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Optimizing your Hero -- the "XP Grind"

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  • #16
    Is there any reason this is better than just checking how many bars of xp you get per second? My question is will I gain something by doing the math.

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    • #17
      Taking detailed notes of in-game observations is certainly another way to try to figure things out. You would have to run tests on multiple different trial levels and record the XP gained over the time spent.

      The​ math should agree with the test data and vice versa, right?

      VUFO ZEBE ZAQI 1381 ~ Gethi, mage, TL109 mobile

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      • #18
        How long does a optimal run with 800% exp gear takes? 2 min? 3 min? If i can Just get this number i can run close to It and bem close to best witgout the math...

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        • #19
          Originally posted by Seilmore View Post
          How long does a optimal run with 800% exp gear takes? 2 min? 3 min? If i can Just get this number i can run close to It and bem close to best witgout the math...
          Sorry, doesn't work that way.

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          • #20
            I'm sure opinions vary. I look for around 3 to 4 minutes for an easier run where I am concurrently watching TV or something and don't want to have to focus. And 4 to 5 minutes if I raise my Trial Level up to more challenging = more XP. I am still testing the theory I wrote about, and while the "shape of the curve" is correct, the maximum XP/sec (the optimum level) for the example I gave (my own example) -- 75 is too low. It's more like 82 for the example given. I will update when I get more test results.

            VUFO ZEBE ZAQI 1381 ~ Gethi, mage, TL109 mobile

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            • #21
              A point would be if D is established by Trial stats, that is skewed by the boss fight and the possible single vs mob damage differences.

              However, if they implement stats for each run instead of best run, we may be able to make some estimations?
              Last edited by orion_134; 12-24-2017, 11:52 PM.
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              • #22
                Originally posted by orion_134 View Post
                A point would be if D is established by Trial stats, that is skewed by the boss fight and the possible single vs mob damage differences.
                Yes, I agree. The "trial data" I used to estimate the variables was indeed full trial data -- of course that's all we have -- but may not accurately represent DPS during the mob-phase only.
                VUFO ZEBE ZAQI 1381 ~ Gethi, mage, TL109 mobile

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                • #23
                  Originally posted by Coda View Post
                  Taking detailed notes of in-game observations is certainly another way to try to figure things out. You would have to run tests on multiple different trial levels and record the XP gained over the time spent. The​ math should agree with the test data and vice versa, right?
                  Like Humus suggested I took some data:
                  • Mage, same XP build (any CLs gained, don't use them yet)
                  • 5 runs each trial level
                  • record time to boss summons (t, seconds)
                  • I decided against 7 runs, and then throwing out the worst & best. Sometimes you cruise and sometimes you get your ass kicked.
                  • Simplified "relative XP/sec", just for comparison:
                    • XP gained from the first Trial Level in this test is assigned a value of k=1000
                    • Higher TL's vs. the first one, XP = k * (1.05 ^ n) ; where n is the number of TLs above the first one
                    • XP per second = k * (1.05 ^ n) / t
                  Results (TL ; average "relative XP/sec"):
                  • 76 ; 6.34
                  • 79 ; 6.72
                  • 82 ; 7.64
                  • 85 ; 8.58
                  • then my trials mage found an awesome tome and weapon with XP on them; build changed; that ends this test
                  So, while I believe the formula above is OK in concept -- the overall shape of the curve seems about right -- the assumptions made to calculate the optimum (which above was ~75) need to be refined. Or the math is wrong.
                  VUFO ZEBE ZAQI 1381 ~ Gethi, mage, TL109 mobile

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                  • #24
                    I think the math is right. The main variance, in my opinion, is the efficiency of AoE damage. The lower the mob level, the more you can "over kill" them. When you can stack up 2-3 groups and hit them with blizzard, singularity, and FB, you need higher level mobs to take advantage of the full damage potential. So the time needed to kill a higher level group is less than the pure hp would indicate.

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                    • #25
                      More testing ... XP Mage running the TL indicated in each row:
                      -
                      Time Left Elapsed Time (sec) XP XP Relative
                      LEVEL 1 2 3 4 1 2 3 4 AVG factor per sec XP/sec
                      88 7:02 6:33 7:15 7:03 178 207 165 177 182 1.000 0.00550 1.00
                      90 6:04 6:15 6:33 6:25 236 225 207 215 221 1.103 0.00499 0.91
                      92 6:49 6:31 6:04 5:54 191 209 236 246 221 1.216 0.00551 1.00
                      94 5:49 5:29 6:19 5:40 251 271 221 260 251 1.340 0.00534 0.97
                      96 5:58 5:29 5:50 5:36 242 271 250 264 257 1.477 0.00575 1.05
                      98 5:15 5:30 4:55 5:18 285 270 305 282 286 1.629 0.00571 1.04
                      100 4:23 4:40 5:05 3:40 337 320 295 380 333 1.796 0.00539 0.98
                      -
                      Best results (highest XP/sec) were achieved about 4 to 6 levels below maximum.
                      -
                      This particular hero can clear 100 with some effort. Has not yet cleared 101 (Elban in a cave) or 102 (it doesn't have good movement speed).
                      So if we assume ~102 max, then optimum XP occurs at TL(max)=102ish minus ~4 to 6 = 96 to 98.

                      Variability in the monsters within a TL makes it impossible to pin down more than this,

                      For XP, and for XP only, the key is (IMHO) -- if you die a couple of times or more; too hard; abandon & reduce level. Once you hit the level where you "just barely stay alive", you are close to the right spot. Obviously this depends a lot on damage vs. toughness & recovery.
                      Last edited by Coda; 01-13-2018, 08:55 PM.
                      VUFO ZEBE ZAQI 1381 ~ Gethi, mage, TL109 mobile

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