More actions
No edit summary |
|||
Line 155: | Line 155: | ||
If '''both Weapon and Armor were Air''', they would earn '''500 Experience''' → '''Air Aspect'''. | If '''both Weapon and Armor were Air''', they would earn '''500 Experience''' → '''Air Aspect'''. | ||
<u>'''Example: Multiple aspects'''</u> | <u>'''Example: Multiple aspects'''</u> | ||
A player earns '''250 Experience''' | A player earns '''250 Experience''' | ||
Revision as of 03:06, 2 March 2025
This page outlines how players gain experience across various progression systems in Outlands.
- All experience-based systems (Weapon Codexes, Poison Kits, Aspects, etc.) 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 using the 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.
Example: Multiple aspects
A player earns 250 Experience
Weapons/Spellbooks
- The player inflicted 3000 Damage while equipped with an Air Aspect Weapon (Tier 14 [Max])
- The player inflicted 2000 Damage while equipped with a Blood Aspect Weapon (Tier 10)
- The player inflicted 1000 Damage while equipped with an Earth Aspect Weapon (Tier 5)
Total Damage from non-maxed aspects:
- (2000 + 1000) = 3000 Total Damage
Experience applied:
- (250 * (2000 / 3000)) = 166.67 Experience → Blood Aspect
- (250 * (1000 / 3000)) = 83.33 Experience → Earth Aspect
Armor
- The player inflicted 2500 Damage while equipped with an Air Aspect Armor (Tier 14 [Max])
- The player inflicted 500 Damage while equipped with an Earth Aspect Armor (Tier 5)
- The player inflicted 3500 Damage while equipped with a Fortune Aspect Armor (Tier 8)
Total Damage from non-maxed aspects:
- (500 + 3500) = 4000 Total Damage
Experience applied:
- (250 * (500 / 4000)) = 31.25 Experience → Earth Aspect
- (250 * (3500 / 4000)) = 218.75 Experience → Fortune Aspect
Combined Aspect Experience Earned
- Air Experience: 0 (already at max Tier)
- Blood Experience: 166.67 Total
- Earth Experience: (83.33 + 31.25) = 114.58 Total
- Fortune Experience: 218.75 Total
Aspect Experience Display
- Aspect experience displays at a 100:1 ratio.
- 250 Aspect Experience = 2.5 Progress in the Aspect Menu.