Balancing out EXP gains for Dex talisman 1hnd vs 2hnd

wreckognize

Grandmaster
I can't say for sure, but it seems like EXP gains happen when a player swings their weapon, weather or not they hit, and each swing has a chance for gains. EXP gain amount then depends on the tier of the mob being attacked,

Now if this is true, I would point out that with a 2 handed weapon (or other larger damage/slower swing speed weapon) it takes less hits to kill the mob, and so sometimes the mob dies before giving the total amount of EXP that is capped for each mob.

Now I will say that there is also a weapon class which doesn't have much scale for a high swing speed. Archery starts with a slow swing rate weapon and then just gets slower. So it's difficult to gain talisman EXP using an archer.

Now I suppose it stands to reason that a player could just switch to a faster weapon class to get the gains, but there might be a way to change the way EXP gains function that benefits all classes/styles and that might be a better route overall.

What if when the mob dies, if a player does more than half of the total damage AND lands the final blow, they would automatically get the total remaining EXP amount possible to be gained off of the creature?

OR

make it so that hits landed that are over a certain amount of damage (taking slayer damage bonus into account) could grant a bonus EXP of a set amount, which could also be capped per mob. So basically then every mob would have two types of EXP that can be given, the amount that already exists and then another amount for large damage hits?

Thoughts? Ideas?
 

Ariakan99

Grandmaster
Fairly sure xp is only based on damage unless something has changed since I was levelling up. I will test it on my defense talisman - do one swing and back off to see if I gain on a miss.
 

wreckognize

Grandmaster
whats the exp cap for mobs?

each mob has a cap on how much exp can be gained from it, it could possibly be a set rate per gain based on mob tier to a certain amount. It's added as a preventative measure to avoid afk talisman gaining. Not sure what the amounts are per tier.

My point on this thread is that with higher damage weapons, you have less chances to get those gains as often the mob is dead before you can get the full amount of exp from it.

So if you are using hallys, warhammers, spears or bows versus katanas, clubs or kryss you will ultimately have less chances for gains and need to kill 2-5 times as many mobs to get the same exp gains.

This is ultimately just a theory of mine based on a small amount of testing but if it is indeed the case then staff will know and possibly be able to fix somehow.
 

asics

Grandmaster
Exp is for damage not swing.. I have lvl 8 dexxer talismano..and i chexk realtime sometime for increase point..more DMG more points
 

dobber

Grandmaster
but is there a cap for exp per swing? say like if you swing with a slayer hally for 250 damage, but you only get exp for the first 100 damage and the rest is just wasted. so for a slayer katana you swing for a max of 100 damage and always stay under the max cap and never waste any exp. has anyone tested this? is total exp per mobs the same whether you hit for 200+ damage a swing vs 100- dmg a swing?
 

wreckognize

Grandmaster
perhaps you get more points for doing more damage but if the cap is still the same total, then you simply have less chances to hit the cap. It may be this way to prevent the exact problem in the topic.

In a scenario where you're using a gm+vanq slayer bow to kill a mob that dies in two hits then you're not getting the maximum amount of EXP you could be before the mob is dead. Only 2 chances for gains then.

I did most of the testing comparing gains with my archer versus gains on my swordsman who only uses katana
 

TheFallen

Grandmaster
The cap is based on mobs hp and then there isa hard cap for really high hp mobs (bosses). It really doesn't matter if you punch the mob or use a slayer vanq your going to gain the same xp for killing that mob. They key is to always be hitting something.
 

eppy

Grandmaster
You are capped based on hitpoints. Killing things as fast as possible works the best. You are not punished for any weapon type.
 
Top