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Thread: Mob kill experience

  1. #1
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    Mob kill experience

    Does anyone have a record of the experience given for each mob-level. As I recall every mob of the same level gave the same experience. I was wondering if there was a list somewhere (baselevel, no racial/class modifiers). Not terribly important, just a nice extra bit of info I wanted for a database project....

  2. #2
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    In short the base exp per mob is MobLvl^2. Of course the actual exp you recive is based on a bunch of other factors like the zone modifier, player class, and further modified by number of people in group and their lvl. If i knew the full equation I would post it.

    fee

  3. #3
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    fee, I seem to remember a lvl 35 mob being 85,000 exp (around there) so 35^2 is not even close.. perhaps you missed something?

    Last edited by crazdefool; 01-11-2002 at 07:17 AM.

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    level^2 * ZEM. Most outdoor zones, ZEM is 75, most dungeons, 80. Then there were all the beefed up dungeons a year or so ago, they have values like 90, 92 (find that memo from Verant, calculate ZEM by taking percentage increase against 80). Then with the class exp penalties removed, they also multiply by that class modifier, 1.0 for warrior/rogue, 1.1 casters (int and wis?), 1.4 hybrids .. I think.

  5. #5
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    casey's all in one experience formula

    lets define a couple values first

    ZEM = zone modifier, 75 is low (standard), goes up to 100

    Class Mod = 1.0 for rog, war, wis caster, 1.1 for int caster, 1.2 for monk, 1.4 for sk/pal/bard/bst/rng (hybrid)

    Group Bonus = 1 = solo, 1.02 = 2 person ... 1.2 = 6 people.

    Group aggregate level == your lvl +5 plus everyone else in your groups level +5 (thats +5 to everyones level)

    the general formula is

    (mob lvl^2) * ZEM * class mod * group bonus * (your lvl +5/group aggregate level)

    if you kill a high light blue, exp is 50% of that, if you kill a low light blue, its 25%.

    If a pet gets 51% damage when you are solo, it takes half exp, if any one pet gets 51% exp in a group, he counts as a group member and takes appropriate experience.

    the numbers above come out of my head, and may need to be tweaked by a factor of 10 one way or the other to actually work, i just forget as those are the numbers i use for reference, but you get the general idea.
    casey AT trifocus DOT net

  6. #6
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    Originally posted by casey
    Group Bonus = 1 = solo, 1.02 = 2 person ... 1.2 = 6 people.
    What are the values for 3, 4, and 5 person groups? I'm not seeing a pattern between 2 and 6.

  7. #7
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    i left them out because VI has given them out (unlike the other numbers) but here they are

    solo - 1.0
    2 people - 1.02
    3 people - 1.06
    4 people - 1.10
    5 people - 1.14
    6 people - 1.20
    casey AT trifocus DOT net

  8. #8
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    I think there may be a hidden funky thing in the exp for races and or classes..

    I have a cleric and a warrior that i play as a team (two computers) all the time. I usually work it so they ding on the same kill each level.. and without fail by the end of the level the cleric has about a blue and a half more exp then the warrior does. Cleric is dark elf and warrior is troll.

    Any explaination for this?

  9. #9
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    Pratchett, Casey covered that about (race mod and class mod)

  10. #10
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    pratchet, DE has a race mod of 100, and troll of 120.

    your DE cleric has a class mod of 1 and the troll war .9ish

    when you get exp, both character will process exp with a class mod of 1 (wars and rog retain an experience "bonus").

    the .1 lower class mod does not completely make up for the 20 higher race mod (these are used to calculate experience needed to level), and so your cleric will level before your troll if they both start from the same place on the exp bar. The disparity in exp will increase as you level.
    casey AT trifocus DOT net

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