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[[Category:PvM Mechanics]][[Category:Aspect]][[Category:Bosses]]__TOC__ | [[Category:PvM Mechanics]][[Category:Aspect]][[Category:Bosses]]__TOC__ | ||
== '''Experience System Overview''' == | |||
This page outlines how players gain experience across various progression systems in Outlands. | |||
* '''All experience-based systems (Weapon Codexes, Poison Kits, Aspects, etc.) now gain experience simultaneously without competition.''' | |||
* | * '''Group Experience Multiplier makes experience gains easier when working in groups.''' | ||
* | * '''Support builds (Healing/Barding) benefit significantly from Party Share Experience.''' | ||
* | * '''Experience is distributed based on a structured sequence detailed below.''' | ||
* '''Aspect Experience gained from Doubloon earnings (by sinking NPC ships) is reduced by 50%.''' | |||
== '''Step 1: Creature Death and Gold Value''' == | |||
* When a creature is '''killed''', its '''Creature Gold Value''' is determined based on its '''Difficulty Value''' (visible in the '''Animal Lore''' menu). | |||
* '''Creature Gold Value''' represents the base amount of '''gold''' expected on the creature's corpse before additional modifiers (e.g., Weekly Bonuses, Guild Favors, Fortune Aspect, etc.). | |||
==Step 2: Determine Group Experience Multiplier== | == '''Step 2: Determine Group Experience Multiplier''' == | ||
* Each creature | * Each creature starts with a '''1.0x Group Experience Multiplier'''. | ||
* The | * The multiplier increases if '''2 or more players''' deal at least '''5% of the creature’s total health in damage'''. | ||
* The formula for the multiplier is: | |||
<code>(1 + ((Valid Players - 1) * .25))</code> | |||
<u>'''Example'''</u> | <u>'''Example'''</u> | ||
Player A inflicts 1% damage | * Player A inflicts 1% damage | ||
Player B inflicts 20% damage | * Player B inflicts 20% damage | ||
Player C inflicts 30% damage | * Player C inflicts 30% damage | ||
Player D inflicts 49% damage | * Player D inflicts 49% damage | ||
Since 3 players inflicted at least 5% damage, | Since 3 players inflicted at least 5% damage, the Group Experience Multiplier is: | ||
<code>(1 + ((3 - 1) * .25)) = 1.5x</code> | |||
== '''Step 3: Determine Player Damage Percentages''' == | |||
Each player is assigned a '''Player Damage Percent''' based on: | |||
<code>(Damage Dealt by Player and their Followers / Creature Total Hit Points)</code> | |||
<u>'''Example'''</u> | |||
A player who dealt '''2000 damage''' to a creature with '''5000 hit points''' has a: | |||
<code>(2000 / 5000) = 40% Player Damage Percent</code> | |||
=== '''Party Share Experience''' === | |||
* If in a '''party with Share Experience toggled''', damage is '''combined and evenly divided''' among members '''within 50 tiles'''. | |||
* All Share Experience players receive the '''same Player Damage Percent'''. | |||
<u>'''Example'''</u> | <u>'''Example'''</u> | ||
A | A party fights a '''5000 HP''' creature: | ||
* Player A (Share Exp ON) – '''0 Damage''' (within 50 tiles) | |||
* Player B (Share Exp ON) – '''1000 Damage''' | |||
* Player C (Share Exp ON) – '''2000 Damage''' | |||
* Player D (Share Exp OFF) – '''1000 Damage''' | |||
* Player E (Not in Party) – '''1000 Damage''' | |||
Since A, B, and C share experience, their '''combined damage is 3000'''. | |||
Each receives: | |||
<code>(3000 / 3) = 1000 Damage</code> → '''20% Player Damage Percent'''. | |||
== '''Step 4: Determine Experience for Players''' == | |||
Each player receives experience based on: | |||
<code>(Creature Gold Value * Group Experience Multiplier * Player Damage Percent)</code> | |||
Player | |||
<u>'''Example'''</u> | |||
A creature has: | |||
* '''1000 Creature Gold Value''' | |||
* '''1.25x Group Experience Multiplier''' | |||
* '''20% Player Damage Percent''' | |||
Experience earned: | |||
<code>(1000 * 1.25 * .20) = 250 Experience</code> | |||
== '''Step 5: Apply Experience to Systems''' == | |||
=== '''Experience Systems''' === | |||
Players earn experience for the following: | |||
* '''Aspect Gear''' | |||
* '''Weapon / Parry Codex''' | |||
* '''Summoner’s Tome''' | |||
* '''Wizardry Grimoire''' | |||
* '''Bard Codex''' | |||
* '''Poison Kit''' | |||
* '''Taming Bestiary''' | |||
* '''Mastery Chains''' | |||
'''Note:''' | |||
Some systems (e.g., '''Thieves Codex''') earn experience differently (e.g., '''Stealing'''), and are exempt from this sequence. | |||
=== '''Applying Experience to Systems''' === | |||
Experience applies to '''all relevant systems''' a player qualifies for, even if they didn’t deal damage. | |||
<u>'''Example'''</u> | |||
A player earns '''250 Experience''' and has: | |||
* '''Fencing Codex, Poison Kit, Bard Codex''' | |||
* '''Mastery Chain, Aspect Weapon, Aspect Armor''' | |||
* '''Skills:''' Fencing, Parrying, Tactics, Poisoning, Musicianship, Discordance, Healing | |||
The player gains: | |||
* '''250 Experience''' → Fencing Codex | |||
* '''250 Experience''' → Parry Codex | |||
* '''250 Experience''' → Bard Codex | |||
* '''250 Experience''' → Poison Kit | |||
* '''250 Experience''' → Mastery Chain | |||
* '''250 Experience''' → Weapon Aspect | |||
* '''250 Experience''' → Armor Aspect | |||
=== '''Special Handling for Certain Experience Systems''' === | |||
==== '''Weapon/Parry Codexes''' ==== | |||
* If multiple weapon skills are eligible, '''experience is split equally''' between them. | |||
* | * '''Parry Codex always gets full experience.''' | ||
* | |||
''' | <u>'''Example'''</u> | ||
A player earns '''250 Experience''' and has: | |||
* '''Macing (Max Rank)''' | |||
* '''Fencing (Rank 6)''' | |||
* '''Archery (Rank 4)''' | |||
* '''Parry (Rank 5)''' | |||
Experience applied: | |||
* '''250 Experience''' → Fencing Codex | |||
* '''250 Experience''' → Archery Codex | |||
* '''250 Experience''' → Parry Codex | |||
==== '''Summoner’s Tome''' ==== | |||
* Experience is '''divided among Summoned Followers''' based on their '''Control Slots'''. | |||
* Formula: | |||
<code>(Experience * (Total Control Slots of Creature / 5))</code> | |||
<u>'''Example'''</u> | <u>'''Example'''</u> | ||
A player earns 250 Experience | A player earns '''250 Experience''' and has: | ||
* '''Fire Elemental (2 Slots)''' | |||
* '''Earth Elemental (2 Slots)''' | |||
* '''Summoned Grizzly Bear (1 Slot)''' | |||
* | |||
* | |||
* | |||
Experience applied: | |||
* | * '''100 Experience''' → Fire Elemental Upgrade | ||
* | * '''100 Experience''' → Earth Elemental Upgrade | ||
* | * '''50 Experience''' → Summon Creature Upgrade | ||
=== | ==== '''Aspect Experience''' ==== | ||
* Experience applies '''separately to Weapon/Spellbook Aspect and Armor Aspect'''. | |||
If a | * If a player '''damaged the creature''', experience is '''split''' based on '''damage done while wearing each aspect'''. | ||
* If a player '''did no damage''' but has '''Share Experience toggled''', experience applies '''to their current equipped aspects'''. | |||
<u>'''Example: No Damage (Party Share Experience)'''</u> | |||
A player earns '''250 Experience''' via '''Share Experience''': | |||
* '''Equipped Weapon Aspect: Air''' → '''250 Experience''' | |||
* '''Equipped Armor Aspect: Void''' → '''250 Experience''' | |||
If '''both Weapon and Armor were Air''', they would earn '''500 Experience''' → '''Air Aspect'''. | |||
==== '''Aspect Experience Display''' ==== | |||
* | * Aspect '''experience displays at a 100:1 ratio'''. | ||
* '''250 Aspect Experience''' = '''2.5 Progress in the Aspect Menu'''. | |||
* | |||
This version ensures **all bolding is properly formatted with `'''`**, **secondary list tiers use `**`**, and **everything is clearly structured**. 🚀 Let me know if you need any modifications! | |||
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Revision as of 02:55, 2 March 2025
Experience System Overview
This page outlines how players gain experience across various progression systems in Outlands.
- All experience-based systems (Weapon Codexes, Poison Kits, Aspects, etc.) now gain experience simultaneously without competition.
- Group Experience Multiplier makes experience gains easier when working in groups.
- Support builds (Healing/Barding) benefit significantly from Party Share Experience.
- Experience is distributed based on a structured sequence detailed below.
- Aspect Experience gained from Doubloon earnings (by sinking NPC ships) is reduced by 50%.
Step 1: Creature Death and Gold Value
- When a creature is killed, its Creature Gold Value is determined based on its Difficulty Value (visible in the Animal Lore menu).
- Creature Gold Value represents the base amount of gold expected on the creature's corpse before additional modifiers (e.g., Weekly Bonuses, Guild Favors, Fortune Aspect, etc.).
Step 2: Determine Group Experience Multiplier
- Each creature starts with a 1.0x Group Experience Multiplier.
- The multiplier increases if 2 or more players deal at least 5% of the creature’s total health in damage.
- The formula for the multiplier is:
(1 + ((Valid Players - 1) * .25))
Example
- Player A inflicts 1% damage
- Player B inflicts 20% damage
- Player C inflicts 30% damage
- Player D inflicts 49% damage
Since 3 players inflicted at least 5% damage, the Group Experience Multiplier is:
(1 + ((3 - 1) * .25)) = 1.5x
Step 3: Determine Player Damage Percentages
Each player is assigned a Player Damage Percent based on:
(Damage Dealt by Player and their Followers / Creature Total Hit Points)
Example
A player who dealt 2000 damage to a creature with 5000 hit points has a:
(2000 / 5000) = 40% Player Damage Percent
- If in a party with Share Experience toggled, damage is combined and evenly divided among members within 50 tiles.
- All Share Experience players receive the same Player Damage Percent.
Example A party fights a 5000 HP creature:
- Player A (Share Exp ON) – 0 Damage (within 50 tiles)
- Player B (Share Exp ON) – 1000 Damage
- Player C (Share Exp ON) – 2000 Damage
- Player D (Share Exp OFF) – 1000 Damage
- Player E (Not in Party) – 1000 Damage
Since A, B, and C share experience, their combined damage is 3000.
Each receives:
(3000 / 3) = 1000 Damage
→ 20% Player Damage Percent.
Step 4: Determine Experience for Players
Each player receives experience based on:
(Creature Gold Value * Group Experience Multiplier * Player Damage Percent)
Example A creature has:
- 1000 Creature Gold Value
- 1.25x Group Experience Multiplier
- 20% Player Damage Percent
Experience earned:
(1000 * 1.25 * .20) = 250 Experience
Step 5: Apply Experience to Systems
Experience Systems
Players earn experience for the following:
- Aspect Gear
- Weapon / Parry Codex
- Summoner’s Tome
- Wizardry Grimoire
- Bard Codex
- Poison Kit
- Taming Bestiary
- Mastery Chains
Note: Some systems (e.g., Thieves Codex) earn experience differently (e.g., Stealing), and are exempt from this sequence.
Applying Experience to Systems
Experience applies to all relevant systems a player qualifies for, even if they didn’t deal damage.
Example A player earns 250 Experience and has:
- Fencing Codex, Poison Kit, Bard Codex
- Mastery Chain, Aspect Weapon, Aspect Armor
- Skills: Fencing, Parrying, Tactics, Poisoning, Musicianship, Discordance, Healing
The player gains:
- 250 Experience → Fencing Codex
- 250 Experience → Parry Codex
- 250 Experience → Bard Codex
- 250 Experience → Poison Kit
- 250 Experience → Mastery Chain
- 250 Experience → Weapon Aspect
- 250 Experience → Armor Aspect
Special Handling for Certain Experience Systems
Weapon/Parry Codexes
- If multiple weapon skills are eligible, experience is split equally between them.
- Parry Codex always gets full experience.
Example A player earns 250 Experience and has:
- Macing (Max Rank)
- Fencing (Rank 6)
- Archery (Rank 4)
- Parry (Rank 5)
Experience applied:
- 250 Experience → Fencing Codex
- 250 Experience → Archery Codex
- 250 Experience → Parry Codex
Summoner’s Tome
- Experience is divided among Summoned Followers based on their Control Slots.
- Formula:
(Experience * (Total Control Slots of Creature / 5))
Example A player earns 250 Experience and has:
- Fire Elemental (2 Slots)
- Earth Elemental (2 Slots)
- Summoned Grizzly Bear (1 Slot)
Experience applied:
- 100 Experience → Fire Elemental Upgrade
- 100 Experience → Earth Elemental Upgrade
- 50 Experience → Summon Creature Upgrade
Aspect Experience
- Experience applies separately to Weapon/Spellbook Aspect and Armor Aspect.
- If a player damaged the creature, experience is split based on damage done while wearing each aspect.
- If a player did no damage but has Share Experience toggled, experience applies to their current equipped aspects.
Example: No Damage (Party Share Experience) A player earns 250 Experience via Share Experience:
- Equipped Weapon Aspect: Air → 250 Experience
- Equipped Armor Aspect: Void → 250 Experience
If both Weapon and Armor were Air, they would earn 500 Experience → Air Aspect.
Aspect Experience Display
- Aspect experience displays at a 100:1 ratio.
- 250 Aspect Experience = 2.5 Progress in the Aspect Menu.
This version ensures **all bolding is properly formatted with ``**, **secondary list tiers use `**`**, and **everything is clearly structured**. 🚀 Let me know if you need any modifications!