KalecStromhir wrote: »I play an Orc NB. To get what I see you create a new chat box. Got options and select what combat info you want to see.
Well, I am waiting for more test results...however, there has to be a multiplier in there somewhere in the calculations.
Scenario: there is this on level par char battling an NPC for half an hour and along comes the three level higher Char, sneezing once and the NPC is history. Question: Should both really get the same exp? I do not think so.
And neither should these (oh so helpful) comrades that jump in at the last moment and get in the very last hit. Should they get full exp for one hit?
What you are experiencing is the Finesse system.
I agree that something should be altered in regards to quickly downing an opponent.
I mean the idea of the Finesse system is to be rewarded for your efficiency and skill in combat.
If I am to go up to my opponent and spam my DPS attack until they blow up and die, I will receive poor loot, and less experience.
If I take my time on that opponent, block their attacks, use all of my skills etc, I receive nicer loot and more experience.
During BETA I encountered the problem with my character being a 2H user focused on heavy hits. So I could drop an opponent in a couple of shots, but I was not benefited by doing this. However I experimented and slowly killed a tank opponent, making sure to do everything correctly. And the outcome was significantly better for me.
Now I will say, I love the finesse system, its great. It needs to be touched up though.
Unfortunately allowing 1 shot kills to provide the greatest outcome each time does not allow for equal play, and there are a number of negatives that come from this.
It does however need to be treated for what it is, an efficient kill.
I think the best solution is to complicate it even more.
Consider more circumstances.
- Enemy stats
- Player stats
- Player equipment
- Player and enemy direction of facing (Who is facing who, who has their back turned.)
- Priority of tactic (Should I block the power attack when I can kill the opponent before they finish it)
- Maximum DPS potential vs time taken to kill opponent.
- Maximum defensive potential vs successful defences.
- Number of abilities used.
- Skill priority (Is using all 5 abilities the best option if the best possible outcome is using the same 2 abilities several times in a row)
The list could go on but the Finesse system dictates I should have ended this post at least 2 paragraphs ago.
Well at least I am getting more exp than others for using the 2 handed skill line, lol.So I've only just noticed this since using the addon which shows xp gains etc.
I play a NB and am currently in a dungeon. I use a lot of sneak/shadow and high crit hits.
I kill an enemy from behind in two shots and get 3xp.
I then wait for him to spawn and kill him front on and get 130xp.
I tested this multiple times.
So seems us NB's who play a heavy shadow/crit build are getting reemed by this.
Or is there some logical reason as to why they'd want to grant us shadow NB's only 3xp for a well planned kill?
EDIT:DakotaCoty wrote: »I believe there are a number of calculated variables in this:
The amount of HP
The type of monster
For example when I kill rats or dungeon monsters, I rarely get over 5-10 exp. Whereas a humanoid or skeleton my level will grant 130... Other than that, I haven't noticed experience being rewarded on how fast you kill it.
Well my test proves otherwise lol. Like i said...same enemy, same level. I crit killed him 2shots and got 3xp. Waited for the respawn. Engaged in combat...took maybe 7 shots and got 130xp. Wait for respawn. Crit killed...got 3xp.
EDIT:
ROFL! I can't believe it takes into consideration how many hits you do! What a stupid [SNIP] calculator!. I just had someone in guild send me a level 4 bow.. killed the same ogre in about 24 shots and got 205xp....
Wow...
So In theory...my build is going to take twice as long to level up my character then a [SNIP] melee smashing tank.



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?
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