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Experience Gain: Difference between revisions

From Fiend's Outlands Wiki
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'''Armor'''
'''Armor'''
* The player inflicted '''2500 Damage''' while equipped with an '''Air Aspect Armor (Tier 14 [Max])'''
* The player inflicted '''2500 Damage''' while equipped with an '''Air Aspect Armor (Tier 15 [Max])'''
* The player inflicted '''500 Damage''' while equipped with an '''Earth Aspect Armor (Tier 5)'''
* 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)'''
* The player inflicted '''3500 Damage''' while equipped with a '''Fortune Aspect Armor (Tier 8)'''

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

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.

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 Damage20% 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: Air250 Experience
  • Equipped Armor Aspect: Void250 Experience

If both Weapon and Armor were Air, they would earn 500 ExperienceAir Aspect.

Example: Multiple aspects

A player earns 250 Experience

Weapons/Spellbooks

  • The player inflicted 3000 Damage while equipped with an Air Aspect Weapon (Tier 15 [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 ExperienceBlood Aspect
  • (250 * (1000 / 3000)) = 83.33 ExperienceEarth Aspect

Armor

  • The player inflicted 2500 Damage while equipped with an Air Aspect Armor (Tier 15 [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 ExperienceEarth Aspect
  • (250 * (3500 / 4000)) = 218.75 ExperienceFortune 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.