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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.


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 the scaling from 20-200. This encourages active training and prevents KP being used to significantly skip over endgame content..


==Easy battle penalty (combat)==
==Experience penalties==
{{Construction}}
The game imposes several experience penalties for overlevelling certain activities, as detailed below.


In active [[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.
===Easy battle penalty===
In [[combat]] and activities which utilise combat experience, 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.
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.


The maximum experience penalty applied to active combat in this way is '''99%'''.
<math>Current XP = BaseXP \times 0.5^{\frac{C - M - 10}{50}}</math> rounded down to the nearest integer.


"Displayed penalty" refers to the value displayed in-game, and is currently accurate up to +233. "Actual penalty" refers to an estimate of a more precise penalty value calculated using actual numbers, to as many decimal places as possible. Keep in mind that as monsters have differing base experience, some mathematical variance may occur. The greater the base experience of the mob used to calculate actual penalty, the more accurate the actual penalty will be.
where <math>C-M-10 \geq 0</math>


The actual penalty will by default be calculated using the base experience of a [[Shiny Spiky Ball]] (level 200; 24,732 base experience) between Watchperson level 211 (+11) and 500 (+300) as a baseline, and updated to a monster with a higher base experience where applicable.
if <math>C-M-10 < 0</math>, then <math>Current XP = Base XP</math>

{| class="wikitable"
There is also an experience penalty applied when fighting passive monsters of a certain level below the player's combat profession, although the exact value and breakpoints, if any, require verification.
|+
{| class="wikitable mw-collapsible"
|Currrent XP
|+ class="nowrap" |
|XP obtained for killing the monster at your current level
!Level
difference
!Displayed
Penalty
!Actual
Penalty
|-
|-
|Base XP
| +11
|2%
|Base XP awarded by the monster without penalty
|1.379%
|-
|-
| +12
|C
|3%
|The combat profession level of the player, depending on the episode they are currently physically located in. For example, if a player looks at a monster card of a monster from Mines of Mantuban while physically standing in Crenopoplis, this would be their '''Watchperson''' level, NOT their Minefighter level.
|2.737%
|-
|-
| +13
|M
|5%
|The combat level of the target monster
|4.076%
|}

From this we can deduce that the XP penalty itself is given by the following

<math>Penalty% = 100 \times (1 - 0.5^{\frac{C - M - 10}{50}})</math>

where <math>C-M-10 \geq 0</math>

if <math>C-M-10 < 0</math>, then <math>Penalty% = 0</math>

The minimum penalty occurs at a level difference of 11, and incurs a penalty of '''1.378%''', displayed as 2% in-game. The maximum penalty, applied when a level 500 player fights a level 0 monster, is '''99.888%''', displayed as 99% in-game. At this penalty, the level 0 monster awards 0.23 experience out of its original 205. Despite its monster information card displaying 0xp due to rounding, the correct amount is always awarded and tracked per kill.

===Passive activity 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 exclusive to combat, and is not explicitly displayed anywhere in-game.

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="nowrap" |Passive activity penalty
!Tier
!XP Penalty
|-
|-
| +14
|Highest available
|0%
|6%
|5.398%
|-
|-
| +15
|Second highest
|52.5%
|7%
|6.700%
|-
|-
| +16
|Third highest
|8%
|7.982%
|-
| +17
|10%
|9.251%
|-
| +18
|11%
|10.501%
|-
| +19
|12%
|11.730%
|-
| +20
|13%
|12.947%
|-
| +21
|15%
|14.144%
|-
| +22
|16%
|15.328%
|-
| +23
|17%
|16.493%
|-
| +24
|18%
|17.641%
|-
| +25
|19%
|18.777%
|-
| +26
|20%
|19.893%
|-
| +27
|21%
|20.997%
|-
| +28
|23%
|22.085%
|-
| +29
|24%
|23.160%
|-
| +30
|25%
|24.216%
|-
| +31
|26%
|25.259%
|-
| +32
|27%
|26.290%
|-
| +33
|28%
|27.305%
|-
| +34
|29%
|
|-
| +35
|30%
|
|-
| +36
|31%
|
|-
| +37
|32%
|
|-
| +38
|33%
|
|-
| +39
|34%
|
|-
| +40 ~ 41
|35%
|
|-
| +42
|36%
|
|-
| +43
|37%
|
|-
| +44
|38%
|
|-
| +45
|39%
|
|-
| +46
|40%
|
|-
| +47 ~ 48
|41%
|
|-
| +49
|42%
|
|-
| +50
|43%
|
|-
| +51
|44%
|
|-
| +52 ~ 53
|45%
|
|-
| +54
|46%
|
|-
| +55
|47%
|
|-
| +56 ~ 57
|48%
|
|-
| +58
|49%
|
|-
| +59 ~ 60
|50%
|
|-
| +61
|51%
|
|-
| +62
|52%
|
|-
| +63 ~ 64
|53%
|
|-
| +65 ~ 66
|54%
|
|-
| +67
|55%
|
|-
| +68 ~ 69
|56%
|
|-
| +70
|57%
|
|-
| +71 ~ 72
|58%
|
|-
| +73 ~ 74
|59%
|
|-
| +75 ~ 76
|60%
|
|-
| +77
|61%
|
|-
| +78 ~ 79
|62%
|
|-
| +80 ~ 81
|63%
|
|-
| +82 ~ 83
|64%
|
|-
| +84 ~ 85
|65%
|
|-
| +86 ~ 87
|66%
|
|-
| +88 ~ 89
|67%
|
|-
| +90 ~ 92
|68%
|
|-
| +93
|69%
|
|-
| +94 ~ 96
|70%
|
|-
| +97 ~ 99
|71%
|
|-
| +100 ~ 101
|72%
|
|-
| +102 ~ 104
|73%
|
|-
| +105 ~ 107
|74%
|
|-
| +108 ~ 110
|75%
|75%
|
|-
|-
| +111 ~ 112
|Fourth highest and below
|87.5%
|76%
|
|-
| +113 ~ 116
|77%
|
|-
| +117 ~ 119
|78%
|
|-
| +120 ~ 122
|79%
|
|-
| +123 ~ 126
|80%
|
|-
| +127 ~ 129
|81%
|
|-
| +130 ~ 133
|82%
|
|-
| +134 ~ 137
|83%
|
|-
| +138 ~ 142
|84%
|
|-
| +143 ~ 146
|85%
|
|-
| +147 - 151
|86%
|
|-
| +152 ~ 157
|87%
|
|-
| +158 ~ 162
|88%
|
|-
| +163 ~ 169
|89%
|
|-
| +170 ~ 176
|90%
|
|-
| +177 ~ 183
|91%
|
|-
| +184 ~ 192
|92%
|
|-
| +193 ~ 202
|93%
|
|-
| +203 ~ 212
|94%
|
|-
| +213 ~ 226
|95%
|
|-
| +227 ~ 233(?)
|96%
|
|-
| +256(?) ~ ?
|97%
|
|-
| + ? ~ 299(?)
|98%
|
|-
| +300(?) ~ +500
|99%
|
|}
|}

Offline experience is only awarded 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.
{{Top}}


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