Using the exact same methodology from yesterday, I have measured the new experience gain. Refer to this thread for the details http://seq.sourceforge.net/showthrea...&threadid=1870
I am posting this information to address two points in the patch message.
- With that in mind, we've undone the penalties for killing low blue NPCs, and instead added an additional group bonus to those who fight NPCs that are reasonably close to the group's level.
The first part of this is incorrect. For a level 60 player, all blue con mobs less than level 55 now award only 75% of their previous experience value. See table.
Code:mob lvl |Pre Sept 4 patch |Post Sept 6 patch |% of pre Sept 6 exp ------------------------------------------------------------------------------------ 47 198810 149107 75.000 48 207360 155520 75.000 49 216090 162067 75.000 50 225000 168750 75.000 51 234090 175567 75.000 52 243360 182520 75.000 53 252810 189607 75.000 54 262440 196830 75.000 55 272250 398165 146.25 56 282240 440293 156.00
As you can see, mobs 54 and lower are rewarding only %75 of their previous worth. I believe Verant made a mistake when they attempted to fix the previous mistake.
I feel the added bonus on level 55 mobs is outstanding. Clearly this was the intent overall.- We're confident that you're going to find that the additional risk pays off *extremely* well.
Too recap the important points from yesterdays thread.
How the server updates the client about Exp:
1) When a player zones/logs in. The cumlative value of experience the player has earned is transmitted to the client along with all the other player information. This is known as the CharProfile or PlayerProfile Packet. It contains every detail of your stats to your inventory. I captured the above data by zoning in, logging my exp value from this packet, killing and changing zone to get the update value. Simply subtract the 2 and there is your actual exp gained.
2) when the player earns exp, the server sends an update that moves your exp bar. This update does not contain the updated cumlative value but a value between 1 and 330. This value equates to exactly how many ticks are in the exp bar.
So for the math freaks.
1% exp equals 3.3 ticks ( note that since fractional ticks do not exist that the % is rounded ) This rounding can equate to a significant error reported by the % value in the client.
Using showeq to examine the contents of the CharacterProfile packet transmitted to client when the client zones, I was able to get the before and after experience for my character. These numbers listed below are provided by the server and are treated as empirical data.
Please feel free to cross-post but please do include a link back to this message board.
Thank you,
Fee
ShowEQ Developer
[email protected]