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Exp Formula
Posted: Thu Jan 24, 2008 7:18 pm
by LethalEncounter
Anyone have a clue how the exp formula in EQ2 works?
Posted: Thu Jan 24, 2008 9:54 pm
by Bafoon
I have been searching and searching on the official forums and on the web and I cannot seem to find anything accurate to EQ2's exp system. I think someone will have to go into the game itself and calculate from there. Or if someone can find something PLEASE let me know so I can bonk myself on the head.
Posted: Thu Jan 24, 2008 11:04 pm
by LethalEncounter
Yah, I searched for a bit too and couldnt find anything. I went ahead and implemented some xp code using a temporary formula. I implemented vitality too, just havent made world update inactive players for it yet. Question about that, do you know the percentage per hour (or day) that you get in vitality if you arent logged in? Or do you earn it while logged in as long as you havent gotten any xp?
Posted: Fri Jan 25, 2008 5:36 am
by alfa
About 15% of Vitality at level 80.
Don't know for low level but it should be faster
Posted: Fri Jan 25, 2008 7:25 am
by Arremis
I noticed that vitality is gained at 0.5% for every hour you're logged out of game.
Honestly, after browsing for hours at the EQ2 forums, the formulas for Threat and Hate and Experience is mainly just a bunch of close guesses, but in actuality, no one has actually figured out how all these work.
I think we'd be better off, and save a lot of headache by just making up your own formulas you can adjust if the XP is too great or too little.
EDIT: Also, bear in mind other factors, such as high levels mentoring (will there be a mentoring system?) will gain more XP than lower levels. It's a lot to try and track down - obviously a green-con rat is going to give less XP than a green-con gnoll (brain scramble muhahaha).

Posted: Fri Jan 25, 2008 8:04 am
by alfa
Bad XP (don't know english word) is reduce too when you log out
Posted: Fri Jan 25, 2008 8:07 am
by LethalEncounter
Yah I think the vitality gain is .5% on the hour, even if you are logged in. As for the exp formula, there is really two parts to it:
1. How much xp is required for the next level.
2. How much xp does a single NPC give per kill.
Do you guys know if the xp requirement is doubled every level? IE going from lvl 2-3 requires double the exp from 1-2 and lvl 3-4 requires double the exp from 2-3?
Posted: Fri Jan 25, 2008 12:00 pm
by Zcoretri
alfa wrote:Bad XP (don't know english word) is reduce too when you log out
The word you are looking for alfa is DEBT

Should be able to find a post about how much XP debt is reduced while logged out.
Posted: Fri Jan 25, 2008 1:16 pm
by LethalEncounter
OK, I have loosely based this off of live but it seems about right to me. Keep in mind that as you level, most encounters will have more than one mob and most people do quests instead of grinding straight through. At level 30, ~100 mobs sounds like a lot but it really isnt. The formula works out to be:
Code: Select all
Kills required for next level:
Level 1:
6.25 normal white npc kills
Level 10:
34.375 normal white npc kills
Level 30:
96.875 normal white npc kills
Level 50:
159.375 normal white npc kills
Level 79:
250 normal white npc kills
Note that the above does not take into consideration vitality which would double the xp gained and these are normal white npcs (no arrows up or down). You get extra exp for yellows+ and for heroic mobs.
Posted: Fri Jan 25, 2008 1:34 pm
by oghog
Will this be a changeable feature per server admin?
Posted: Fri Jan 25, 2008 1:59 pm
by LethalEncounter
The default rate will be 1.0 access in the variables table. Server owners can double it with 2.0 or reduce it to half with .5
Posted: Fri Jan 25, 2008 7:10 pm
by alfa
LethalEncounter wrote:
Level 79:
250 normal white npc kills
You mean 250 or 2500 because in Rok mob not give very mutch XP you should do quest if you want to pex (A white quest validation gain about 3% of XP
Posted: Fri Jan 25, 2008 8:01 pm
by LethalEncounter
250 was the correct value for my formula. As you mention (and others have told me), EQ2Live requires quite a few more mobs at higher levels. Somewhere around 1000 white kills to go from 70-71. Although my formula is not perfect and differs from live as you get higher, I believe that the current formula will be good enough for the time being. Especially considering server owners will be able to tune the xp by changing the 'xprate' variable. Realistically, emu servers will never have many people that want to spend as much time grinding as it takes on live.
Posted: Sat Jan 26, 2008 6:22 pm
by alfa
I have made some test on offi
lvl 1 (with adventure vitality) need to kill 10 white mob for level up
lvl 2 (with adventure vitality) need to kill 15 white mob for level up
lvl 5 (without adventure vitality) need to kill 25 white mob for level up
Next comming soon

Posted: Sat Jan 26, 2008 6:34 pm
by LethalEncounter
Heh your server must be really different from mine. I created a lvl 1 character on live in gfaydark and it took barely more than 4 kills to level.