Editing Experience
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Between levels 20-200: converting one knowledge point into experience grants 25% of a level. |
Between levels 20-200: converting one knowledge point into experience grants 25% of a level. |
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However, between levels 201-500, each KP grants 6,25% of a level. Given that levels 200+ take four times more actions, this means that the experience each KP gives retains |
However, between levels 201-500, each KP grants 6,25% of a level. Given that levels 200+ take four times more actions, this means that the experience each KP gives retains the scaling from 20-200. This encourages active training and prevents KP being used to significantly skip over endgame content.. |
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==Experience penalties== |
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{{Construction}} |
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The game imposes several experience penalties for overlevelling certain activities, as detailed below. |
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⚫ | In [[combat]] and activities which involve combat, such as [[detective|Crime Dens]], defeating a mob that is '''11 or more''' levels below the player's combat level will incur an experience penalty, known as the '''easy battle penalty,''' on the experience earned from completing the activity. This penalty increases with increasing level difference. |
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⚫ | In [[combat]] and activities which involve combat, such as [[detective|Crime Dens]], defeating a |
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This penalty is taken into account for experience values displayed on monster information cards, and is calculated using the player's '''current''' combat profession compared to the monster's combat level, even if the card of the monster being viewed is from another episode. |
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The exp penalty incurred for fighting lower tiered passive monsters is displayed below. |
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=== Active combat penalty === |
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The experience awarded for fighting a mob of a certain level below the player's combat level can be estimated with the following formula. This is reflected when looking at monster information cards. |
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|C |
|C |
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|The combat profession level of the player, depending on the episode they are currently physically located in |
|The combat profession level of the player, depending on the episode they are currently physically located in |
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|M |
|M |
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From this we can deduce that the XP penalty itself is given by the following |
From this we can deduce that the XP penalty itself is given by the following - |
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<math>Penalty% = 100 \times (1 - 0.5^{\frac{C - M - 10}{50}})</math> |
<math>Penalty% = 100% \times (1 - 0.5^{\frac{C - M - 10}{50}})</math> |
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where <math>C-M-10 \geq 0</math> |
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The theoretical maximum penalty, applied when a level 500 player fights a level 0 monster, according to this formula, is '''99.89%'''. However, due to the low base experience (205) of a level 0 monster, this value (0.23) is rounded up to 1xp, which is the minimum xp a player can earn after defeating a monster. This decreases the actual penalty to '''99.5%''', despite the actual penalty being theoretically much higher. |
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⚫ | Currently the |
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The player will incur an experience penalty for doing passive activities below the highest tier available to them, which is summarised below. Decimal experience values after calculation are rounded down. This penalty is not combat-specific, and is not explicitly displayed anywhere in-game. |
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This experience penalty is applied immediately upon reaching the level of the next passive activity, based on the moment the player receives the experience drop that causes the level up. As such this penalty is applied even before the player unlocks their newest passive ability. |
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Offline experience is only calculated upon the player relogging back into the game. Therefore, assuming the player does not log in too early, it is possible to log off before a passive tier breakpoint for 24 hours to obtain the maximum amount of non-penalty experience, using it to level beyond the breakpoint. However, deliberately doing this over active training is not advised, as active training will always yield faster experience rates. |
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==Update history== |
==Update history== |