Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
EXP sharing for healers?
nopenothanks
Member
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!
Couldn't find detail on the wiki so not sure if this has been answered. From the wiki:
----
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!
0
This discussion has been closed.
Comments
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.
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.
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.
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!