That would have to be a bug. Keep reporting it. I have never seen gear decay from gaining exploration xp.starkerealm wrote: »It's mobs that can drop, mobs that are within your level range. As for whether or not those mobs actually do drop, that's down to the RNG.starkerealm wrote: »
It cannot be drops. I just got degradation on non-dropping enemies that were at level and awarding combat XP.
It's drops and not xp because L50 mobs in the normal areas drop items but don't give xp to VR ranked players, but still cause gear to decay.
This is why it's a PVE Tax - it's a tax on ability to earn (through drops).
Yeah, I agree that it's mobs within your level range, (the ones that can drop items, give XP (except for once you've hit Vet), and build ultimate). Maybe I misread what you posted earlier, but it sounded like you were saying the dropped items themselves were incurring the deterioration, which didn't, and doesn't, make sense.
No it's as above, mobs within level range that can drop items = gear decay.
This theory has a giant hole in it. It fails to explain why durability damage occurs when gaining exploration XP. It is likely incorrect.
I suspect the issue was mainly the dark anchor and probably some caves with multiple people fighting the monsters. I'm seeing income roughly keep pace with repair costs (though a 50-200% tax depending on monster type for non-quest, non-chest income is crazy to me) as long as you are solo. When multiple people hit monsters, income per monster is trashed, but repair cost per monster isn't affected. Hopefully if they address repairs when grouped things will improve, though I'd love them to revisit repair costs generally.So I did a few quests, did 1 dark anchor, killed whatever mobs were in my way as I explored, killed a couple of quest mini bosses in caves. Did not die at all; nearly all the mobs I killed were at range and roughly the same level, and most were dead before they got within melee range. I had a quite enjoyable hour or so.....
That would have to be a bug. Keep reporting it. I have never seen gear decay from gaining exploration xp.starkerealm wrote: »It's mobs that can drop, mobs that are within your level range. As for whether or not those mobs actually do drop, that's down to the RNG.starkerealm wrote: »
It cannot be drops. I just got degradation on non-dropping enemies that were at level and awarding combat XP.
It's drops and not xp because L50 mobs in the normal areas drop items but don't give xp to VR ranked players, but still cause gear to decay.
This is why it's a PVE Tax - it's a tax on ability to earn (through drops).
Yeah, I agree that it's mobs within your level range, (the ones that can drop items, give XP (except for once you've hit Vet), and build ultimate). Maybe I misread what you posted earlier, but it sounded like you were saying the dropped items themselves were incurring the deterioration, which didn't, and doesn't, make sense.
No it's as above, mobs within level range that can drop items = gear decay.
This theory has a giant hole in it. It fails to explain why durability damage occurs when gaining exploration XP. It is likely incorrect.
Crafting material drop from lower level mobs is an exception to the normal rules.Interesting; and how then would you explain not getting decay when killing mobs which drop leather scraps, but are not within level range?
That would have to be a bug. Keep reporting it. I have never seen gear decay from gaining exploration xp.starkerealm wrote: »It's mobs that can drop, mobs that are within your level range. As for whether or not those mobs actually do drop, that's down to the RNG.starkerealm wrote: »
It cannot be drops. I just got degradation on non-dropping enemies that were at level and awarding combat XP.
It's drops and not xp because L50 mobs in the normal areas drop items but don't give xp to VR ranked players, but still cause gear to decay.
This is why it's a PVE Tax - it's a tax on ability to earn (through drops).
Yeah, I agree that it's mobs within your level range, (the ones that can drop items, give XP (except for once you've hit Vet), and build ultimate). Maybe I misread what you posted earlier, but it sounded like you were saying the dropped items themselves were incurring the deterioration, which didn't, and doesn't, make sense.
No it's as above, mobs within level range that can drop items = gear decay.
This theory has a giant hole in it. It fails to explain why durability damage occurs when gaining exploration XP. It is likely incorrect.
Interesting; and how then would you explain not getting decay when killing mobs which drop leather scraps, but are not within level range?
Mats aren't drops as far as the game is considered.
I think it's more that (with some exceptions) the criteria for gear decay and that for item drops is the same.The claim so far seems to be that "item drops = gear decay", except with mobs that drop mats who are outside of your level range.
I think it's more that (with some exceptions) the criteria for gear decay and that for item drops is the same.The claim so far seems to be that "item drops = gear decay", except with mobs that drop mats who are outside of your level range.
Gear decay (when it happens) causes 1.5% damage to a random gear piece each time you kill anything. (2% then 1%, then 2% etc) Repair costs seem to be around 2.25g per 1% repair, though a little less when very lightly damaged (maybe a lot higher at high damage, but 2.25g per 1% is true around 63% condition).
At what level was this?
- A seemingly random piece of armor takes the decay penalty per mob that you kill.
- The decay per kill seems to be 2,25% to the random piece of armor.
At what level was this?
- A seemingly random piece of armor takes the decay penalty per mob that you kill.
- The decay per kill seems to be 2,25% to the random piece of armor.
For blue/green 29-32 armour fighting level 34 monsters at level 34 I was seeing a loss of 2%, then 1%, then 2%, then 1% etc to a random piece of armour per mob you kill.
That would have to be a bug. Keep reporting it. I have never seen gear decay from gaining exploration xp.starkerealm wrote: »It's mobs that can drop, mobs that are within your level range. As for whether or not those mobs actually do drop, that's down to the RNG.starkerealm wrote: »
It cannot be drops. I just got degradation on non-dropping enemies that were at level and awarding combat XP.
It's drops and not xp because L50 mobs in the normal areas drop items but don't give xp to VR ranked players, but still cause gear to decay.
This is why it's a PVE Tax - it's a tax on ability to earn (through drops).
Yeah, I agree that it's mobs within your level range, (the ones that can drop items, give XP (except for once you've hit Vet), and build ultimate). Maybe I misread what you posted earlier, but it sounded like you were saying the dropped items themselves were incurring the deterioration, which didn't, and doesn't, make sense.
No it's as above, mobs within level range that can drop items = gear decay.
This theory has a giant hole in it. It fails to explain why durability damage occurs when gaining exploration XP. It is likely incorrect.
Interesting; and how then would you explain not getting decay when killing mobs which drop leather scraps, but are not within level range?
At what level was this?
- A seemingly random piece of armor takes the decay penalty per mob that you kill.
- The decay per kill seems to be 2,25% to the random piece of armor.
For blue/green 29-32 armour fighting level 34 monsters at level 34 I was seeing a loss of 2%, then 1%, then 2%, then 1% etc to a random piece of armour per mob you kill.
I was level 35/36, killing level 33 monsters. The decay on the other pieces of armor seemed to be identical to the waist (they either dropped by 2% or 3%, which was in reality 2,25 rounded up to the nearest whole number).
If yours dropped by 1,5% (shown as half 1% and half 2% drops on the individual piece), there must be other factors in play as well. The character level versus the monster level didnt seem to make a difference during my test, as I leveled from 35 to 36 in the middle of it. It could perhaps be fixed values for lower levels, identical levels, higher levels ?
Will try some of it out
starkerealm wrote: »That would have to be a bug. Keep reporting it. I have never seen gear decay from gaining exploration xp.starkerealm wrote: »It's mobs that can drop, mobs that are within your level range. As for whether or not those mobs actually do drop, that's down to the RNG.starkerealm wrote: »
It cannot be drops. I just got degradation on non-dropping enemies that were at level and awarding combat XP.
It's drops and not xp because L50 mobs in the normal areas drop items but don't give xp to VR ranked players, but still cause gear to decay.
This is why it's a PVE Tax - it's a tax on ability to earn (through drops).
Yeah, I agree that it's mobs within your level range, (the ones that can drop items, give XP (except for once you've hit Vet), and build ultimate). Maybe I misread what you posted earlier, but it sounded like you were saying the dropped items themselves were incurring the deterioration, which didn't, and doesn't, make sense.
No it's as above, mobs within level range that can drop items = gear decay.
This theory has a giant hole in it. It fails to explain why durability damage occurs when gaining exploration XP. It is likely incorrect.
Interesting; and how then would you explain not getting decay when killing mobs which drop leather scraps, but are not within level range?
Babylon and I have been talking past each other for days...
When he says "drops", he's not actually talking about items you loot off the enemies, he's talking about... let's call them "active mobs."
Enemies who are close to your level are active, they generate combat experience, roll on a loot table when they die, can build your ultimates, and can cause your gear to deteriorate.
So, when Babylon is talking about it being enemies that drop items, what he's really talking about is active mobs.
Once you get more than five levels over a mob, they stop being active. In a few circumstances they can still drop leather crafting materials, but that's pretty much it (that I've seen). They don't generate ultimate, give XP, or deteriorate your gear.
Now, there's a weird exception, at VR1, non-Vet enemies won't provide any XP, this is probably just a hard cutoff in the system, and not an indication that they're inactive, but it's why Babylon doesn't want to say it's XP related. Even though, it probably is.
If I had to guess, and this is only a guess, there's either some kind of specific XP lockout when you transition from 49 to 50, or there's a specific change to the way XP is awarded after you hit 50. (I don't know, I haven't gotten past 32, yet, because of this bug. But, that's a guess.)
If it's the latter, then it doesn't mean that you aren't still getting combat XP from kills, just that you can't see or interact with that experience, and it's effectivly meaningless. It might also explain why moving from level 50 to veteran 1 content results in a net reduction in repair costs. But, again, I am guessing here.
I'm a she btw. And to me it appears this is simply a tax on items dropping, a horrible goldsink penalty. There is no more complexity to it than that. No amount of dodging/blocking/dancing around the screen and CCing will make this very simple tax less punishing. We are simply getting taxed for gaining items.starkerealm wrote: »That would have to be a bug. Keep reporting it. I have never seen gear decay from gaining exploration xp.starkerealm wrote: »It's mobs that can drop, mobs that are within your level range. As for whether or not those mobs actually do drop, that's down to the RNG.starkerealm wrote: »
It cannot be drops. I just got degradation on non-dropping enemies that were at level and awarding combat XP.
It's drops and not xp because L50 mobs in the normal areas drop items but don't give xp to VR ranked players, but still cause gear to decay.
This is why it's a PVE Tax - it's a tax on ability to earn (through drops).
Yeah, I agree that it's mobs within your level range, (the ones that can drop items, give XP (except for once you've hit Vet), and build ultimate). Maybe I misread what you posted earlier, but it sounded like you were saying the dropped items themselves were incurring the deterioration, which didn't, and doesn't, make sense.
No it's as above, mobs within level range that can drop items = gear decay.
This theory has a giant hole in it. It fails to explain why durability damage occurs when gaining exploration XP. It is likely incorrect.
Interesting; and how then would you explain not getting decay when killing mobs which drop leather scraps, but are not within level range?
Babylon and I have been talking past each other for days...
When he says "drops", he's not actually talking about items you loot off the enemies, he's talking about... let's call them "active mobs."
Enemies who are close to your level are active, they generate combat experience, roll on a loot table when they die, can build your ultimates, and can cause your gear to deteriorate.
So, when Babylon is talking about it being enemies that drop items, what he's really talking about is active mobs.
Once you get more than five levels over a mob, they stop being active. In a few circumstances they can still drop leather crafting materials, but that's pretty much it (that I've seen). They don't generate ultimate, give XP, or deteriorate your gear.
Now, there's a weird exception, at VR1, non-Vet enemies won't provide any XP, this is probably just a hard cutoff in the system, and not an indication that they're inactive, but it's why Babylon doesn't want to say it's XP related. Even though, it probably is.
If I had to guess, and this is only a guess, there's either some kind of specific XP lockout when you transition from 49 to 50, or there's a specific change to the way XP is awarded after you hit 50. (I don't know, I haven't gotten past 32, yet, because of this bug. But, that's a guess.)
If it's the latter, then it doesn't mean that you aren't still getting combat XP from kills, just that you can't see or interact with that experience, and it's effectivly meaningless. It might also explain why moving from level 50 to veteran 1 content results in a net reduction in repair costs. But, again, I am guessing here.
Yeah I get the same, I thought my problems were over when I hit VR and for a day hardly any decay, next day hour of same old same old (no Dying) my gears at Zero in an hour!starkerealm wrote: »Maybe this is a fluke, but my decay rates seem almost reasonable on my Covenant Sorceror this morning. So far, gaming for a couple hours, I'm out ~225 gold for repairs. And I've pulled in a couple hundred over that...
Seems like a hit or miss for me... Seems like some days I can play for a few hours and only have a repair bill of a few hundred as you are saying. Then, at other times, it seems like I get a repair bill of nearly triple that for no apparent reason (no dying, playing the same way I was when I had the small repair bill).
slayer7800 wrote: »Even if you can net gold by repairing your gear, there are still a couple problems. First, I don't want to have to repair my gear every 30-60 minutes. And second, it is far more profitable to never repair your gear and just replace it. So there is a fun/gameplay issue and a balance issue.
I'm a she btw. And to me it appears this is simply a tax on items dropping, a horrible goldsink penalty. There is no more complexity to it than that. No amount of dodging/blocking/dancing around the screen and CCing will make this very simple tax less punishing. We are simply getting taxed for gaining items.