - just to mitigate variables - the 3 dps will get 27% each, the healer will get 15% and the tank, while doing almost no dmg(conical provoke and such) will get 4%?
    Are you sure thats how it works?

    This is how I understand it to work, but it is a new thing announced and maybe I am misunderstanding the intention behind it. Could be I am wrong, it does happen. Is sure to be clarified and tweaked down the line as people blow holes in it if possible.
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  • FuryBladeborneFuryBladeborne Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited August 2020
    https://www.youtube.com/watch?v=3tWezxjwGE8&feature=youtu.be&t=1h22m23s
    at about 1:22:00

    If your group does 40% of the damage to a mob worth 10k, then your group will split 4k experience. It appears that the damage percentage only matters for total group experience. Once the total group experience is determined (in this example, 4k to the group), then then that group experience appears to be divided evenly among the group.

    Note: The OP post mentioned an experience increase multiplier of 1.3-1.4. This multiplier increases the total experience that the mob is worth and is used to encourage group leveling. Killing mobs solo is worth more experience per mob and this multiplier reduces the potential solo leveling advantage.

    When you consider that multiple people will go through mobs faster and add the experience multiplier, each member of a group may be earning experience faster than a solo character provided that enough mobs are available to kill. This system seems to encourage grouping for leveling which is particularly beneficial to classes such as healers and tanks.
  • LieutenantToastLieutenantToast Member, Alpha One, Alpha Two, Early Alpha Two
    Hi there! It looks like FuryBladeborne's answer just above that links to our most recent live stream might help to better clarify where the "damage done" modifier comes into effect - in this case, when multiple groups are tagging a mob.

    I'm going to go ahead and close this thread out now, but please don't hesitate to reach back out if there's anything further we can assist you with!
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