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AP and XP gains in PvP - Exact Numbers?

Sallington
Sallington
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I've been trying to find some kind of chart, list or explanation for a while now.

How much AP/XP do you get for specific actions? Each wall repair? Each kill? Etc.

I understand that XP for kills is split depending on how many people are involved in the kill. Does AP act the same way. I haven't found anything besides "You gain XP and AP by participating in PvP."
Daggerfall Covenant
Sallington - Templar - Stormproof - Prefect II
Cobham - Sorcerer - Stormproof - First Sergeant II
Shallington - NightBlade - Lieutenant |
Balmorah - Templar - Sergeant ||
  • KBKB
    KBKB
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    Well wall repairs are based off the % for the wall, off the top of my head 32 AP below 25% then 24AP to 55% think its around 16 AP there after to 100%

    Gates are 62 AP below 25%

    Best i can do without checking sorry.
    Edited by KBKB on August 15, 2014 6:43PM
  • murmur
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    If my memory serves right, AP value of kill depends on difference of pvp ranks of killer and killed. Low ranked killing high ranked is worth a lot, but high ranked killing low ranked is not worth much.
  • dbishop
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    Ticks for kills seems to be based on a shared %.
    Wall repairs seem to give me about 30 AP.
    Door repairs about 55 AP.
    Attacking and defending ticks can be huge if the Zerg decides to move on and leave you to grab the tick by yourself. Last night FTC showed a 8k tick on one keep.
  • Junipus
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    AP also seems to be 'transferable' as it were. If you kill someone who's recently killed a lot of people then you get more AP/XP than someone who's fresh off their last death.

    Also, it seems to be a rough ration of 10:1 XP:AP if you're still leveling, although this does change.
    The Legendary Nothing
  • Roechacca
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    At 300 a repair kit it's hardly worth it
  • kijima
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    When your making a lot of AP, buying a stack of repair kits isn't a big deal.

    Might seem a little steep early on, but later it's not a big deal.
    Been here since Feb 2014 - You'd think I'd be half reasonable at this game by now...
  • Keron
    Keron
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    roechacca wrote: »
    At 300 a repair kit it's hardly worth it
    Hmhm. Two things to take into consideration: The AP you have does not further your AvA rank. The AP you earn does. So if you are not AP starved, repairing will net you rank advance. And secondly, you can also buy them for gold. So especially for people who have a lot of gold surplus (e.g. do mostly PvE or trade alot), it is a valid way to generate AP.

    On Topic and @Sallington:
    I remember that the basic number of AP gained for a kill is somewhere around 800. This then gets modified by rank difference (killer > killed = less AP and vice versa), kill frequency (if victim has been killed recently, you get less), kill count (if you have killed that player recently you get much less) and I think that vengeance/revenge kills also add AP.

    The AP then gets distributed between all groups involved, and then between all members of each group in range. This distribution is depending on the amount of damage and/or healing performed by individual players, groups, etc..

    It's a completely hopeless endeavor to try and estimate the AP for any kind of non-1v1-kill.

    As to the AP for repairing, the unmodified number for wall repair is 25 and for door is 50. This then gets modified by the keep bonuses (e.g. the "1 enemy keep" bonus nets you an additional 2% (or 5%, not sure right now) AP, this modifier gets added on top of repair awards too) and EDIT: Just checked, keep bonus is only for kills as per tooltip. Seeing that I get more bonus AP sometimes, there is either a bug (gets applied nonetheless), a typo in the tooltip or some other bonus that I can't put my finger on. all "healing modifiers". Healing modifiers means that if you have for example, the alliance war support passive "combat medic" your repairs also get increased (e.g. with 1 point spent in combat medic, instead of 2500 you do 2750 with one repair and without any other healing modifiers). That means that the AP reward gets increased in the same relation. You repair 10% more, you get 10% more AP.

    Defense ticks are also very difficult to estimate (read: impossible). The size of the defense tick is basically depending on the kill AP that is generated by all defenders during the defense and then distributed equally on all players that are in range during the award tick. I'm pretty sure that there is a base reward for defending (one guy shoots down a wall but runs away as soon as defenders show up -> no kill AP generated but theres still a defense tick), but I have no clue as to it's size.

    So, while it would be a very interesting read, I think you will have huge problems in having any kind of accuracy with your list.
    Edited by Keron on November 21, 2014 5:23PM
  • Roechacca
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    Keron wrote: »
    roechacca wrote: »
    At 300 a repair kit it's hardly worth it
    Hmhm. Two things to take into consideration: The AP you have does not further your AvA rank. The AP you earn does. So if you are not AP starved, repairing will net you rank advance. And secondly, you can also buy them for gold. So especially for people who have a lot of gold surplus (e.g. do mostly PvE or trade alot), it is a valid way to generate AP.

    On Topic:
    I remember that the basic number of AP gained for a kill is somewhere around 800. This then gets modified by rank difference (killer > killed = less AP and vice versa), kill frequency (if victim has been killed recently, you get less), kill count (if you have killed that player recently you get much less) and I think that vengeance/revenge kills also add AP.

    The AP then gets distributed between all groups involved, and then between all members of each group in range. This distribution is depending on the amount of damage and/or healing performed by individual players, groups, etc..

    It's a completely hopeless endeavor to try and estimate the AP for any kind of non-1v1-kill.

    As to the AP for repairing, the unmodified number for wall repair is 25 and for door is 50. This then gets modified by the keep bonuses (e.g. the "1 enemy keep" bonus nets you an additional 2% (or 5%, not sure right now) AP, this modifier gets added on top of repair awards too) and EDIT: Just checked, keep bonus is only for kills as per tooltip. Seeing that I get more bonus AP sometimes, there is either a bug (gets applied nonetheless), a typo in the tooltip or some other bonus that I can't put my finger on. all "healing modifiers". Healing modifiers means that if you have for example, the alliance war support passive "combat medic" your repairs also get increased (e.g. with 1 point spent in combat medic, instead of 2500 you do 2750 with one repair and without any other healing modifiers). That means that the AP reward gets increased in the same relation. You repair 10% more, you get 10% more AP.

    Defense ticks are also very difficult to estimate (read: impossible). The size of the defense tick is basically depending on the kill AP that is generated by all defenders during the defense and then distributed equally on all players that are in range during the award tick. I'm pretty sure that there is a base reward for defending (one guy shoots down a wall but runs away as soon as defenders show up -> no kill AP generated but theres still a defense tick), but I have no clue as to it's size.

    So, while it would be a very interesting read, I think you will have huge problems in having any kind of accuracy with your list.

    What list ? Did I post a list ?
  • Keron
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    roechacca wrote: »
    What list ? Did I post a list ?
    That part below "On Topic" is in reply to OPs post. Should have made that clearer, apologies.
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