So now there's a basis for being whined at for 'helping' others in a game that was promoted as one where you didn't have to 'tap' a mob .. if someone else hits the mob your XP is nerfed, and if you're the helper you nerfed their's.Litleheieb17_ESO wrote: »Thank you for testing.KalecStromhir wrote: »
You now have multippel testresults that shows similar XP regardless of number of hits.
On a sidenote, the last test shows us that a shared kill gives 66.66% XP, compared to killing it alone.
Is it possible that hitting the same exact mob after respawn has to do it (an anti-grinding feature)?
Have you tried different tactics each on a completely new mob, without re-using them?
Could be there is some sort of riping system in place, where a mob just respawned will give very little xp, but then more and more up to a max after a certain time.
I know that system was in place on a mud I played many years ago, to prevent players from making macros in zmud to farm
Good point....just tested it on different level 25 ogres. Same results as the first
Is it possible that hitting the same exact mob after respawn has to do it (an anti-grinding feature)?
Have you tried different tactics each on a completely new mob, without re-using them?
Could be there is some sort of riping system in place, where a mob just respawned will give very little xp, but then more and more up to a max after a certain time.
I know that system was in place on a mud I played many years ago, to prevent players from making macros in zmud to farm
Good point....just tested it on different level 25 ogres. Same results as the first
Are you actually looking at the original xp bar and how much you have before and after. All these addons are wrong, i have the same thing happen where it shows i get 3 xp, but really i'm getting the full amount.
Is it possible that hitting the same exact mob after respawn has to do it (an anti-grinding feature)?
Have you tried different tactics each on a completely new mob, without re-using them?
Could be there is some sort of riping system in place, where a mob just respawned will give very little xp, but then more and more up to a max after a certain time.
I know that system was in place on a mud I played many years ago, to prevent players from making macros in zmud to farm
Good point....just tested it on different level 25 ogres. Same results as the first
Are you actually looking at the original xp bar and how much you have before and after. All these addons are wrong, i have the same thing happen where it shows i get 3 xp, but really i'm getting the full amount.
Yes... all my tests I have checked the actual xp bar each time to make sure the addon is consistent and working properly
I think you will find that helping another player yields better results than killing it by yourself. I find that consistently, IF somebody wants to test that please, just so we can rule that one out.
@smosti Could you please test this on an opponent you cannot kill 1 hit.
Id like to see the results of using a sneak crit then engaging in combat, and one of equal without the sneak crit.
I think you will find that helping another player yields better results than killing it by yourself. I find that consistently, IF somebody wants to test that please, just so we can rule that one out.
Litleheieb17_ESO wrote: »I think you will find that helping another player yields better results than killing it by yourself. I find that consistently, IF somebody wants to test that please, just so we can rule that one out.
That scenario has been testet (in this thread), and result is that you get 66.67% of XP from a shared kill, regardless if you start the fight or join in.
Litleheieb17_ESO wrote: »Suggestion; lets leave the shared kill scenario out of this, it complicates it too much
We have a hard enough time getting consistently test results from repetetive, single kill on same/similar mob.
Can someone test the dimishing return theory.
If you kill the same respawned mob, you loose XP. vs. killing two similar mob (same type/level, but not the same.. Yeah you get it )
The kills should be in the same way. ie. only light attacks

neocomab16_ESO wrote: »Okay. I kind of skipped through this thread and only looked at the numbers and the combat situation. Right now I cannot make any sense of it. There seems to be a finesse mechanic that kind of determines your xp. Here's what I dont get: I imagine this mechanic as follows.
Monxter X has 1000 hp and gives 100 XP. You combat the monster, you do stuff. Your finesse rating increases because you're all fancy fighting. You earn a bonus of 25% and thus gain 125 XP.
This would make sense, right? However, it doesnt make sense that a mob while being 1 shot only gives 3 xp.
It also doesnt make sense why finesse should punish heavy crit combat styles in such a harsh way if that was the case at all.
It kind of makes sense that you share xp with someone else, because, lets face it, you didnt break a sweat.
I dont get, however, the ratio of sharing xp. This can be tested when grinding and funny thing is that I sometimes didnt share xp at all, while grinding, when someone helped me out. It was kind of a group play without grouping thing.
Anyway, I am not surprised by this. Not at all. I mean, look at the state of the game, look closely and tell me which of the basics of a typical MMO in this game are either broken or at least heavily bugged. If you somewhat manage to stay objective on this you may not be surprised about the fact that XP gain either is completely off and weird or simply bugged as hell.
Want a real kicker, throw heal assist into the mix. You still get credit for a kill of the person you healed but is it a set percentage, based on how much you heal the person, what if they have full health and you just cast a regen.I haven't tested anything, but happened to think about this while I was reading the long bit at the beginning.
Want a real kicker, throw heal assist into the mix. You still get credit for a kill of the person you healed but is it a set percentage, based on how much you heal the person, what if they have full health and you just cast a regen.I haven't tested anything, but happened to think about this while I was reading the long bit at the beginning.
I actually don't see a huge problem with this.
It's nice to know they have implemented a system that caters for healers. Without this.. no one would dedicate their build to healing.
However, one problem i see, as stated by you... what if they're full health?
Hmmm, I guess you could have a destruction staff as your quick swap to deal some dmg for xp while you wait for your allies to take some hits lol
