Aller au contenu

Photo

XP Question for top players


  • Veuillez vous connecter pour répondre
61 réponses à ce sujet

#26
SpaceV3gan

SpaceV3gan
  • Members
  • 2 386 messages

You could since you play private game with friends though. You miss out on the real advantages of private games if you're not coordinating what you play with.

I play private games mostly to have fun with friends. Depending on the people I am with, I can ask for some more farming or not, but that is the farther I go in terms of coordinating. Micromanaging the team so that I myself can use the Reaver in constructive ways is beyond what I consider 4 player co-op.
 

More warrior hate. I can same the same thing about every class, that the score is largely due to the team, and not the individual player itself. Well, DUH, and it isn't specific to Reavers.

 

Reavers with warhorn generate support exp fine due to aoe panic. There's very few skills that covers this much area of effect with both panic and damage. I daresay no skills that I can think of off the top of my head, as I'm not certain blizzard counts for support with chill and it definitely has lower area.

A second reply for my same comment, 18 hours after the first reply? This is.... surprising, I gotta say.

Well, I hate warriors. So much so that I have 250+ games with all of them, except for the Reaver, who is stuck halfway there, though I am still looking forward to getting her 250 done. Might try your War Horn-oriented approach again, one day.


  • Spectr61 aime ceci

#27
Westrum

Westrum
  • Members
  • 76 messages

Shameless bump.

 

Scenario: I'm lacking con. I want more con. Best way to farm con?

Scenario 1: I run around killing everything, fast clears, but less exp since less dmg done to all mobs.

Scenario 2: I run around damaging all mobs a little, blow the warhorn 24/7. Slower clears, more exp.

 

Don't tell me to "play for fun". I hate that word. I only play the most efficient way possible. That's my kind of fun. Exp/hour is all that matters.


  • lJustAlexl et SpaceV3gan aiment ceci

#28
graythegeek

graythegeek
  • Members
  • 83 messages

Good thread. Is there a post/thread somewhere with MP combos +how/who ?



#29
Beerfish

Beerfish
  • Members
  • 23 870 messages

I am by nature a treasure hunter and as I've stated before a well organized team can clear out all pots and all treasure room with very little time spent on top of a normal speed run.  However a lot of games are not like this so I try and adapt to the game being played and will ignore doors if the team is in obvious speed run mode.

 

I only have a couple major beefs with some pure speed runners I have come across.  1)  Running past or totally ignoring legit downed teamates when they are easily rezable without putting the game in jeopardy.  2) Totally ignoring free treasure rooms that are one step away from the door to the next level.


  • Courtnehh aime ceci

#30
sonofbarak

sonofbarak
  • Members
  • 543 messages

I never ignore any teammates that are downed :wub:


  • Brewskin et Spin-Orbit aiment ceci

#31
Yumi

Yumi
  • Members
  • 1 194 messages
I was running frost flask fire flask skittles and toxic cloud on alchemist.

A keeper joined up and chased me down, popping dispel on afflicted enemies and mind blasting others, then a katari showed up and started war horning stuff, and to polish it off a necromancy showed up and started lolchaining everything with freeze and walking bomb.

It was the most XP I've ever seen in a single run.

Thank god for that keeper. I'm running dispel on all my keeper builds now. It was total annihilation. It did help that every single enemy had status effects on them from the skittles/farts/slurpee flask
  • Drasca et dank-d1 aiment ceci

#32
Drasca

Drasca
  • Members
  • 2 574 messages

I play private games mostly to have fun with friends. Depending on the people I am with, I can ask for some more farming or not, but that is the farther I go in terms of coordinating. Micromanaging the team so that I myself can use the Reaver in constructive ways is beyond what I consider 4 player co-op.
 

A second reply for my same comment, 18 hours after the first reply? This is.... surprising, I gotta say.

Well, I hate warriors. So much so that I have 250+ games with all of them, except for the Reaver, who is stuck halfway there, though I am still looking forward to getting her 250 done. Might try your War Horn-oriented approach again, one day.

 

You're a completionist with plenty of time more than you like certain classes or find them effective.

 

I micromanage teams so reavers can have fun, yes. Often I'm the one switching classes so I can have more fun with my Reaver friend, or suggesting we as a team do funny stuff like all Reavers. It isn't such a bad thing to actually coordinate, and ask people if they are willing to play a certain kit.

 

 

Scenario: I'm lacking con. I want more con. Best way to farm con?

Scenario 1: I run around killing everything, fast clears, but less exp since less dmg done to all mobs.

Scenario 2: I run around damaging all mobs a little, blow the warhorn 24/7. Slower clears, more exp.

 

Don't tell me to "play for fun". I hate that word. I only play the most efficient way possible. That's my kind of fun. Exp/hour is all that matters.

 

Depends on what your team composition/killing speed is vs the maps. If you're line of sighting FC, Reaver/Horn is an excellent way to do so. If it is old maps, you might as well use Avvar to nuke every spawn, as you will be speedrunning with your team.

 

 

I only have a couple major beefs with some pure speed runners I have come across.  1)  Running past or totally ignoring legit downed teamates when they are easily rezable without putting the game in jeopardy.  2) Totally ignoring free treasure rooms that are one step away from the door to the next level.

 

Not to excuse your pugs, but often it is faster to clear and use the door than to rez allies.

 

Ask for people to open doors along the way before the game begins, and tell them you'll clear the room while the others keep on clearing.

 

Get used to solo'ing treasure rooms immediately while the rest of them clear. The time it takes to do a treasure room on an old map is about the time it takes to clear the rest of the zone.

 

This way you do both in a very time efficient manner. You'll still skip some doors, but speed runners don't need your help to clear.



#33
Kissraven

Kissraven
  • Members
  • 101 messages

I was running frost flask fire flask skittles and toxic cloud on alchemist.

A keeper joined up and chased me down, popping dispel on afflicted enemies and mind blasting others, then a katari showed up and started war horning stuff, and to polish it off a necromancy showed up and started lolchaining everything with freeze and walking bomb.

It was the most XP I've ever seen in a single run.

Thank god for that keeper. I'm running dispel on all my keeper builds now. It was total annihilation. It did help that every single enemy had status effects on them from the skittles/farts/slurpee flask

 

Great example Yumi.

 

I once tried running Dispel on my Keeper looooong ago as I thought I could use it similarly to the Templars Spell Purge, but at the time I wasn't running with a set team and suffered because of no real team play. I have to admit I am guilty of not always paying attention to status effects enough and using the right skills to generate a combo. However, I've noticed in DAMP that few people if any, will have discussions about building characters to utilize combos and team play when partying up. 

 

While I do not know all the combinations very well and how they work, I just think it would be more xp and fun to build characters knowing someone else will detonate or setup the combo and others start or finish it. Like a Templar made with BoH and no SP, then someone else using a Keeper with Dispel, etc. and them relying on each other for a more dynamic game play.

 

It seems a lot of people build to solo just in case they run into a bad pug match or in order to try and outscore their friends instead of working with them. Like I said I'm guilty of this too at times, but I just feel that everyone who says they play for fun and getting max xp is fun, still do not really try to maximize how to generate xp in this game (including me). 

 

For example ensuring all 4 teammates have 5-6 gold medals by the end of the match I think would generate more xp than if 1-2 of the players get the gold medals and have multiple 15-30 kill streaks and combos while the other players just soften things up and don't get the kills streaks or the combos, etc. Again, it comes down to team play and understanding the mechanics of the game, which sometimes I can be bad with, but I've never heard anyone in a match say "I've got my 15 kill streak, next up go for it", and I can't imagine any potential bonus xp for someone getting say a 50 kill streak would outweigh the whole party each getting their 15 and gold medal....

 

 

 

Don't tell me to "play for fun". I hate that word. I only play the most efficient way possible. That's my kind of fun. Exp/hour is all that matters.

 

 

Actually, you said it yourself that max xp/per hour is your fun so play in a way that is fun to YOU, don't think anyone said anything otherwise so we agree with you there. However, if you truly want max xp/per hour then slower clears are not necessarily the best way. That was the purpose of this thread to try and get more concrete information, but that hasn't happened. What I do know is that there is always a break point in any RPG with an xp grind where you have a route or a map that has a lot of xp, and then you look for ways to run that route or map the fastest you can and tweak your build to do this. In DAMP it's a set of maps, and in the past I saw most people using Elven Ruins before FC existed. Now the debate is FC or old maps, and it's ranged versus speed, but no one has actually done the math in a way that leaves a clear winner.

 

This is a multiplayer game and as I have played a lot of this solo I can say you need to maximize the multiplayer aspect to achieve max xp/per hour, but I still can't say what is best setup because I have come to realize that promotions, actual skill level and knowledge of the players in your game and character builds all influence this in such a way that unless the same team of 4 running the same 4 characters and builds on the same enemy faction on each map a few times while staying at level 20 is done, then there will be no true definitive max/xp per hour as a baseline for all of us.

 

So, since I'm a lazy B a lot of times when it comes to this kinda of stuff. :P  I say just stick with the group and play style you like, as well as maps and just do it the fastest you want to, even a ranged run can be sped up some if you are aware of the mechanics. Again, really appreciate the feedback from everyone and if I ever get tired of being lazy I will try to do some actual number crunching on this.



#34
Beerfish

Beerfish
  • Members
  • 23 870 messages

 

Not to excuse your pugs, but often it is faster to clear and use the door than to rez allies.

 

PLAY SOLO FFS if that is the persons attitude.  I'm sure the same people if they happen to by bad luck go down would be happy to watch another player walk over their body when they are in no imminent threat of death, just cause it is faster.

 

Ask for people to open doors along the way before the game begins, and tell them you'll clear the room while the others keep on clearing.

 

By far the best and quickest way is for the whole group to clean rooms.  The spawned enemy is dead in seconds and all players get out of there fast and in one piece.  you also avoid the inevitable step through the door before the chest is looted cause i am suddenly too impatient for the low level dumb pugs to kill the enemy.

 

Get used to solo'ing treasure rooms immediately while the rest of them clear. The time it takes to do a treasure room on an old map is about the time it takes to clear the rest of the zone.

 

Oh believe me I do solo treasure rooms a lot, or usually one other player and of course it takes far long to beat down a revy with two players than 4.

 

This way you do both in a very time efficient manner. You'll still skip some doors, but speed runners don't need your help to clear.

 

Efficient but not that fun to be honest.  Nice of the speed runners at the end of the game to look at the loot they have obtained and not raised a finger to collect.


  • Kalas Magnus aime ceci

#35
Drasca

Drasca
  • Members
  • 2 574 messages

I once tried running Dispel on my Keeper looooong ago as I thought I could use it similarly to the Templars Spell Purge, but at the time I wasn't running with a set team and suffered because of no real team play. I have to admit I am guilty of not always paying attention to status effects enough and using the right skills to generate a combo. However, I've noticed in DAMP that few people if any, will have discussions about building characters to utilize combos and team play when partying up.

 

There's a complete BS "it won't work in pug" -- "I only pug" -- "I don't want to tell people what to do / how dare you tell people what to do" stigma / line of excuses here people like to use.

 

I certainly promote Team play and coordination. My builds are all about that too.

 

 

but no one has actually done the math in a way that leaves a clear winner.

 

That's not true. I've done the math, and I've pointed out the clear best combos previously. Do I have every possible combination? No, but I don't need them, because most combinations are trivial variations.

 

Either you're doing 8 minute old map speed runs that also clear treasure rooms for gold + exp and end up with around 100 kills total between your team, or you want to sandbag FC runs at 15+ minutes, or 20-25 minutes against the Old Boss for 200-350 kills or farm the Dragon for weapons. The time can be reduced with spawncamping, but that reduces enemies killed too (and thus exp). Since Exp is the goal here, Spawncamping is not recommended. Time to kill the Perilous Dragon grealty depends on team composition. 

 

 

PLAY SOLO FFS if that is the persons attitude.  I'm sure the same people if they happen to by bad luck go down would be happy to watch another player walk over their body when they are in no imminent threat of death, just cause it is faster.

 

By far the best and quickest way is for the whole group to clean rooms.  The spawned enemy is dead in seconds and all players get out of there fast and in one piece.  you also avoid the inevitable step through the door before the chest is looted cause i am suddenly too impatient for the low level dumb pugs to kill the enemy.


Oh believe me I do solo treasure rooms a lot, or usually one other player and of course it takes far long to beat down a revy with two players than 4.

 

Efficient but not that fun to be honest.  Nice of the speed runners at the end of the game to look at the loot they have obtained and not raised a finger to collect.

 

 

There is no luck involved in going down. Poor decision making or lag, but no luck involved. You're free to join another game if you don't like someone speedrunning.

 

Spawned enemy is dead within seconds solo. Get a buddy if you really need to but anything above two players is excessively wasteful. Revenant and Horrors should both be dead within 10 seconds of a spawning, and usually dead within 3-5 seconds in my games. 

 

Speed runners don't care about gold as much, so it won't matter to them if some is missed. Exp / time matters more, as gold will come.

 

My teams like to include a low level character (usually 1) designated to be carried and collect gold, while the rest of us clear everything. Its win win, as we need our low level characters to become useful more immediately, and some of us want gold.  It only takes 1-2 players to actually clear, and the rest collect gold and do rooms.

 

You do not need four players to actually clear a room. Everyone has to be using terrible builds and be extremely underpowered if that's the case.



#36
Cirvante

Cirvante
  • Members
  • 4 067 messages

 


PLAY SOLO FFS if that is the persons attitude.  I'm sure the same people if they happen to by bad luck go down would be happy to watch another player walk over their body when they are in no imminent threat of death, just cause it is faster.

 

It could be worse. They could teabag you before moving on. Not that I would ever condone such behavior. *cough*


  • Drasca aime ceci

#37
Courtnehh

Courtnehh
  • Members
  • 948 messages

It could be worse. They could teabag you before moving on. Not that I would ever condone such behavior. *cough*

I can quite safely say I have never and will never be teabagged, especially by any of my friends.


  • Proto et Snakebite aiment ceci

#38
ErySakasegawa

ErySakasegawa
  • Members
  • 146 messages

I can quite safely say I have never and will never be teabagged, especially by any of my friends.

How do you know? It might have happened already.



#39
Kissraven

Kissraven
  • Members
  • 101 messages

I can quite safely say I have never and will never be teabagged, especially by any of my friends.

 

Cough....Cough, Cough....lol 


  • Courtnehh aime ceci

#40
Kissraven

Kissraven
  • Members
  • 101 messages

There's a complete BS "it won't work in pug" -- "I only pug" -- "I don't want to tell people what to do / how dare you tell people what to do" stigma / line of excuses here people like to use.

 

I certainly promote Team play and coordination. My builds are all about that too.

 

That's not true. I've done the math, and I've pointed out the clear best combos previously. Do I have every possible combination? No, but I don't need them, because most combinations are trivial variations.

 

Either you're doing 8 minute old map speed runs that also clear treasure rooms for gold + exp and end up with around 100 kills total between your team, or you want to sandbag FC runs at 15+ minutes, or 20-25 minutes against the Old Boss for 200-350 kills or farm the Dragon for weapons. The time can be reduced with spawncamping, but that reduces enemies killed too (and thus exp). Since Exp is the goal here, Spawncamping is not recommended. Time to kill the Perilous Dragon grealty depends on team composition. 

 

I don't know you Drasca despite the numerous posts you have, as you are PC and I'm Xbox One, but I am not clear on the first part of your words above. If it was because you thought I was saying that I or anyone can't effectively play in a pug match, well I never said that and I don't think most of the top players regardless of platform feel that way. Sure it can be harder in a pug, but that is partly because unless you have some psychic abilities you do not know the build a stranger will use, nor do you know their play style or gear. However, you can have very successful pug matches, in fact about half my time playing is with randoms or maybe only 1 friend. 

 

My point in the post I made was just to illustrate that it can be hard to maximize some builds when not playing with a group that communicates, stays in the same lobby with you during character progression and is willing to adjust their build so all 4 of you can take advantage of builds that would not be as effective soloing, but could generate more experience if played correctly with a team. I am also glad to hear you promote team play and team builds since that is what DAMP should be about.

 

 

To your comment on doing the math, maybe you had a post at some time that showed this math and if so you can always link it if you like. however, I have not seen a post that truly "does the math" because doing the math requires actual numbers to be posted like:

FC run vs demons, no dragon, 20 min 62.5k xp earned with 1 ele, 1 aw, 1 keeper, and 1 archer, etc.

 

That is math, and doing the numbers. I have seen a lot of ranges instead and a few numbers thrown out like doing an 8 min old map run, or earning like 30k to 50k on said map, but never a comprehensive comparison on this with like I said an accurate baseline which includes using level 20's, the same group of players, the same items, the characters, same builds for each run and testing each map, each enemy. 

 

I do not expect this to be done, and I am appreciative of the information you as well as other have provided, but it still is not doing the math. I also do not expect anyone to actually go through with this type of testing, as most people who care about xp never want to stop promoting in order to make a baseline possible to create, and knowing the collection of data takes time and most people including me would rather just play and have fun and spitball what we believe the best play style that suits us to generate the most xp with the players we have the most fun playing with.

 

The purpose of this post was to see if there were actual numbers out there, and there are some which have given me an idea of what range of xp I can expect based on several factors, but the truth as I have stated is that there are far too many variables to pin down only 1 best method of farming xp in this game if you intend to play a variety of characters, and with different people or different prestige and skill level. I am still working on all characters as I do not intend to get 1 to 250 until all are close to 200, so there will be days my xp generation is weaker and days stronger and now I know to expect this so I can focus more on developing groups of friends that like to play my style, which is more aggressive and fast. Personally, I prefer the rush of beating the commander as fast as possible, with also getting all free doors and sometimes the non-free ones if they can be had my 1-2 players. I just feel more satisfied playing my warriors and some rouges in this manner for sure and can then play my mages or other ranged with other friends that like a ranged build to increase spawns.

 

Oh and Drasca, if you posted specifically about combos I would like to read that thread. Could you please post a link or I will try to search for it. Again, your information as well everyones information is appreciated, as well as the time spent to get said info.


  • JAMiAM, Ispan et Snakebite aiment ceci

#41
Drasca

Drasca
  • Members
  • 2 574 messages
however, I have not seen a post that truly "does the math" because doing the math requires actual numbers to be posted like:

 

That's because those numbers are derived after permutations of classes that don't matter.  The model of how things work boils down beyond 'classes'.

 

Here's how xp system works:

You have 5 zones with a variable number of enemies to be killed based upon how much the team spawn-camps (as it reduces the number of enemies spawned, thus killed).

 

There is exp per kill for damage. There is potential additional support exp for triggering different abilities per enemy. There is a very small limited amount of exp for medals and revives. The majority of exp is based upon how many enemies you can kill, and how many of them are affected by support abilities + combos.

 

You'll get more for ideal setups, you'll get less for less than ideal setups (and teamwork). The least ideal setup is triggering no support abilities, and just killing everything solo with no one else tagging the enemy. The ideal setup is everyone hits everything with support abilities and damage, and everyone takes damage with barrier cast on them and shield walls too. War horn does both btw.

 

Notice how either way, the minimum and maximum gained exp scales upon the number of enemies killed, which is why I listed the expected kill numbers for maps and why spawn-camping matters when it comes to time and exp gained.

 

On Perilous old maps, ideally you can get 10-15k per character x 4, for 30-60k exp on old maps. It scales up for the additional kills and support on FC if you actually kill everything together.

 

So ultimately it boils down to,what maps you use, and if you're using speed clear setup vs a kill everything together setup vs how many support abilities you can get used together for the extra exp beyond damage.

 

Combos:

Here's a basic visual primer

http://www.vrworld.c...ll-combo-guide/

 

However, everything is explained more in depth here, for damage calculation, just not exp:
http://forum.bioware...mbat-mechanics/



#42
Kissraven

Kissraven
  • Members
  • 101 messages

That's because those numbers are derived after permutations of classes that don't matter.  The model of how things work boils down beyond 'classes'.

 

Here's how xp system works:

You have 5 zones with a variable number of enemies to be killed based upon how much the team spawn-camps (as it reduces the number of enemies spawned, thus killed).

 

There is exp per kill for damage. There is potential additional support exp for triggering different abilities per enemy. There is a very small limited amount of exp for medals and revives. The majority of exp is based upon how many enemies you can kill, and how many of them are affected by support abilities + combos.

 

You'll get more for ideal setups, you'll get less for less than ideal setups (and teamwork). The least ideal setup is triggering no support abilities, and just killing everything solo with no one else tagging the enemy. The ideal setup is everyone hits everything with support abilities and damage, and everyone takes damage with barrier cast on them and shield walls too. War horn does both btw.

 

Notice how either way, the minimum and maximum gained exp scales upon the number of enemies killed, which is why I listed the expected kill numbers for maps and why spawn-camping matters when it comes to time and exp gained.

 

On Perilous old maps, ideally you can get 10-15k per character x 4, for 30-60k exp on old maps. It scales up for the additional kills and support on FC if you actually kill everything together.

 

So ultimately it boils down to,what maps you use, and if you're using speed clear setup vs a kill everything together setup vs how many support abilities you can get used together for the extra exp beyond damage.

 

Combos:

Here's a basic visual primer

http://www.vrworld.c...ll-combo-guide/

 

However, everything is explained more in depth here, for damage calculation, just not exp:
http://forum.bioware...mbat-mechanics/

 

I thank you for proving/supporting what I have already said, but I feel you are still missing what it means to correlate data and perform a baseline. In statistics you create a baseline by controlling as many factors as possible, in DAMP the permutations you mention are really just variables in that you can select the classes used at level 20, you can reasonably control spawn and enemy count and type, and you control skills used, how and when they are used. It may be necessary to run a few trial runs with the players involved, but once completed DAMP is controllable and predictable other then a disconnect, lag, or human error. However, any runs affected these would either be left out when compiling the data or factored in as real life issues that would effect the xp/per hour generation. 

 

Like you have clearly stated and again supported some of my or other players early comments there is multiple ways to generate xp (support, kills, combos, etc.) but when doing any testing of this nature you control how you are going to generate xp. Also to your point if we were doing an actual test then we would run several scenarios; 1. Supports Only 2. Mix Support/Dmg 3. Dmg only again depending on how detailed you want the results to be you increase the test sample. 

 

If testing was to be completed you would run preferably a minimum of 10 runs with lvl 20 chars under whatever mix of classes you wanted, on what map you wanted, with the same enemy each time, and forcing spawns as close as possible on each run. If including some unforeseen problems like mentioned above then there is no reason to run more than 10 unless you want a stronger data pool. Also you could recreate some of these unforeseen problems without actually having to dc or have lag. As with all data collection the more data you have the better, then you take your 10 runs, lets say 10 runs on perilous against demons on Ruins, with 4 support characters that also deal damage, like else, aw, etc. You would probably get based on your information provided low runs of 40-45k and high runs around 55-60k, but from these runs you would be able to add all xp together and divide by 10 to get an average, say 52.5k for a run.

 

Then you look at how long it took to do each run, again based on your info say each run would be between 8-12 min assuming the players were using dragon weapons and purple accessories, and had promotions between 100 to 300.  Again, the average would be probably 10.5 min approximately, and now you are ready to factor in the anomalies or problems we mentioned. We know from the data collected we get around 5 runs in an hour factoring load screens and time to put in skills points or possibly 4 and half runs. Then factor in say 1 dc every 2 hours, and 1 wipe for human error every 3 hours. Your now looking at closer to 4 runs an hour at about 50k per run so approximately 200k xp/per hour based on the simulation we just ran above. (Note this is speculative as no actual testing has been done in this manner yet) We could assume a drop off of xp for a mixed class run and even more so for a non-support run say 160k and 120k per hour just an example based on the hypothetical scenario above.

 

This is what I mean by running the numbers or showing the math behind xp generation. In truth it would be even more detailed to do as accurate as possible job. However, like you again supported me above with your comments, the amount of variables makes doing this an arduous task that not many would find rewarding, including myself. I can only praise and thank anyone on DAMP that does any testing since it takes time out your fun gaming and xp grind. I will endeavor to pay more attention to the end screen for xp number on my runs and see how they compare to the ranges we have discussed. 

 

Question: Do you or anyone else happen to know how much xp is actually needed to level a character from 1 to 20? (I feel like it is around 150k give or take, but not sure. I can try to figure out later if no one knows)

 

Drasca as for the links you added the first one on combos was really good and I had never seen it before, so thank you. The 2nd one I have looked at, but not sure I remember the combo section so again thanks for reminding of this thread. XP farming is still something each person does in their own way or even does not pay attention to it all. Now all us go forth and slay the enemies of DAMP! Muhahahaha....



#43
Westrum

Westrum
  • Members
  • 76 messages

 

 

Question: Do you or anyone else happen to know how much xp is actually needed to level a character from 1 to 20? (I feel like it is around 150k give or take, but not sure. I can try to figure out later if no one knows)

 

 

I'd love to know this too. Been searching high and low, alas I have not gained the information regarding this subject.



#44
Piffle

Piffle
  • Members
  • 236 messages

Are you looking for some numbers for XP generation? Or just team composition set ups?

 

IMO the best result is when the entire team maximizes their Support and Damage XP so that each person is generating 15K+ per run, but that requires everyone to do their part and a huge amount of coordination.

 

Barrier is the most obvious and easy way to generate support XP. Every unique enemy that does damage to the barrier generates around 37 support XP to the barrier caster(s).

 

Freeze and fear/panic generates about 43 support XP, but only if another team member finishes the kill.

 

Shield wall generates support XP but I'm not sure what the numbers are but it seems to vary based on the damage deflected.

 

Damage XP varies based on the amount of damage you do to the enemy, I've seen numbers go from 25 to 79.

 

Numbers are from perilous as values change on different difficulties.



#45
Westrum

Westrum
  • Members
  • 76 messages

I've done some testing, and can't see any exp gains from team combos. Working as intended?

 

Whats the point in setting up team combos if it doesnt generate additional exp oO ?



#46
Drasca

Drasca
  • Members
  • 2 574 messages

This is what I mean by running the numbers or showing the math behind xp generation.

 

Yes I'm familiar on how to gather data and run control scenarios. I'm already able to tell you how things work, and everyone here's already got plenty of data on the ideal scenario results. You're just ignoring the results and how things work. I'm telling you multiple people have already reported results of full support parties.

 

10-15k per character, 30-60k total for the team per run on old maps. This scales to around 100-150 kills. Yes this is variable, because the exact nuances on getting things to work together perfectly is variable.



#47
Kissraven

Kissraven
  • Members
  • 101 messages

Yes I'm familiar on how to gather data and run control scenarios. I'm already able to tell you how things work, and everyone here's already got plenty of data on the ideal scenario results. You're just ignoring the results and how things work. I'm telling you multiple people have already reported results of full support parties.

 

10-15k per character, 30-60k total for the team per run on old maps. This scales to around 100-150 kills. Yes this is variable, because the exact nuances on getting things to work together perfectly is variable.

 

Well actually it is you who is missing the point, in fact it is my point to make because this is my post and my questions that I was asking and I am fully aware of what I wanted to know. I have tried to explain this to you, and even admitted that in the long run I do not expect the effort to be put in to gather the applicable data. I even thanked you for the information you provided but you clearly just want to be confrontational rather than understand that you or anyone who has posted has not truly done the type of study I was originally looking for. 

 

While the information provided was helpful in a general sense, I see you would make an issue out of your lack of actual in depth data instead of just take my gratitude and admit that even you just like most or all of the players playing DAMP do not truly know the answer I was originally looking for, but that have since said was not necessary based on the variables I originally conceded and you reaffirmed. 

 

I do think it is funny that you use the term ignore, when in reality I have used and supported all posters generalizations or ranges of xp, as I have trusted you and them to know what you are discussing when it comes to a general understanding of xp/per game. The main purpose of this post was to illicit discussion on what was the best way to generate xp/per hour. As mentioned by others and my after taking the information posted into consideration I said it was not worth tracking down this high level of detailed data. I guess you chose to "Ignore" this part of my post and my appreciation of the info provided, including yours. 

 

On a side note the amount of XP needed to promote from lvl 1 to 20 is 194,200, which based on YOUR general range for xp would mean 4-7 total runs to promote on old maps in Perilous with.  With a seasoned party you can essentially promote 1 time an hour approximately or maybe 2 times every 3 hours being more the average taking dc'd, lag, human error, and load screens or other factors into play. (This would be speed running for the most part but could include rooms and extra spawns with an above average team)

 

I do sincerely appreciate what information you provided, and the links provided. I am just disappointed you chose to be confrontational instead of trying to understand where I was coming from and the type of information I was originally asking for. (and that does not exist) Maybe sometime in the future I will do you the favor of researching this further so I can let you and anyone else know some specific xp/per hour generation results based on various builds/groups, and promotion levels.  However, since you and others were so kind in listing approximate ranges for xp this information will be more than sufficient (as previously stated) to satiate my curiosity until I get board with the grind again, and need something to spice up my runs.



#48
Kissraven

Kissraven
  • Members
  • 101 messages

Are you looking for some numbers for XP generation? Or just team composition set ups?

 

IMO the best result is when the entire team maximizes their Support and Damage XP so that each person is generating 15K+ per run, but that requires everyone to do their part and a huge amount of coordination.

 

Barrier is the most obvious and easy way to generate support XP. Every unique enemy that does damage to the barrier generates around 37 support XP to the barrier caster(s).

 

Freeze and fear/panic generates about 43 support XP, but only if another team member finishes the kill.

 

Shield wall generates support XP but I'm not sure what the numbers are but it seems to vary based on the damage deflected.

 

Damage XP varies based on the amount of damage you do to the enemy, I've seen numbers go from 25 to 79.

 

Numbers are from perilous as values change on different difficulties.

 

Thank you for your post. My original intent was mainly to ascertain the best way to earn xp/per hour. I knew that there were several variables, so the my questions was an attempt to see someone had already done the type of math I mentioned above, but to also compare a ranged spawn generating run to a speed spawn killing run. Throughout the history of gaming more often than not the number of completions leads to overall more xp/per hour. However, since I have seen some players on the leaderboards go with longer spawn runs I was curious how this stacked up to my preferred method of quick aggressive play. 

 

What I figured out was that without a true controlled study we never truly know the answer to this 100%, but basically you would have to complete a speed run in 2/3rds to half the time of the spawn run to generate the same xp per hour for an identical party group/map/enemy. This is mainly because of load screens, generating less kills, which may lead to not everyone getting 15 KS's, less support xp, which the highest xp generation in the game currently and some other factors. 

 

However, if you can reliably complete speed runs in half the time of ranged runs then you can get higher xp/per hour, and an added is bonus for anyone not completed all 250 completions with each character, you would also get more completions. Thus leading to more Prestige, which may be important to some like myself.

 

Again, thanks for your post, and I am happy with knowing the approximate ranges now and how much xp is needed to level a character to 20.



#49
Drasca

Drasca
  • Members
  • 2 574 messages

Well actually it is you who is missing the point, in fact it is my point to make because this is my post and my questions that I was asking

 

You still miss the bigger picture. You don't ask the right questions, and you don't have enough context to answer the questions you do ask.

 

Your primary question is this:
 

 

So, can anyone reliably tell me the best way to earn the most xp the fastest?

 

Which has already been answered in a generic way. Private parties, support teams.

 

You have not answered whether you actually have access to private parties, what gear and characters you do have, no context that is actually useful to answering your question. There is no universal answer because no one person has control over multiple other people for long periods of time with the same gear and skill levels and builds. Perhaps if one person controlled four accounts, or was able to write AI for personal private games, they'd be able to, but I don't think such botting is allowed.

 

I can tell you this, when averaging top player prestige per hour gain over the course of their entire time-played, it is about half a prestige per hour. Obviously this includes both downtime as well as cosmetic prestige, and obtaining prestige at sub-optimal rates as well. That said, you're probably not going to do signifigantly better for your overall average, because the main limit is usually downtime and the fact that players (especially pugs) are not reliable. That's the sticking point.

 

Peoples schedules are on a whim, even if they're good players. So no, there is no reliable way to get fastest exp, because people aren't reliable and I don't think bots are allowed. The best you can do has already been mentioned: Build a private group, and if you can get at least one promotion every two hours, you're doing pretty good.



#50
Courtnehh

Courtnehh
  • Members
  • 948 messages

Well, that's the most long winded way of saying I don't know which one is more effective.


  • Yumi, Kenny Bania, Brewskin et 2 autres aiment ceci