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=== Base Experience Rewards Table === | === Base Experience Rewards Table === | ||
These are the base experience reward values for each rank and level of critter. If playing solo, simply reference the level and rank of the enemy to get the critter's Base XP. For sidekicked characters on a team, the referenced enemy level is reduced to the player character's actual level plus the difference between the boosted combat level and the enemy level <span style="color:blue;">(enemy level + actual level - sidekicked level)</span>. If the enemy is one level greater than | These are the base experience reward values for each rank and level of critter. If playing solo, simply reference the level and rank of the enemy to get the critter's Base XP. For sidekicked characters on a team, the referenced enemy level is reduced to the player character's actual level plus the difference between the boosted combat level and the enemy level <span style="color:blue;">(enemy level + actual level - sidekicked level)</span>. If the enemy is one level greater than the boosted level, the referenced enemy level will be one above the character's actual level. For example, a level 10 character is sidekicked to level 19 by a level 20 mentor and defeats a level 21 enemy (21+10-19=12). The level referenced for the base XP would be 12. | ||
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Revision as of 05:43, 3 October 2024
Experience
Experience, or experience points (XP), measures a player character's life experience and progression through the game. It is primarily accrued by defeating enemies and completing missions.
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 |
Veteran Levels require 5,608,000 XP for each level |
Experience Rewards
A character receives experience rewards for defeating an enemy based on their actual experience level relative to the defeated enemy's level. Some critters have a Reward Scale multiplier that increases or decreases the amount of XP rewarded depending upon the difficulty of the critter. Defeating an enemy whose level is higher than your character's will grant the character more XP. Defeating a lower level enemy, less XP.
Experience Boosts
There are several ways a player may boost their character's experience gain:
- A character that has accrued Patrol Experience will receive a 50% boost in XP until the Patrol XP runs out.
- The P2W vendors in Atlas Park, Mercy Island, and Nova Praetoria offer various experience boosters as a gift from the game developers
- Certain temporary powers
Experience Distribution and Team Bonuses
The experience that a character gets while on a team is affected by the team's size and by their level relative to the enemies. Larger teams get a higher XP multiplier, but the rewards also get split more ways. Players on teams will receive less XP per critter, but the increased number of mobs and speed of defeats usually results in a greater total amount of XP by the end of a standard mission. A character who is sidekicked, and hence one combat level below that of the team leader, will receive experience based on their actual level and not their boosted level.
Mission completion experience is affected only by the character's actual level relative to the mission's. The full amount is awarded to each team member individually, with no split or weighting.
Calculating Experience Rewards
The experience awarded by defeating an enemy is calculated using a base experience table and several multipliers. The standard formula for this is:
and the result is rounded up. After this, any additional multipliers are factored in (such as XP boosters, Patrol XP, etc.), and the final result is rounded down (drop off the decimals).
Base Experience Rewards Table
These are the base experience reward values for each rank and level of critter. If playing solo, simply reference the level and rank of the enemy to get the critter's Base XP. For sidekicked characters on a team, the referenced enemy level is reduced to the player character's actual level plus the difference between the boosted combat level and the enemy level (enemy level + actual level - sidekicked level). If the enemy is one level greater than the boosted level, the referenced enemy level will be one above the character's actual level. For example, a level 10 character is sidekicked to level 19 by a level 20 mentor and defeats a level 21 enemy (21+10-19=12). The level referenced for the base XP would be 12.
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Reward Scale
This is the difficulty level of the enemy, typically based on the enemy's stats. The vast majority of critters in the game have a reward scale of 1, essentially no bonus. The Reward Scale bonuses can be found on the Reward scale page.
Level Bonus
The Level Bonus is based on the difference in levels between the player character and the defeated enemy.
When a character's level is BELOW the enemy's level, their xp and inf are increased: | |
Level Difference | Level Bonus |
---|---|
0 | 1 |
-1 | 1.2 |
-2 | 1.4 |
-3 | 1.6 |
-4 | 1.8 |
When a character's level is ABOVE the enemy's level, their xp and inf are decreased. | |
Level Difference | Level Bonus |
0 | 1 |
+1 | 0.8 |
+2 | 0.6 |
+3 | 0.4 |
+4 | 0.2 |
+5 | 0 |
Team Size Bonus
Every character on a team receives a bonus based on the number of members on the team. More teammates means a bigger bonus.
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Examples
The standard experience forumla is (Base XP x Reward Scale x Level Bonus x Team Size Bonus ÷ Team Size) rounded up.
If a level 15 solo character defeats a level 14 Skull Bone Daddy boss then (444 x 1.4 x 0.8 x 1 ÷ 1) = 497.28 --> rounds up to 498 XP.
If a level 20 character is sidekicked to level 29 by a level 30 mentor on a team of 4 and defeats a level 31 Crey Elite Security Agent lieutenant then the base XP level would be (31+20-29)=22, so (207 x 1 x 1.4 x 1.8 ÷ 4) = 130.41 --> rounds up to 131 XP.
TIP: Patrol XP is ridiculously easy to accrue. Make sure to check and factor it in if your character had Patrol XP.
Historical
The level bonuses for characters that were BELOW enemies' level were revised in Issue 25. Prior to Issue 25 the level bonuses were:
When a character's level is BELOW the enemy's level, their xp and inf are increased: | |
Level Difference | Level Bonus |
---|---|
0 | 1 |
-1 | 1.2 |
-2 | 1.4 |
-3 | 1.65 |
-4 | 1.9 |
-5 | 2.00 |
Issue 16 (September 15, 2009) saw a complete overhaul of the sidekicking system. Prior to this, multiple players on a single team were able to have their own sidekicks. This meant that there could potentially be 8 characters on a team, all with different levels. In order to balance rewards for a team with varying levels, the developers created a system that defined a set of "weights" on the basis of the "max combat level" of the team (i.e. a value between the minimum level and maximum level of a team). A team's max combat level was then used to reference a multiplier to weigh or adjust the splitting up of experience and influence.
See Also