Experience: Difference between revisions

288 bytes added ,  6 December 2024
m
→‎Impact of knowledge conversion into experience: rewritten some parts so hopefully it reads more professional / neutral & added more data points to easy battle penalty section
m (→‎Impact of knowledge conversion into experience: rewritten some parts so hopefully it reads more professional / neutral & added more data points to easy battle penalty section)
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Since the experience gain per action grows at a similar rate than experience needed (the percentage increase), but with no breakpoints, one can assume that the amount of actions required to level up from, let's say, 21 to 22, is the same than the one required from 198 to 199.
 
Levels 0-20 are certainly made easier for the sake of allowing players to explore new professions quickly, and can be seen as the introduction to a skill and its game loop.
 
Levels 21-200 lookare likeintended theto intendedbe regular levels, requiring some dedication from the player, and setting them up for the final xp wall. Most of the game's content for a particular skill is unlocked prior to level 200.
 
Finally, levels 201+ requireencourages anthe absurdplayer amount ofto experienceidentify and arespecialise likelyin herea toselect makefew sureskills playersthat endthey upwould specializinglike into somethingpursue ifachievements theyin, wantsuch to pursueas leaderboards and the ultimate cape, or for their own enjoyment.
 
===Impact of knowledge conversion into experience===
LevelsBetween levels 20-200: converting one knowledge point into experience grants 25% of a level.
 
LevelsHowever, between levels 201-500:, each itKP grants 6,25% of a level. This is logical:Given sincethat levels 200+ take four times more actions, havingthis knowledgemeans grantingthat 25%the ofexperience aeach levelKP wouldgives meanretains postthe scaling from 20-200. levelingThis wouldencourages relyactive mostlytraining onand knowledgeprevents conversion,KP whichbeing wouldused feelto weirdsignificantly forskip sureover endgame content..
 
==Easy battle penalty (combat)==
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The maximum experience penalty applied to active combat in this way is '''99%'''.
 
"Displayed penalty" refers to the value displayed in-game, and is currently accurate up to +227228. "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.
 
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.
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| +28
|23%
|22.085%
|
|-
| +29
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|
|-
| +227 ~ 228(?)
|96%
|
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|
|-
| + ? ~ +299(?)
|98%
|
1,526

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