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Difference between revisions of "Experience"

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(add splitting & team bonuses from forums)
(updating weighting mechanics)
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Experience is accrued by defeating [[enemies]] and completing [[mission]]s.
 
Experience is accrued by defeating [[enemies]] and completing [[mission]]s.
  
= Experience Table =
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== Experience Table ==
  
 
This table indicates the experience requirements for each level in both [[City of Heroes]] and [[City of Villains]].
 
This table indicates the experience requirements for each level in both [[City of Heroes]] and [[City of Villains]].
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= Experience Distribution and Team Bonuses =
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== Experience Distribution and Team Bonuses ==
  
For each character in the team:
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First, look up the team's highest combat level in the table below to determine the maximum allowable level spread. Completely disregard all team members whose combat level is below the highest member's by ''more than'' this range. Not only will members this low get no experience whatsoever, but experience will be generated and distributed among the others as if these lower members weren't even there.
  
1. Look up the standard XP reward that character would get if he were soloing at his actual level and he defeated an equal-level version of the enemy in question.
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{| border="1" cellpadding="0" cellspacing="0" align="center" style="text-align:center"
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!   Highest Teammate Level   !!   Max Spread  
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|-
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| ? || ?
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|-
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| 46-50 || 5
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|-
 +
|}
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 +
 
 +
Second, determine the team's average combat level and total ''weight''. These figures will come in handy later, and they only need to be calculated once.
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 +
:2.a. Calculate the team's average combat level, dropping fractions.
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:2.b. Look up the weights of all team members by comparing their combat levels to the team's average in the following table. Add these together to get the team's total weight.
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{| border="1" cellpadding="0" cellspacing="0" align="center" style="text-align:center"
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! &nbsp;&nbsp;Char Lvl Relative&nbsp;&nbsp;<br/>to Team Avg. !! &nbsp;&nbsp;Weight&nbsp;&nbsp; !! &nbsp; !! &nbsp;&nbsp;Char Lvl Relative&nbsp;&nbsp;<br/>to Team Avg. !! &nbsp;&nbsp;Weight&nbsp;&nbsp;
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|-
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| -5 and below || 0    || &nbsp; || +3 || 1.15
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|-
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| -4         || 0.45 || &nbsp; || +4 || 1.25
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|-
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| -3         || 0.68 || &nbsp; || +5 || 1.5
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|-
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| -2         || 0.85 || &nbsp; || +6 || 3
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|-
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| -1         || 0.95 || &nbsp; || +7 || 6
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|-
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|  0         || 1    || &nbsp; || +8 || 9
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|-
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| +1         || 1.05 || &nbsp; || +9 || 12
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|-
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| +2         || 1.1 || &nbsp; || +10 || 18
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|-
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|}
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 +
 
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Third, for each character in the team:
 +
 
 +
:3.a. Look up the standard XP reward that that character would get if he were soloing at his actual level and he defeated an equal-level version of the enemy in question.
  
2. Adjust that reward based on the enemy's actual level relative to the character's current combat level:
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:3.b. Adjust the reward based on the enemy's actual level relative to the character's current combat level:
  
 
{| border="1" cellpadding="0" cellspacing="0" align="center" style="text-align:center"
 
{| border="1" cellpadding="0" cellspacing="0" align="center" style="text-align:center"
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|}
 
|}
  
3. Adjust the reward for team size:
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 +
:3.c. Increase the reward based on team size:
  
 
{| border="1" cellpadding="0" cellspacing="0" align="center" style="text-align:center"
 
{| border="1" cellpadding="0" cellspacing="0" align="center" style="text-align:center"
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|}
 
|}
  
4. Adjust the reward by the ratio of the character's current combat level to the total number of combat levels in the team.
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:3.d. Multiply the reward by the ratio of that one character's weight to the team's total weight. (Use the table back in step 2.b. again.)
  
  

Revision as of 09:25, 26 May 2007

Experience is accrued by defeating enemies and completing missions.

Experience 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   

Source: http://faqs.ign.com/articles/539/539615p1.html


Experience Distribution and Team Bonuses

First, look up the team's highest combat level in the table below to determine the maximum allowable level spread. Completely disregard all team members whose combat level is below the highest member's by more than this range. Not only will members this low get no experience whatsoever, but experience will be generated and distributed among the others as if these lower members weren't even there.

  Highest Teammate Level     Max Spread  
 ?  ?
46-50 5


Second, determine the team's average combat level and total weight. These figures will come in handy later, and they only need to be calculated once.

2.a. Calculate the team's average combat level, dropping fractions.
2.b. Look up the weights of all team members by comparing their combat levels to the team's average in the following table. Add these together to get the team's total weight.
  Char Lvl Relative  
to Team Avg.
  Weight       Char Lvl Relative  
to Team Avg.
  Weight  
-5 and below 0   +3 1.15
-4 0.45   +4 1.25
-3 0.68   +5 1.5
-2 0.85   +6 3
-1 0.95   +7 6
0 1   +8 9
+1 1.05   +9 12
+2 1.1   +10 18


Third, for each character in the team:

3.a. Look up the standard XP reward that that character would get if he were soloing at his actual level and he defeated an equal-level version of the enemy in question.
3.b. Adjust the reward based on the enemy's actual level relative to the character's current combat level:
  Critter's Relative Level     XP Multiplier  
-5 or lower 0
-4 0.2
-3 0.4
-2 0.6
-1 0.8
  0 1
+1 1.2
+2 1.4
+3 1.65
+4 1.9
+5 or higher 2


3.c. Increase the reward based on team size:
  Team Size     XP Multiplier  
1 1
2 1.25
3 1.5
4 1.8
5 2
6 2.1
7 2.2
8 2.5


3.d. Multiply the reward by the ratio of that one character's weight to the team's total weight. (Use the table back in step 2.b. again.)


Sources: