I agree with Biggie. But before content the thing they should focus the most on is Class/Party Balance, Battle System and Battle Regimens.
I agree with Biggie. But before content the thing they should focus the most on is Class/Party Balance, Battle System and Battle Regimens.
Hmm, I guess I came off wrong. What I meant is that it seems silly for a company to be focusing on allowing people to grind to cap when the game just launched. This should be the time to introduce a ton of low level content and lore.
I think the SP is perfect as is now, and it should have been this fast out of the gate. It would be different if it was like other MMOs and you couldn't change your class, but since you can level any and every class on the same character, it shouldn't take that long to reach cap.
Working on the formula to calculate SP. I need cap data and modifiers for different party sizes. Example using actual data:
R29+R30, 3 Star Levinshower, No link + Favor:
Both received 360SP.
Since we're different ranks, the SP gained should be different. It can't be based on the party rather than the individual(which would be a change from pre-patch) since PLing still works. We capped out in that example for reasons I can't figure out, since its obviously possible for a duo to get way more than 360SP. And if it's not a cap, I dont know how to explain getting the same amount at different ranks with the data we have.
[edit] for the purpose of optimal party sizing, though for leves it should be pretty obvious that minimum amount of members for max links is best.
Haven't played this game in about 4 or 5 months so I try it today since I heard you can get exp faster and still seems very slow to get exp. My rank 26 gladiator kills stuff so slow only getting 220 exp per kill and thats with the exp buff. Maybe its the class I have but there just isn't a good way to level that I seen. This isn't no abyssea type exp for sure.
Gladiator is not a good gauge of SP rates, nor is solo'iong. Also you're after R24, which is where the drop-off is. Those mobs you're getting 220/kill on gave less than half that (probably closer to 1/3) before the patch.
3 Star Adamantite Wills, Favor, No link. R29+30 Duo:
-R29, 360SP/mob
-R30, 360SP/mob
-R30 hits R31, 360SP/mob
-R31 drops party and kills a pack solo, 360SP/mob
I really have no idea what is causing this kind of capping. I know you can get more than 360SP, both solo and in a group. It just seems like theres a ceiling for unexplained reasons in certain situations. Anyone have any thoughts?
My LSmates and I have come to the conclusion that there is a cap for exp that can be received by a red (depending on your rank). We were fighting doblyns in copperbell and it didnt matter what it was (green to red) it gave everyone 181.
It seems that we're currently getting SP that goes way over the cap so until we get high enough that we go below the threshold our SP wont go up or down.
Killed 2 Drakes on 50 - one was 'orange', one was 'red' con. They both gave me exactly 1500 EXP 600 SP
Possible that each mob type has its own cap/modifier?
Also occurs on some leves. Setting 4 or 3 stars will give same sp/kill.
No idea, but I cant make any sense of it. I can do one leve and be hardcapped at some number (like 360 in the above example), and then do another leve in the same duo and get upwards of 5-600.
It doesnt seem to be leve related either since Kaeko experienced it on Drakes.
I'd vote for this at the moment. This maybe a bunch of bs but "easier" monsters of the same rank give me less SP than "hard" monsters (like dodos) during leves. It's not capped SP however.Possible that each mob type has its own cap/modifier?
It definitely seems to be based on mob type. Pterocs in Turn Asunder give a lot more SP than puks in another leve despite having the same party and number of links. Pterocs are a tougher mob.
This probably existed pre-patch too, it's just more noticeable now. Just before the maintenance I killed an orange amalj'aa near Red Labyrinth solo and it gave me 225 SP. But what is up with orange? Almost every mob I find seems to be blue, green, yellow or red. Orange seems extremely rare.
While giving more for mob types is possible, it doesn't explain the capping or show any kind of pattern that I can see
Each mob type has it's own "max" amount of SP you can possibly get?
Wouldnt put it past them, but that'd be pretty retarded.
Has anyone even been in a scenario where a party all within boost range has had different SP numbers amongst them? Maybe theres just been a complete change, where a boosted party is now calculated as a whole rather than individually. PL/Behests would still have varying #s for different ranks since not everybody is within boost range.. so maybe its as simple as that?
My duo partner and I were getting different amounts of skill points from both guildleves and normal mobs. Ranks 24 and 22.
I actually think it's an awesome concept. There's a reason we SPed on crabs, crawlers, beetles and spiders for 75 levels in the early days of XI. They were easy mobs to kill fast. If you make more dangerous mobs worth fighting by rewarding you for the extra effort you don't have everyone fighting over the easy mobs.
Even if that were implemented, I have serious doubts of SE's ability to accurately rate the difficulty of their own mobs. Their initial balancing act would probably look great on paper but mostly suck in practice. They might get as much as half of it right, but I'd bet many of those mob types wouldn't be in great abundance so the whole concept would essentially be lost in translation. We've seen this happen before and thus far they've not learned from too many of their mistakes. It would just be another thing to include in the update notes I suppose, and they'd spend the next five years trying to get it right. However, I would still welcome it since it makes the most sense and has a great potential in the longrun. I'd also like a reason to fight mobs other than coblyns all day...
Either way there'll be mobs people prefer and mobs people won't... I don't see how it would be retarded either, but I thought I was just missing something obvious.
I don't think it's true for SP besides the cap however (at least at rank 16), so mobs will probably give roughly the same amount of SP until they hit the cap. You can get similar SP from mob X as mob Y but the potential capped SP is different based on mob type [theory].
They can probably balance this out by making monsters with low potential SP come in larger groups while monsters with high potential SP come in smaller groups. Et cetera. I hope to test this once I get into an LS (and r24+). Especially whether the cap is different when killing open world mobs vs. their guildleve counterparts.