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Dofus Wiki

Up to date as of January 31, 2010

From Dofus

There are three kinds of experience that a player can gain: class, profession, and guild. Class and profession experience help to advance the player’s character and profession level, while guild experience helps to advance the level of the player’s guild. Class experience is gained by defeating monsters, completing quests, and using certain scrolls. Profession experience is gained by practicing your profession and using certain scrolls. Guild experience is only gained by donating experience points from members defeating monsters

Contents

Class Experience

Defeating monsters is the primary method of gaining class experience and advancing your character to higher levels. Each monster has a maximum amount of experience that can be gained by defeating it; this maximum is also called the monster's base experience. However, the only way to gain the maximum experience is to defeat the monster in a balanced fight. A fight is considered balanced under the following conditions:

  • Total monster level is not lower than 5 below total player level and not higher than 10 above.
  • For groups of monsters, the level of at least one monster multiplied by 2.5 needs to be higher than the total player level.

(Note: "Balanced" in this context refers only to character levels. Don't automatically assume that entering a fight where the character levels are balanced means that you have a "balanced" chance of being victorious.)


What follows is a more detailed explanation of how base experience is modified by the levels of the combatants.

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1 player vs 1 monster

The simplest situation. The monster, like all monsters, has an experience value. LM is the level of the monster, LP is the level of the player.

  • If LM > LP + 10, modify by math
  • If LP > LM + 5, modify by math
  • If LP > LM * 2.5, modify by math

1 player vs X monsters

A bit more complicated. Since the total monster level is no longer the same as the highest monster level, have to separate the concepts. LTM is the total monster level, while LHM is the highest monster level.

  • If LTM > LP + 10, modify by math
  • If LP > LTM + 5, modify by math
  • If LP > LHM * 2.5, modify by math

X players vs X monsters

Total group experience seems to be calculated as above, using total group level in place of character level. After total group experience is calculated an additional modifier is applied for each member of the party as below, before wisdom and guild modifiers are applied.

LG = total group level

LP / LG

Thus, each member of the group receives a percentage of the group's total experience equal to the percentage of the total group level that is made up by their level.

Experience Awarded From Monsters

When a monster is defeated, its base experience is modified as above. The amount of experience is then further modified by the character's wisdom and guild tax (if any):

  • Character XP = base XP * (1 - guild tax) * (1 + Wisdom / 100)
  • Guild XP: see Guild Experience

The actual XP also depends on the number of stars displayed for the group, and any Fighting Challenges completed.

Experience Awarded From Scrolls

A character can also gain experience by using experience scrolls. These scrolls are global drops; you might also be able to buy them at a scroll sellroom. A character's wisdom will increase the amount of experience gained from a scroll. (Tip: Get the highest wisdom possible before using the scroll. Equip all your +Wisdom equipment and use any boost food which you may have).

Experience at different levels

For the same level mob, a level 117 will gain 1% more experience than a level 116, while wearing the same amount of wisdom. However, for any given level, being one level higher means that would need a certain percent (the exact amount does not increase in a regular manner) more exp than you previously did to level up; by level 198, you require a painful 7% more experience to level up than you did did at level 197. Hence, it is important to obtain optimum wisdom bonuses on your gear towards the epic levels. The difficulty of levelling increases dramatically from level 182 onwards.

Profession Experience

See the Profession page.

Guild Experience

See the Guild page.

See also

External links

  • Experience calc
  • Specific Experience Calculator

This article uses material from the "Experience" article on the Dofus Wiki wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Fallout

Up to date as of February 01, 2010
(Redirected to Experience points article)

From The Vault

Experience points (short XP) are a measurement for how your character is progressing. The player character can earn experience points for killing creatures and solving quests. They are used to determine when a character should gain a new level. Different amounts of experience points are awarded for killing more dangerous creatures. For example, in Fallout 3, killing a deathclaw will get you 50 experience points while killing a radroach will give you 1 experience point. Experience points can also be gained for disarming mines and traps, picking locks, hacking computers, passing speech challenges and occasionally doing sections of a quest.

Fallout 3 difficulty modifier

Changing the difficulty level will also change experience gained from killing enemies. On Very Hard you will receive 150% of the regular experience for a kill, while a kill on Very Easy will only yield 50%. For example, a Deathclaw is worth 25 XP on Very Easy, 50XP on Normal and 75XP on Very Hard.

While this means that you can gain up to three times as much experience from fights on Very Hard compared to Very Easy, this is somewhat compensated by the enemies being much tougher. In the end, it depends on the player´s skills and play style which difficulty setting allows for faster leveling. Some people play on very easy until their enemy is about to die and then change the difficulty to very hard and finish them off to get the XP amount from being on the very hard difficulty.

However, the amount of XP earned for dispatching a single enemy is capped at 98; this can happen frequently on the Very Hard difficulty after killing powerful enemies such as Enclave Soldiers and Feral Ghoul Reavers.

Similarly, on Very Easy and Easy, weak enemies like the Radroach and Bloatfly are worth no XP at all.

See also

  • Levels (for detailed lists of how many experience points are needed for a given level)

This article uses material from the "Experience points" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Final Fantasy

Up to date as of February 01, 2010
(Redirected to Experience Points article)

From Final Fantasy Wiki

Experience Points, usually abbreviated as EXP, are a recurring feature in the Final Fantasy series. Like in almost all RPGs, characters are further enhanced by gaining Experience Points. However the method of gaining experience points can vary. Generally, experience is gained at the end of each battle.

Contents

Appearances

Final Fantasy

Experience points make their first appearance in this game. By killing monsters, all members of the party will gain an equal amount of EXP, whether they made an action or not. Petrified and unconscious party members will not gain EXP.

Final Fantasy II

Final Fantasy II does not use the traditional experience and leveling system, instead having different rates for skill, HP, MP etc.

Final Fantasy III

Exp is gained the same way as in Final Fantasy.

This game also features AP which is gained the same way, but instead of leveling up the character it levels up the character's Job

Final Fantasy IV

Exp is gained the same way as in most other games, by winning a battle while not being KO'd or Petrified.

In the DS version, equipping the Augment Level Lust, the Exp gained is doubled for that character as long as the Augment is equipped.

Final Fantasy V

Exp is gained by winning a battle while not being KO'd, Ejected or Petrified.

AP is gained the same way, but instead of leveling up the characters, it levels up their Job.

Final Fantasy VI

At the end of a battle, all available characters in the party are awarded AP and EXP.

AP, Instead of leveling up a character's Job, helps characters learn abilities from their Equipped Espers.

AP is not awarded until the events at Vector.

Equipping the Relic Experience Egg (known as the Growth Egg in the GBA release) will double experience gained.

Final Fantasy VII

Experience points are gained by winning a battle. All surviving characters will receive an equal amount of EXP. At the end of battles, a bar is shown, that fills up every time EXP is gained. Once the bar is completely filled, the character gains a level.

Final Fantasy VIII

Experience reappears in Final Fantasy VIII, however, in this installment, the character who lands the killing blow gains the most experience from that particular enemy. Boss Battles do not give EXP.

Final Fantasy IX

Experience is gained in a similar way to Final Fantasy III, the only difference being that AP is used to learn new abilities from equipped equipment.

Final Fantasy X

Main article: Sphere Grid

Final Fantasy X does not use regular Exp, rather only Ability Points(AP), which is used to gain Sphere Levels.

Sphere levels is equal to the amount of steps the character can take on the Sphere Grid, similar to classic Board Games. When steps are taken, Sphere Levels equal to the amount of steps taken is reduced from the character's current Exp.

Final Fantasy XI

Experience points are earned after an individual enemy is defeated, but is modified by its relative level, size of party, chains, and other factors, and will not be earned if a player is K.O.'d. EXP is earned and tallied separately for each job; further, limit points can be obtained in place of EXP at level 75 (automatically switched at maximum EXP) to gain merit points.

Special battles (e.g. battlefields, Dynamis, etc.) do not award experience points. However, some events such as Campaign will award EXP at its conclusion based on player's performance.

Final Fantasy XII

Experience and License points are gained whenever an enemy is defeated. EXP and LP is received by all characters in the current party not in KO, Stone or X-Zone status.

Exp gained can be doubled by equipping an Embroidered Tippet, and LP can be doubled by equipping a Golden Amulet.

Final Fantasy Tactics

EXP is gained by a character by using attacks, abilities or spells. It can be gained by doing anything to either friend, foe, or on itself. More EXP is gained when using abilities on higher level units. The ability EXP Boost increases the amount of EXP gained from any action. Another ability, Accrue EXP, allows the unit to gain EXP just by moving to another square.

Final Fantasy Tactics Advance

EXP is gained whenever a unit uses an ability. AP is gained after a battle is won and varies based on several factors.

Final Fantasy Tactics A2

EXP and AP is gained after every battle, in a way identical to the one used in Final Fantasy IX

Final Fantasy Crystal Chronicles: Ring of Fates

EXP is gained by all party members every time an enemy is killed. The amount of EXP is dependent on the enemy. The equipment bonus "Smart Valor" increases the amount of EXP earned. The game gives no indication of how much EXP an enemy gives, nor the exact amount of EXP a character has, only what proportion of the EXP bar is filled towards the next level.


This article uses material from the "Experience Points" article on the Final Fantasy wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Guild Wars

Up to date as of February 01, 2010

From GuildWiki

Experience points are the primary reward for adventuring in Guild Wars. Whenever a player kills enemies while adventuring or completes quests or missions, they are rewarded with experience points. They represent a character becoming more experienced (and more powerful) as they achieve more in the game world. After acquiring a certain amount of experience, players can level up and become stronger in their profession.

To examine the amount of experience a character has, press 'H' to open the Hero Panel. The total experience points acquired by this character will be shown in a horizontal bar. Hovering the mouse cursor over that bar will show the amount of experience needed for the next level or Skill Point.

Experience Points are often referred to as XP.

Contents

Experience from killing opponents

Opponents can be monsters in an explorable area or opposing players in PvP/GvG Battles. When an opponent is killed, party members get experience for the kill. Note that only those players participating in the battle will be taken into account when dividing experience. To participate in the battle you must have been in aggro range of the enemies, used skills against the enemies or used buffs on allies which participate in the battle. If a foe receives most of its damage from other sources than the party - NPCs (not including henchmen), other foes, Edge of Extinction, etc - the party will not gain experience from that foe unless the other foe's group is killed first. The amount of experience is scaled up or down for each party member depending on his/her level compared to the the slain foe. This is the formula used by the game:

Image:XP_formula4.png

where "o" is the level of your opponent, "y" is your level, and "a" is the number of people in your party.

In other words:

  • The base xp of killing an enemy is 100.
  • If player is higher in level than foe subtract 4, if foe is higher, add 4, if equal, add nothing.
  • If player is higher in level than foe subtract 16 * level difference, if foe is higher, add that amount, if equal, add nothing.
  • The sum of the above three steps is divided by living party members (including henchmen and Heroes).
  • Every party member's XP is calculated individually.
  • The result can never be less than 0; if it would be, use 0 instead.
  • The final result is rounded to the nearest integer, half points being rounded down.

Example: A level 17 character and a level 20 character are adventuring together. They slay a level 18 monster. The experience given the level 17 character will be:

(100 + 4 + 16 x (18-17)) / 2 = 60 XP

The experience given the level 20 character will be:

(100 - 4 - 16 x (20-18)) / 2 = 32 XP

This essentially means players learn less from killing "easy" monsters than when they kill "hard" monsters. In game terms, you get more experience from higher level enemies.

Note that there does appear to be a cap on XP earned per monster (before party division) of 280 XP. This is likely to dissuade powerleveling. In practice, it means that XP for killing monsters caps out at 11 levels above your own. So if you are level 1, killing a level 12 monster nets you the same XP (before party division) as killing a level 24 monster.

Also note that XP awarded for killing level 0 mobs follow another formula: (30-5*y)/a (same rounding and no negative results). This might be because these mobs are far weaker than even level 1 ones.

Finally, up to three multiplicators can increase the final XP reward. They are applied after the cap.

  • Bosses reward double XP (applies before the rounding).
  • Insight scrolls multiply the final value by between 1.5 and 3, depending on the type of the active scroll. Only one type of scroll can be active at any time (applies after rounding).
  • In hard mode, everyone gains 50% more XP.
  • Bounties in normal mode double the XP reward for killing a foe of a certain species (applies after rounding).

The total resulting multiplicator can not be larger than 7. Therefore, the maximum amount of XP a player can gain from killing a single monster is 280XP * 7 = 1960 XP

For the results of the formula in table format, see the experience table below.

Experience from quests and missions

Experience Points rewarded by quests will be listed in the quest dialog window before accepting it and in the Quest Log after that. Tyrian missions always reward 1,000 XP for completing the primary objective and another 1,000 for the bonus objective. The experience gained from Canthan and Elonian missions depends on the level of completion of that mission (standard, expert, or master's). Experience from quests and missions is for the player alone and is not shared with other party members, henchmen, or pets. Heroes, however, do get experience rewards for missions and quests when the player does. Quest rewards vary; early ones give as little as 50 XP, but up to 50,000 for the most difficult ones such as the Titan Quests.

Experience and levels

While a character's maximum level is 20, further experience will still give Skill Points. There is no limit to the number of skill points that can be gained in this way. Some people keep track of this by saying what their level would be if there was no cap. For example, level 20 with 12 extra skill points would be called a virtual level 32. However, these virtual levels do not translate into benefit in-game because the experience you get at virtual level 32 for killing say a level 26 enemy is the same as the experience you would get at virtual level 50 since you are still really level 20.

The formula for the additional experience required to level is:

CurrentLevel * 600 + 1,400

This is capped at a maximum of 15,000.

Level Total XP earned XP needed for
next level
1 0 2,000
2 2,000 2,600
3 4,600 3,200
4 7,800 3,800
5 11,600 4,400
6 16,000 5,000
7 21,000 5,600
8 26,600 6,200
9 32,800 6,800
10 39,600 7,400
11 47,000 8,000
12 55,000 8,600
13 63,600 9,200
14 72,800 9,800
15 82,600 10,400
16 93,000 11,000
17 104,000 11,600
18 115,600 12,200
19 127,800 12,800
20 140,600 13,400
21 154,000 14,000
22 168,000 14,600
23+ 182,600 +
(level - 23) * 15,000
15,000

Experience table

The following shows the result of the formula listed above, in table format, with only one person in the party (a=1).

Note that monsters gain twice as much XP as a player in the same circumstances.

Opponent
level
("o")
Your level ("y")
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
0 25 20 15 10 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 100 80 64 48 32 16 0 0 0 0 0 0 0 0 0 0 0 0 0 0
2 120 100 80 64 48 32 16 0 0 0 0 0 0 0 0 0 0 0 0 0
3 136 120 100 80 64 48 32 16 0 0 0 0 0 0 0 0 0 0 0 0
4 152 136 120 100 80 64 48 32 16 0 0 0 0 0 0 0 0 0 0 0
5 168 152 136 120 100 80 64 48 32 16 0 0 0 0 0 0 0 0 0 0
6 184 168 152 136 120 100 80 64 48 32 16 0 0 0 0 0 0 0 0 0
7 200 184 168 152 136 120 100 80 64 48 32 16 0 0 0 0 0 0 0 0
8 216 200 184 168 152 136 120 100 80 64 48 32 16 0 0 0 0 0 0 0
9 232 216 200 184 168 152 136 120 100 80 64 48 32 16 0 0 0 0 0 0
10 248 232 216 200 184 168 152 136 120 100 80 64 48 32 16 0 0 0 0 0
11 264 248 232 216 200 184 168 152 136 120 100 80 64 48 32 16 0 0 0 0
12 280 264 248 232 216 200 184 168 152 136 120 100 80 64 48 32 16 0 0 0
13 280 280 264 248 232 216 200 184 168 152 136 120 100 80 64 48 32 16 0 0
14 280 280 280 264 248 232 216 200 184 168 152 136 120 100 80 64 48 32 16 0
15 280 280 280 280 264 248 232 216 200 184 168 152 136 120 100 80 64 48 32 16
16 280 280 280 280 280 264 248 232 216 200 184 168 152 136 120 100 80 64 48 32
17 280 280 280 280 280 280 264 248 232 216 200 184 168 152 136 120 100 80 64 48
18 280 280 280 280 280 280 280 264 248 232 216 200 184 168 152 136 120 100 80 64
19 280 280 280 280 280 280 280 280 264 248 232 216 200 184 168 152 136 120 100 80
20 280 280 280 280 280 280 280 280 280 264 248 232 216 200 184 168 152 136 120 100
21 280 280 280 280 280 280 280 280 280 280 264 248 232 216 200 184 168 152 136 120
22 280 280 280 280 280 280 280 280 280 280 280 264 248 232 216 200 184 168 152 136
23 280 280 280 280 280 280 280 280 280 280 280 280 264 248 232 216 200 184 168 152
24 280 280 280 280 280 280 280 280 280 280 280 280 280 264 248 232 216 200 184 168
25 280 280 280 280 280 280 280 280 280 280 280 280 280 280 264 248 232 216 200 184
26 280 280 280 280 280 280 280 280 280 280 280 280 280 280 280 264 248 232 216 200
27 280 280 280 280 280 280 280 280 280 280 280 280 280 280 280 280 264 248 232 216
28 280 280 280 280 280 280 280 280 280 280 280 280 280 280 280 280 280 264 248 232
29 280 280 280 280 280 280 280 280 280 280 280 280 280 280 280 280 280 280 264 248
30 280 280 280 280 280 280 280 280 280 280 280 280 280 280 280 280 280 280 280 264
31 280 280 280 280 280 280 280 280 280 280 280 280 280 280 280 280 280 280 280 280
Facts about ExperienceRDF feed

This article uses material from the "Experience" article on the Guild Wars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Halo

Up to date as of February 08, 2010
(Redirected to Experience Points article)

From Halopedia, the Halo Wiki

4.59
(29 votes)

EXP (Experience Points) are awarded to players based on their performance in a Halo 3 multiplayer match. Along with skill, EXP determines a player's rank and advancement in rank. Points are awarded thusly[1]: You will not see if you have earned or lost EXP points until you exit to the lobby.

  • Win: 1 EXP
  • Loss: 0 EXP
  • Quitting/Disconnecting from the Match Early or Get Booted for a Betrayal: -1 EXP (does not always occur)
  • Win a Double-Exp: 2 EXP

EXP is only lost when a player leaves a match before it is over. This penalty typically only applies to team matches, in any playlist. Also, the game counts a disconnect as quitting, so if your internet connection dropped or if you unplug your router, and even if in the unlikely event of a power outage, you will still be penalized as if you had quit the match through the menu. In social skirmish, if a person happens to quit on purpose or if they lose connection, many people will follow, and quit as well. This forces you to be alone on the team to fend of a whole team. To make sure you don't lose exp, you can "surrender", and just randomly mess around with the other team. This can be done over a microphone, however you can commit suicide and tea bag for no reason until they understand you just want to mess around. This makes it so that you will not lose exp and you will be able to have a bit of fun without everyone on the other team attacking you.

In a free-for-all match, such as Lone Wolves or Rumble Pit, a player is considered to have won if he finishes in the top half; as in a team match, a player wins if his team wins (multi team games involves placing 1st or 2nd, essentially the top half again).

Sources

  1. http://gruntsrus.com/viewpage.php?page_id=60

This article uses material from the "Experience Points" article on the Halo wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Runescape

Up to date as of February 07, 2010

From the RuneScape Wiki, the wiki for all things RuneScape

A player levelling up.

Experience, commonly abbreviated as Exp or XP, is a measure of progress in a certain skill. It is usually obtained by performing tasks related to that skill. After gaining a certain amount of experience, players will advance to the next level in that skill, which can result in new abilities, among other things.

Contents

Gaining Experience

The old style (prior to Level-up Messages update) of a player reaching level 70 in Mining.
The skills interface after the interface update.
The skills interface prior to the interface update.
How a level 99 in a skill appears after the interface update.

Experience in a skill is obtained by performing a task related to that skill. Experience can also be gained by performing a task unrelated to the skill, such as completing a quest, participating in a random event, or playing a minigame or miniquest.

  • When a player rubs a lamp from a random event gift, the player gains experience equal to the level of the skill they select times 10. (E.g. a player's Woodcutting level is 50; they rub the lamp, choose Woodcutting, and receive 500 Woodcutting experience.)
  • When a player reads the Book of knowledge from the Surprise Exam random event, they receive to their chosen skill their current level times 15. (E.g. if a player's Attack level is 50, they would receive 750 experience from reading the book if they chose Attack.)

Players who help others using the Assist System can earn a maximum of 30,000 total experience every 24 hours, although the experience may be shared among many skills. Some skills cannot be shared through the Assist System (namely gathering and combat skills - Attack and Mining).

Players can continue receiving experience after level 99 in a skill: up to a maximum of 200 million experience. Once a player reaches this limit, they can continue using the skill but receive no additional experience. The maximum total experience is 4.8 billion (4,800,000,000) when a player has 200 million experience in all 24 skills. Currently, no player has reached this.

Until the Skills Interface update (on 12 November 2007), players with a level 99 skill could view the experience it would take them to earn level 100. However, even when "level 100" was "reached", the actual level remained at 99.

The experience gain rates one may obtain varies very much between skills. For example, with 99 agility it is difficult to get much over 70k agility xp per hour without brawling gloves, while making summoning pouches can give over 800k summoning xp per hour.

Exponential Growth

The amount of experience needed for the next level increases by approximately 10% each level. For example, 83 experience is required for advancement to level 2, while 91 experience is then required for advancement to level 3. The difference between 83 and 91 is 8. 10% of 83 is 8.3, which is approximately 8.

Note that a 10% growth factor may seem slow, but, as with all exponential growth, it expands rapidly to a massive 13,034,431 experience needed for level 99. Level 85 requires one quarter of the experience needed for Level 99 and Level 92 is the halfway mark, requiring 6,517,253 experience. This clearly demonstrates the experience gap that grows rapidly at higher levels. To gain 7 levels, one must gain all of the experience they gained to get to their starting level; thus, 92-99 is the same as 1-92.

The varying amount of experience needed to get from one level to another can cause some surprising experience rates to get from one level to another. For example, getting from level 98 to 99 is equal to getting from level 1 to level 75. However, it is worth noting that higher level activities in many cases award more experience than lower level ones, evening out the actual amount of time spent leveling at high levels compared to low levels a little.

Starting from level 28, the experience of getting to next level is approximately equal to 10% of experience of current level. It is still decreasing though, but much slower than the rate before level 28.

Combat Experience

Combat skills

To calculate the experience gain for combat skills, a simple equation can be used:

Experience earned math
where d = damage dealt to an opponent

This equation does not work for some opponents such as random events which give significantly less experience.

Hitpoints

To calculate the experience gain for Hitpoints, another simple equation can be used:

Experience earned math
where d = damage dealt to an opponent

Monster Experience

An upper bound to the number of monsters required to level up a combat skill can be calculated as follows:

Number of monsters math
where E = experience required to level up
and H = monster's number of hitpoints

Note that this only gives an upper bound because monsters may recover some hitpoints during the battle, in which case more than H hitpoints are dealt.

Relationship with Level

Equations

The equation below calculates exactly the minimum experience needed for a given level:

Experience Required math , where L = current skill level
Note that math means the greatest integer less than or equal to x.

In computer code this could be written as (an example is given using the PHP language):

function getXP($lvl)
{
    $total = 0;
    for ($i = 1; $i < $lvl; $i++)
    {
        $total += floor($i + 300 * pow(2, $i / 7));
    }

    return floor($total / 4);
}

The above equation can be approximated with minimal rounding error as:

Approximate Experience Required math , where L = skill level

This approximation can then be used to find the maximum additional experience required to level up:

Additional Experience Required to Level Up math , where L = current level
Example

You want to find the experience that it would take to level up from 28 Strength to 29 Strength:

Additional Experience Required to Level Up math

So it would take at most 1207 experience points to get from level 28 to level 29.

Table

The following table shows the relationship between level, the experience required for that level, and the experience difference from the previous level:

Level Exp. Exp. Diff Level Exp. Exp. Diff Level Exp. Exp. Diff Level Exp. Exp. Diff
1 0 N/A 26 8,740 898 51 111,945 10,612 76 1,336,443 126,022
2 83 83 27 9,730 990 52 123,660 11,715 77 1,475,581 139,138
3 174 91 28 10,824 1,094 53 136,594 12,934 78 1,629,200 153,619
4 276 102 29 12,031 1,207 54 150,872 14,278 79 1,798,808 169,608
5 388 112 30 13,363 1,332 55 166,636 15,764 80 1,986,068 187,260
6 512 124 31 14,833 1,470 56 184,040 17,404 81 2,192,818 206,750
7 650 138 32 16,456 1,623 57 203,254 19,214 82 2,421,087 228,269
8 801 151 33 18,247 1,791 58 224,466 21,212 83 2,673,114 252,027
9 969 168 34 20,224 1,977 59 247,886 23,420 84 2,951,373 278,259
10 1,154 185 35 22,406 2,182 60 273,742 25,856 85 3,258,594 307,221
11 1,358 204 36 24,815 2,409 61 302,288 28,546 86 3,597,792 339,198
12 1,584 226 37 27,473 2,658 62 333,804 31,516 87 3,972,294 374,502
13 1,833 249 38 30,408 2,935 63 368,599 34,795 88 4,385,776 413,482
14 2,107 274 39 33,648 3,240 64 407,015 38,416 89 4,842,295 456,519
15 2,411 304 40 37,224 3,576 65 449,428 42,413 90 5,346,332 504,037
16 2,746 335 41 41,171 3,947 66 496,254 46,826 91 5,902,831 556,499
17 3,115 369 42 45,529 4,358 67 547,953 51,699 92 6,517,253 614,422
18 3,523 408 43 50,339 4,810 68 605,032 57,079 93 7,195,629 678,376
19 3,973 450 44 55,649 5,310 69 668,051 63,019 94 7,944,614 748,985
20 4,470 497 45 61,512 5,863 70 737,627 69,576 95 8,771,558 826,944
21 5,018 548 46 67,983 6,471 71 814,445 76,818 96 9,684,577 913,019
22 5,624 606 47 75,127 7,144 72 899,257 84,812 97 10,692,629 1,008,052
23 6,291 667 48 83,014 7,887 73 992,895 93,638 98 11,805,606 1,112,977
24 7,028 737 49 91,721 8,707 74 1,096,278 103,383 99 13,034,431 1,228,825
25 7,842 814 50 101,333 9,612 75 1,210,421 114,143

Graph

File:XP per level graph.PNG

See also

Wikipedia
Wikipedia has an article about:

This article uses material from the "Experience" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Star Wars Fanon

Up to date as of February 04, 2010

The Star Wars wiki of fan invention.

Experience was an Acclamator-class assault ship that was captured by the Rogue Clones.

It was so badly damaged that it could not even move, and only had life support in certain rooms. It was used mainly for a training ground for the Rogue Clones and a testing ground for battle droids. What it did have, however, was a ton of mini tractor beams capable of tractor beaming small chunks of metal(for manufacturing starfighters) and starfighters.

It was usually tractor beamed by the Triumph through hyperspace.

See also

  • Second Clone Rebellion

This article uses material from the "Experience" article on the Star Wars Fanon wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Tibia

Up to date as of February 05, 2010

From TibiaWiki

Almost all creatures in Tibia give some experience points when they are slain. The amount of experience points earned by killing a creature depends roughly on how difficult it is to defeat that creature. It varies from a Penguin which will give 1 single experience up to the Juggernaut which will give 8,700 experience when killed. There are also a lot different kind of bosses in Tibia, which might wield even more experience (including Inquisition Bosses). There are also some creatures that give no experience at all, those are no challenge to kill since they don't fight back when attacked.

All characters start without experience points when they first enter the game, on a small island south of Rookgaard. By doing The Beginning Quest they get experience, on Rookgaard they can kill monsters which give experience, which can become a very large number. The experience is represented by a characters level. On the official website is the full experience table where is listed how much experience is needed to reach a certain level.

A player with a Premium Account will receive extra experience (+50%) while the Stamina is between 42:00 and 41:01.


Find out more about your experience by using the Experience Formula.

Double Experience

Sometimes, to compensate days in which DDoS attacks occurred or to celebrate dates like Christmas, CipSoft may establish a period in which monsters yield double the experience they would normally do when they are killed.

This has happened twice - first time from November 27th 2007 to December 4th 2007, and second time from March 18th 2009 to March 25th 2009. The first time it was added as compensation for DDoS attacks.


This article uses material from the "Experience" article on the Tibia wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

City of Heroes

Up to date as of January 31, 2010

From City of Heroes Wiki

Contents

Experience

Experience is primarily accrued by defeating enemies and completing missions. However, defeating enemies that are much lower in Level from your character will result in zero XP.

Experience Requirements Table

This table indicates the experience requirements for each level in both City of Heroes and City of Villains.

   Level       Incremental       Cumulative       Level       Incremental       Cumulative   
1    n/a    0    26    85,200    446,119   
2    106    106    27    108,000    554,119   
3    337    443    28    135,000    689,119   
4    582    1,025    29    166,650    855,769   
5    800    1,825    30    203,400    1,059,169   
6    1,237    3,062    31    254,000    1,313,169   
7    1,575    4,637    32    314,600    1,627,769   
8    1,950    6,587    33    386,400    2,014,169   
9    2,680    9,267    34    470,600    2,484,769   
10    3,125    12,392    35    571,200    3,055,969   
11    3,600    15,992    36    701,500    3,757,469   
12    4,995    20,987    37    854,700    4,612,169   
13    6,405    27,392    38    1,036,600    5,648,769   
14    7,400    34,792    39    1,250,200    6,898,969   
15    9,093    43,885    40    1,502,550    8,401,519   
16    11,184    55,069    41    1,692,900    10,094,419   
17    13,000    68,069    42    1,907,550    12,001,969   
18    15,950    84,019    43    2,150,550    14,152,519   
19    19,200    103,219    44    2,421,900    16,574,419   
20    23,400    126,619    45    2,729,700    19,304,119   
21    28,000    154,619    46    3,078,000    22,382,119   
22    36,000    190,619    47    3,470,850    25,852,969   
23    45,000    235,619    48    3,912,300    29,765,269   
24    56,000    291,619    49    4,410,450    34,175,719   
   25       69,300       360,919       50       4,973,400       39,149,119   

Source: http://faqs.ign.com/articles/539/539615p1.html

Experience Rewards Table

These are the base experience reward values for each rank and level of critter, as well as missions. Some of the more difficult critters have a bonus modifier that increases the amount of XP rewarded.

Level Minions Lieutenant Boss
1 10 33 100**
2 10 33 100**
3 10 33 100**
4 10 33 110**
5 11 36 110
6 12 40 120**
7 14 46 140**
8 15 50 150
9 16 53 160**
10 17 56 170**
11 20 66 200
12 25 83 250**
13 30 100 300**
14 37 123 370
15 43 143 430
16 44 146 440
17 46 153 460
18 47 156 470
19 48* 160 480*
20 50 166 500
21 51 170 510
22 52 173 520
23 60 200 600
24 69 230 690
25 96 320 960
26 110 356 1100
27 127 423 1270
28 146 486 1460
29 169 563 1690
30 210 700 2100
31 240 800 2400
32 274 913 2740
33 312 1040 3120
34 353 1176 3530
35 429 1430 4290
36 484 1613 4840
37 546 1820 5460
38 658 2193 6580
39 792 2376 7128
40 892 2527 7582
41 943 2514 7544
42 1063 2657 7972
43 1198 2795 8386
44 1351 2927 8782**
45 1524* 3048* 9144**
46 1719 3438 10314**
47 1938 3876 11628
48 2185* 4370* 13111*
49 2464* 4929* 14784*
50 2866* 5732* 17196**


Source: COH Forums Post[1]

Experience Distribution and Team Bonuses

Overview

The experience that a character gets while on a team is affected by the team's size, by his level relative to the enemies, and by his level relative to his teammates. Larger teams get a higher XP multiplier, but the rewards also get split more ways. Lower-level characters get more XP from each critter (since the critters are comparably tougher), but the game also gives greater-than-average shares of XP to the higher-level characters in the team (since they are presumed to be doing most of the work).

Mission completion experience is affected only by the character's level relative to the mission's. The full amount is awarded to each team member individually, with no split or weighting.

Detailed Breakdown

First, determine if any team members are too low to get or affect XP. The game completely ignores all members whose combat levels are too far below the highest member's level. Ignored members not only get no experience whatsoever, but experience is generated and distributed among the rest as if the ignored characters weren't even there.

The exact maximum level spread is subject to debate. According to one source, it is always 5 levels. According to another, the maximum spread might be anywhere from 5 to 9 levels, depending on the team's highest member, with the strictest range for very low- and very high-level teams and the loosest one for teams where the highest member is around level 25.


Second, determine the team's average combat level and total weight. These figures will come in handy later, and they only need to be calculated once.

2.a. Calculate the team's average combat level, dropping fractions.
2.b. Look up the weights of all team members by comparing their combat levels to the team's average in the following table. Add all members' weights together to get the team's total weight.
   Char Lvl Relative   
to Team Avg.
   Weight         Char Lvl Relative   
to Team Avg.
   Weight   
-5 and below 0   +3 1.15
-4 0.45   +4 1.25
-3 0.68   +5 1.5
-2 0.85   +6 3
-1 0.95   +7 6
0 1   +8 9
+1 1.05   +9 12
+2 1.1   +10 18


Third, for each character in the team:

3.a. Look up the standard XP reward that that character would get if he were soloing at his actual level and he defeated an equal-level version of the enemy in question.
3.b. Adjust the reward based on the enemy's actual level relative to the character's current combat level:
   Critter's Relative Level       XP Multiplier   
-5 or lower 0
-4 0.2
-3 0.4
-2 0.6
-1 0.8
  0 1
+1 1.2
+2 1.4
+3 1.65
+4 1.9
+5 or higher 2
3.c. Increase the reward based on team size:
   Team Size       XP Multiplier   
1 1
2 1.25
3 1.5
4 1.8
5 2
6 2.1
7 2.2
8 2.5
3.d. Multiply the reward by the ratio of that one character's weight to the team's total weight. (Use the table back in step 2.b. again.)
Note: According to the PlayNC Knowledge Database, "a player who is more than two fighting levels less than the team average will not receive XP." It is not known for sure if this is currently accurate or exactly how it is implemented.

Sources:

  • "Re: Who gets the XP?" by FatherXmas (No longer available)
  • "Re: XP division on teams" by iakona (No longer available)
  • "Red Tomax's City of Data (2nd edition) : XP Division on teams"
  • "Experience Distribution in Groups"

Double Experience

When logging out, every character is "On Patrol" after they log out of the game. When players log back into Paragon City or the Rogue Isles they will gain 1 bar of double experience (when defeating enemies) for every 24 hours they are logged out. A player can earn up to 10 bars of double experience this way. Double experience is shown as a blue portion of your experience bar. One thing to note is that if a player has any experience debt, the debt will be removed first before any double experience is applied. If your character has a number of bars of double experience that exceeds the number of experience bars you need to level up, then this double experience will carry over to the next security/threat level.[2]


There are also occasional special events, called Double XP Weekends, which permit players to earn twice the amount of Experience that they normally would. These events are announced in advance.


This article uses material from the "Experience" article on the City of Heroes wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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