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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 their numerical scaling from 20-200, but are 4 times less effective due to the increased experience per level. This encourages active training and prevents KP being used to significantly skip over endgame content..
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 their numerical scaling from 20-200, but are 4 times less effective due to the increased experience per level. This encourages active training and prevents KP being used to significantly skip over endgame content..


==Easy battle penalty (combat)==
==Experience penalties==
In [[combat]] and activities which involve combat, such as [[detective|Crime Dens]], defeating a monster 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.
The game imposes several experience penalties for overlevelling certain activities, as detailed below.


=== Easy battle penalty ===
=== Active combat penalty ===
Although the game has a display for '''easy battle penalty''' during combat initiation, this indicator is not always accurate. The experience awarded for fighting a monster of a certain level below the player's combat level can be more accurately estimated with the following formula. This is also reflected when looking at 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.
In [[combat]] and activities which involve combat, such as [[detective|Crime Dens]], defeating a monster 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.

Although the game has a display for this during combat initiation, this indicator is not always accurate. The experience awarded for fighting a monster of a certain level below the player's combat level can be more accurately estimated with the following formula. This is also reflected when looking at 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 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 increases the actual penalty to '''99.5%''', despite its formulaic value being much lower.










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.


Currently the smallest observable penalty ingame occurs at a combat level difference of +11, giving a penalty of 1.38% (displayed as 2% in-game), while the greatest observable penalty, currently still subject to more testing, occurs when comparing a level 500 Watchperson with a level 39 Eyeless Zombie, at a level difference of +461, for which the player will obtain '''1xp''' (rounded down from 1.46) out of the monster's 758 base experience, resulting in a '''99.87%''' penalty correct to two decimal places (displayed as 99% in-game).
Currently the smallest observable penalty ingame occurs at a combat level difference of +11, giving a penalty of 1.38% (displayed as 2% in-game), while the greatest observable penalty, currently still subject to more testing, occurs when comparing a level 500 Watchperson with a level 39 Eyeless Zombie, at a level difference of +461, for which the player will obtain '''1xp''' (rounded down from 1.46) out of the monster's 758 base experience, resulting in a '''99.87%''' penalty correct to two decimal places (displayed as 99% in-game).


=== Passive activity penalty ===
=== Passive combat penalty ===
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.
The player will also incur an experience penalty for fighting passive monsters below the highest tier available to them, which is summarised below. Decimal experience values after calculation are rounded down.

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.
{| class="wikitable mw-collapsible align-centre-2"
{| class="wikitable mw-collapsible align-centre-2"
|+ class="nowrap" |Passive activity penalty
|+ class="nowrap" |Passive monster penalty
!Tier
!Tier
!XP Penalty
!XP Penalty
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|87.5%
|87.5%
|}
|}
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.


==Update history==
==Update history==
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