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Grouping and XPFollow

#1 Jan 14 2004 at 12:06 PM Rating: Decent
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I'm a bit confused about groups. Some people have grouped with me even though we are between 3-5 levels apart. Others refuse unless the level difference is no more than 1. They say they won't get enough XP.

Yesterday I grouped with a guy 1 level below me. We killed a green(to me)/lt blue (to him) mob; he got xp and I did not. That makes it sound like lvl differences are OK & no big deal.

So a few questions :
1 - How does XP get divided in a group, particularly re: levels?
2 - If any penalties for lvl differences, are they offset by the group increase (that 20% bonus for grouping)?

This is for EQ Evolutions, ie I don't have LDoN which I understand changes things a lot :).

Edited, Wed Jan 14 12:07:10 2004 by MRRX
#2 Jan 14 2004 at 1:13 PM Rating: Good
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I will only repeat what facts I know, I think about everything else is conjecture, as the developers have not revealed more

(Z is a variable)
This assume you are all same level
solo - Mob is worth Z exp and you get it all
group of 2 - Mob is worth Z * 1.2 = you get 1/2 that (60% solo)
group of 3 - Mob is worth Z * 1.4 = you get 1/3 that (46% solo)
group of 4 - Mob is worth Z * 1.6 = you get 1/4 that (40% solo)
group of 5 - Mob is worth Z * 1.8 = you get 1/5 that (36% solo)
group of 6 - Mob is worth Z * 1.8 = you get 1/5 that (36% solo)

Note NO loss of exp for adding 6th person.

Non-LDON then you can group with someone 1.5 times your current level or 10 levels higher than you (which ever is greater) and still get exp.

Example - a 1 can group with a 10, a 10 can group with a 20, a 12 can group with a 24, a 30 can group with a 45, a 42 can group with a 64 I know a 44 can group with a 65, I am unsure about a 43.

I know none of this answers you question about levels, but as far as I know there has been no official answer to that question so I consider every thing I hear on the subject Romor/guess/urban ledgend.

In my opinion, anyone that wont group with someone more than 1 level apart, after level 10, is a moron.

But that is just me.
#3 Jan 14 2004 at 3:08 PM Rating: Good
sbs, are you 100% sure on the 10 level spred???

i was always under the impression that it was 5 levels until 20th, then it cut into the 1.5 multiplier.

i know a level 10 can not xp with a level 20. the level 10 toon can join the group, but will get zero xp due to the level spread.
#4 Jan 14 2004 at 5:01 PM Rating: Decent
Ok, I don't know all the exact details of how it works out. But from my experience (pun intended) The difference in experience works out fairly well no matter what level spread in your group as long as you are withing the limit for getting any xp at all.

Any way what I make of it is this. (Numbers are not accurate but they get the point across)

Say you are lvl 50 and you are grouped with a lvl 60
It takes you 5000 XP points to gain a level
It takes him 6000 XP points to gain a level
You are given 110 XP for killing mob x
He gets 60 XP from the encounter and
you get 50 XP from it.
In other words you would still both get 1% of your level from the kill.

While you get less xp for the kill it takes less XP for you to level so it evens out.

Again The numbers are just off the top of my head but the system is right to an extent.
#5 Jan 14 2004 at 5:17 PM Rating: Decent
I know that at lvl 40, I was getting XP when grouped with a lvl 60 friend of mine. Unless it has changed recently the rule was that the lowest vlv char would still get XP if the highest lvl char was no more than 1.5 times their level (ie 40 and 60).
#6 Jan 15 2004 at 7:04 AM Rating: Decent
Silly me always thought that if I face a creature on my own I would get most out of it since the risk is higher.

But I understand this thread that instead of fighting mobX 6 times I should fight mobX 36 times in a group of 6 and not only having my risk of being killed reduced by about 85% because I get targeted roughly 1 out of 6 times - no I also get MORE xp!

If that's true than it's nothing more than an intentional penalty for soloing which makes me feel free to exploit the game as a soloer in any possible way i can manage.

Edited, Thu Jan 15 07:40:52 2004 by Leiany
#7 Jan 15 2004 at 3:14 PM Rating: Decent
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Singdal - Sorry but no I am not 100% sure, it has been a long time, but I am 95% sure that was true at least at one time.

Leiany - The problem WAS that there was a penelty to group in a multiplayer game. The classes that could not solo as an option were therefore always penalized. They made this change to get folks to group, and so that there was no penelty at all for adding a 6th person, same epx for each person, just faster/safer kills. This is the same solo exp as before they made these changes. (was changed roughly 9 months ago i believe)
#8 Jan 15 2004 at 4:29 PM Rating: Decent
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86 posts
There's something else to consider here. Normally, when you group for experience, you're going after mobs much higher in level than you would go after otherwise. There's some disagreement, I'm sure, but generally speaking higher level mobs give more experience per kill. So, while you might be getting a smaller slice of the total experience 'pie' for every mob, it's a bigger pie. In my experience as a Druid (Perhaps not the BEST solo class, but certainly one of the top three.) I find that I get a little bit less experience per kill when grouped, but I generally get much more experience overall that way. Even when quad-kiting, I could slam four mobs, but then I'd have to sit down and med back up before I could go after more. In a group, if everyone plays well, pulls are nearly constant. Thus experience comes in smaller pieces, but at a faster rate.

Note that I'm not talking about raids or farming loot or anything like that. I'm talking about something like a mid-40s group in The Overthere pulling red tigers and rhinos as opposed to a mid-40s Druid quadding blues in the same zone.
#9 Jan 15 2004 at 4:49 PM Rating: Good
http://eq.crgaming.com/viewarticle.asp?Article=3140

have that for some of the info you are looking for. i was pointed there when i was looking for other info from SoE.

that link was provided to my by a SoE CS rep.
#10 Jan 16 2004 at 1:51 PM Rating: Good
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421 posts
That link is to the old rules. About mid year 2003 they switched to the new group exp listed above.

Wish I had a link to that patch message

<*edit*>
Live Patch mesasage -
http://eq.crgaming.com/viewarticle.asp?Article=5134

Test Patch mesage
http://eq.crgaming.com/viewarticle.asp?Article=5124

=D slow day at work


Edited, Fri Jan 16 14:03:14 2004 by sbs
#11 Jan 16 2004 at 3:27 PM Rating: Decent
ty sbs
#12 Jan 16 2004 at 5:40 PM Rating: Decent
Hi, i know that the formula posted at the beginning of this thread is what everyone Accepts as the breakdown for how experience is split, but in my experience that is not the case. at lvl 59 3 solo kills will get my char(ranger)about 1 blue bubb of exp, but grouped with another lvl 59(warrior) ten kills only got us 1/2 a blue bubb each. so what really happened here is that sony gave us the exp bonus they claim to give us, but the exp penalties from having less risk for the reward, that have always existed are still in place.
it is still far better to get a solo kill then it is to kill two of the exact same mob with two people in a group. but with the exeptional bonuses for full groups, that is probably the most efficient way to xp.
#13 Jan 16 2004 at 6:47 PM Rating: Decent
prior to the change in the group bonus my nec could out xp when solo vs full group, post the change even having 4 ppl in the group i can not keep up with the solo xp vs group xp.

this is at 55+.

mind you most of the time now when i group my nec its in places like veksar, or pop zones, or ldon, so the xp bonus is nice (yes zone bonus was reduced in pop zones, but still high level mobs = higher xp)

i wont give #s, because it has been so long since i worried about exactly how fast i leveled that i just dont care.

i can tell you this, pre-adjustment i almost hated to group unless i was doing mobs that were red to me. post-adjustment i almost hate to solo my nec.

that says a lot about the differance in group xp, vs solo xp.
#14 Jan 16 2004 at 7:55 PM Rating: Decent
It's a long shot-guess but maybe verant adjusted it that way to make grouping attractive -if not to say necessary- to reduce competion over mobs as the community grew.
#15 Jan 16 2004 at 8:03 PM Rating: Decent
that is what they said they were doing it for. to make grouping more atractive to the soloer.

to me it is about the only way ill play my nec now, but i still prefer to solo my bard when i can find a nice xp place to swarm. hard to find camps now at my level so i have gone to grouping for my bard too.
#16 Jan 16 2004 at 9:50 PM Rating: Good
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I have a couple of thoughts on the grouping (important only to me, lol). Most recently I have hit level 18 with my Druid, and much to my surprise I am not desired in some groups that are two to three levels lower than me. I don't think it has anything to do with my playing, which is fine because I have plenty of people on my friends list at their request, and I am always trying to be better. After awhile though I decided it wasn't worth it to try to explain how the level spread works because these people that are whining about me being too high to group with them, don't really want to hear what you are saying and have thier minds made up.
I guess I need to find a new hunting ground because I'm getting alot of green cons on these groups anyway.
My second thought on this, it seems I see alot of powerlevelers camped in the good spots and you know I realized recently that even if they were just regular players powerleveling an alt, my first thought seems to be lately "are these guys working for Yantis?" and I usually move on.
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#17 Jan 16 2004 at 10:36 PM Rating: Decent
Trivial loot code on some servers is a problem too - if the group kills an important NPC and there's one in the group to whom he conned green there'l be no drop of special or quest items. On Vie people are quite picky at that.
#18 Jan 18 2004 at 1:08 AM Rating: Default
Recalling from memory exp/mob:

constant * 100 * zone constant * lvl * lvl
Zone bonuses generally:
Old world outdoor 0.8
Old world dungeon 1.0
Kunark outdoor 1.0
Kunark dungeon 1.2
Old world planes ?
Velious ?
Luclin ?
LoY ?
PoP ?

Due to some dungeons being mostly empty and lots of people getting clumped together in the same old loot farms some zones had special zone exp bonuses added.

Special zone bonuses:
Hole,
Paw,
RunneyEye,
probably more

Grouping bonuses:
1 100%
2 120%
3 140%
4 160%
5 180%
6 180%

How exp split is done is uncertain at this point we know exp is divided in some accordance with lvl, but the 6th member rule makes this kinda funky.

A qualified guess could be along the lines of:
share = your lvl / (total levels in group - avg level) * mob exp.

Exp needed for level was in old times (before exp penalties were removed):
lvl constant * race constant * class constant * lvl * lvl * lvl

before hell levels were removed lvl constant was:
1-4 0.50
5-24 1.00
25-29 1.05
30-34 1.10
...
Since hell levels were removed these have been smoothed out so exp needed to ding dont jump like it used to.

race constants (might be for melee classes only):
halfling 80
gnome 80
troll 120
ogre 120
iksar 110
barb 105

class constants:
melee 80
caster 100
hybrid 120

A few observations. exp per mob is quadraic while exp needed to ding is cubic thus gaining levels takes more the higher you get. (obviously)(linear increase btw).
This does however mean a lot can be gained by being a lowbie in a high level since exp is shared according to level, not according to exp needed to level (this was changed also along the way, so peeps didnt freeze out exp sponges (Troll SK for example).

Lots of this is based on how things were in the old days, how much of this is still true is uncertain. Outdated as this information may be, it still gives an understanding of where exp system started and thus a good foundation for speculating on how exp works now.

The information herein is stuff as i remember reading it from the guys behind showEQ 3 years ago, i suggest anyone really interested in this should look up original article if it still exists on the net.
#19 Jan 18 2004 at 2:16 AM Rating: Decent
nice bit of info, but the class mods have all been removed.

race mods and zone mods are still in effect.
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