Brawler Archive
Thread: why unarmed 4 has been so hard....
(x-posted from discussion board)
So for the last 5 days i have been grinding out unarmed xp for at least 5 hours a day, mostly just soloing low level mobs. And every 20 minutes or so i would notice that i wouldn't get xp for something i killed(no i'm not talking about baby's).
Then yesterday as i'm playing i realized that 1 out of every 3 creatures i killed gave me no xp. And i sat down to think about it. If 5 days ago i started grinding unarmed xp and ONLY unarmed xp(i was already half way to unarmed 3 when i began)for about 4-5 hours a day, even if i wouldn't have had friend to help me with tanking the higher xp creatures that still would be about 3k xp per 15 minutes. (1 good kreetle lair = 1.5k, 2 womp rats nearby = 800, and a gorg lair= 1k, give or take). So you figure 5 days, 5 hours, that's 300k xp i should have gotten!! And where am i at? still 15k short of unarmed 4. WHAT THE HELL!
Obviously the bug was occuring more often than i originally thought at the start and i just wasn't noticing the missing xp, and just figured it was going incredibly slow. Everyone in my friends list got to hear me whine and moan about how long this was taking. And now i realize why, because you released a game that had so many freaking bugs, characters can't even level properly. Not only am i still not unarmed 4, but i should be over half way to my first dot in tka if i wanted to take it! Now of course, no one complains about the bugs/exploits that make it easier to level...but this is ridiculous. i've never hit unarmed blind/unarmed stun/berserk so many times in my life!
So ya, i'm incredibly aggrivated..but i feel i have every right to be. Anyone else had this problem?
Kasey Kincaid(AoD) - flurry- master of unarmed dot 3
Tayosis Mercury - bria - Master Surgeon/CH/TKA
I am a pistoleer going smuggler and finally reached unarmed 3 last night. What I have noticed is a profound difference in the amout of XP given from the two fields. If I use the pistol I average around twice the XP per kill as I do when I am unarmed. That seems a little odd to me that the xp would be so low. eg. last night I killed two womprats one unarmed one with my pistol which is a FWG5. The pistol gave me 595xp for that kill while unarmed gave me 303xp for the same type of creature. It just seems puzzling that there would be such a large gap in the xp.
Nexxus82
Cuthburt, Flurry
Doesn'tit take the same amount of damage to kill a mob with unarmed as it does with a pistol? So why would the exp be different?
Ever notice that the people who say this grind isn't too bad are those with high skills in another weapon. They just bleed the mob, hit it once unarmed and run. Doesn't help those of us who aren't training in another weapon at all. I figure that I will finish Master Doctor long before making it to novice TKA.
As far as the damage amount, yes they h ave the same HAM either way, but what I meant was I believe it's in relation to how much damage per hit you do. So where unarmed the average hit is in the 80's, your average pistol shot would by in the 200's, so the pistol would result in higher XP. Again, I don't know that that is the way it works, but it seems to be logical theory from my experiences.
I can understand your logic if you used a pistol to pull the mob and then hitit unarmed. If your pistol does more damage than your unarmed hits then you will get more exp in pistol than unarmed on each mob.
Otherwise the game would need to count overdamage when figuring out exp. For example if a mob has 200 HAM and you hit it for 400 damageand your exp is based on the full 400 damage. But I don't think this is how it works. Otherwise you should only get credit for the 200 HAM damage to kill the mob, regardless of how you kill it.
I would conjecture, if this were in fact how it is supposed to work, that the functionmay be working backwards. Normally a higher-level character will get less xp for a creature that it kills than if a lower level character kills the same MOB assuming that there is no XP cap. This would assume that damage output is the determining factor.
However, if the function is working correctly then there must be some other factors involved. Due to the limited nature of the tests I would guess that passive defense skills come into play (ones that require no activation don't know if those are actually considered passive or not). If this is the case it makes sense that the ranged weapon carriers have a large bonus to XP (or pistol in this case no data on carbines and rifles). In this case since the ranged users have very little defensive stats (in comparison)then they would get much higher XP even though the relative threat level to them is minor,due to the distance and ability to kite.
It would be nice to have data from the other professions to compare. To be accurate you would need to kill at least 5 of the same creature, conning the same to you with each weapon and then average the XP for each kill. That way if there is minor variation it would absorbany anomalies.Additionallyrecord the number of strikes to kill, defense skills etc. To make this accurate youcouldn't use any special attacks, or abilities.Fore example: notraps, bleeds, state changes (blind, stun, dizzy), posture changes (posture down, knock down.
Thoughts?
Dea'll
Flurry
I appologize the paragrapahing didn't work in the previous post. I'll try again so it's readable.
Based on this information it could be guessed that this is a function of # of hits to kill to generate the amount of xp gained. If it was based on raw damage dealt to kill then Unarmed (don't know if other brawlers work the same way) should get huge xp.This is due to the fact that when I kill something the two HAM bars that didn't kill the opponent are at least half way down.
I would conjecture, if this were in fact how it is supposed to work, that the functionmay be working backwards. Normally a higher-level character will get less xp for a creature that it kills than if a lower level character kills the same MOB assuming that there is no XP cap. This would assume that damage output is the determining factor.
However, if the function is working correctly then there must be some other factors involved. Due to the limited nature of the tests I would guess that passive defense skills come into play (ones that require no activation don't know if those are actually considered passive or not). If this is the case it makes sense that the ranged weapon carriers have a large bonus to XP (or pistol in this case no data on carbines and rifles). In this case since the ranged users have very little defensive stats (in comparison)then they would get much higher XP even though the relative threat level to them is minor,due to the distance andabilityto kite.
It would be nice to have data from the other professions to compare. To be accurate you would need to kill at least 5 of the same creature, conning the same to you with each weapon and then average the XP for each kill. That way if there is minor variation it would absorbany anomalies.Additionallyrecord the number of strikes to kill, defense skills etc. To make this accurate youcouldn't use any special attacks, or abilities.Fore example: notraps, bleeds, state changes (blind, stun, dizzy), posture changes (posture down, knock down.
Thoughts?
Dea'll Flurry
My guess would be.
XP gain is based on total amount of time to kill said mob. So where a pistol can kill say a Gnort in 6 secs, a UA will take 15 secs to kill same Gnort. Lets say the pistol user gets 300xp but because of the time to kill is so muchlower thanthe UA only gets 100xp. This would explain why every other combat line progresses faster than UA because at the base levels everything out damages UA by double or more. So the question would be what is the amount of XP lost per second of combat time?
SOE probobly has a coded amount of time needed for equal level oponents to kill each other. The longer it takes the less XP is awarded or the faster it takes the less xp that is awarded. So two level 13's face each other it should take 45secs to finish combat and full xp is awarded, a level 3 player goes to fight a 13 mob it will take longer so xp is lowered, a 30 player goes against a 13 mob combat is to quick so less xp is awarded.
Oh well just my thoughts.