Entertainer Archive
Thread: Results of entertainer healing xp tests
First, xp gained solo. There are 3 sources of healing xp. You may notice you get up to 3 lines of healing xp. Here's how it works.
The first line is wound healing xp. Wound healing xp is gained at 1 point for every 10 mind wounds healed.
The second line is battle fatigue healing. BF healing xp is gained at 2 points for every 1 BF healed.
The third line is buffing xp. Buffing xp is gained at 1 point for every % of the buff.
There are a few implications of this. The first is a novice entertainer performing solo will get no wound healing xp at all. They heal so slow that every time an xp check is performed, the number is divided by 10 and rounded down to 0. So as a novice entertainer, grouping is a must.
The second implication is that as soon as you stop seeing buffing xp, they will get the full strength buff. HOWEVER it won't be full length yet. Also if you stop partway, the amount of the buff will be equal to the number of xp you get for it.
Now as to how grouping effects healing xp... The answer is... It doesn't. You still get 1 point for every 10 wounds healed, 2 points for every BF healed, and 1 point for every % buffed. The catch is you get the XP based on what the whole group does, not just you alone. In real terms, this means the size of the group has absolutely ZERO relation to how much xp you get. It is purely a function of how much the group heals. A bigger group only means you get it faster, because they are healed faster.
Finally, how skill effects healing xp... Again, the answer is... It doesn't, excepting for the caveat above about not being able to heal fast enough to get any xp at all.
So there you have it. There is no such thing as a "grouping bonus" aside from the fact that you get the xp for the people watching the other entertainers in the group. Of course that doesn't mean there is no reason not to group.
So to everyone who doesn't want to kick AFK people because it hurts the group xp, and for AFK people who claim they are doing the group a favor... Stick this in your pipe and smoke it.. Grouping may boost dancing or music xp, but now more than ever, this is the first line to hit the cap, and healing turns out to be the gating lines.
Great work Tiaga. I was planning on performing a very similiar test and you've saved me and I'm sure many others the time it would've taken to do this. /cheer
My only issue was the contradiction you stated aboutafkers not assisting in healing experiance, from your tag I can see that you have a bias against them which is your right and I know many that support you in this, but lets not muddy the waters and just stick with the numbers.
Tiaga Wrote:
Now as to how grouping effects healing xp... The answer is... It doesn't. You still get 1 point for every 10 wounds healed, 2 points for every BF healed, and 1 point for every % buffed. The catch is you get the XP based on what the whole group does, not just you alone. In real terms, this means the size of the group has absolutely ZERO relation to how much xp you get. It is purely a function of how much the group heals. A bigger group only means you get it faster, because they are healed faster.
Hypothetically, If you have 10 AFKers grouped and 1at the keyboardentertainer (ATKE) non-grouped in a cantina. I'm positive that the 10 AFKers at the end of an hour with a steady flow of people into the cantina will have a better return of healing experiance then the lone ATKE. It's 10:1 oddsthey will have a higher likelyhood of being seen/heard. So basically the more people ina group the higherthe oddsthe group will heal more of the people that enter the cantina. So yes having people, even AFKers, in the group will better your odds of gettingexperiance. Hope I haven't offended you but the numbers always tell the real tale.
Again thanks for doing the leg work on getting us this very useful information.
I think what she meant, Eriik, is that there's no multiplier bonus involved. Two entertainers grouped together don't heal 20 points of wound damage in a 10 second tick with each entertainer getting their experience for healing, just the base 10 wounds...but both entertainers get experience for doing so. The only thing having other performing warm bodies does is give patrons more targets to watch/listen to. It's a bigger net, but not a more efficient one.
So from a patron's point of view, there is absolutely zero reason to watch/listen to anyone less than a Master if there's one available. And s/he should both /watch a dancer and /listen to a musician to get fixed and out the door fast as possible.
At least, that's the way I understand the data to work. I could be wrong. I suck at metrics.
Morning Tarot ![]()
Tiaga wrote:
So to everyone who doesn't want to kick AFK people because it hurts the group xp, and for AFK people who claim they are doing the group a favor... Stick this in your pipe and smoke it.. Grouping may boost dancing or music xp, but now more than ever, this is the first line to hit the cap, and healing turns out to be the gating lines.
I believe this line was misleading and not showing the whole truth,I just wanted to set the record straight. Larger groups lead to higher odds of getting the limited supply of healing experiance, which I believe was left out of thediscussion.Mathematical probabilityhasit's chance to shine
I'm left with just 1 question: Does straight MIND healing have the same XP:Heal ratio as secondary stat healing such as Willpower?
Other than that, a very thorough study.
C
That is a good question Chessak. I'm tempted to say yes, as there is precedent for this in game - medic xp is at the same wound:xp ratio across all stats.
And you're right, I am biased against AFK. However, that statement in question was nota matter of grouped vs ungrouped AFK. One of the excuses people make for AFK is that they are "helping the group get experience" so people should welcome them. I was merely pointing out that for the experience that matters,the group would get the exact same experience if they were not there.
I would like to say this also means that going to smaller cantinas on advanced planets could be an alternative to the big 3... But the truth is probably the best healing xp still comes from the big 3, since it's where people go to get healed, since they know there are entertainers there.
But something more interesting.. For someonelooking toget healing xp,healing battle fatigue is by far better experience. With the mind poison used, there were 299 mind wounds and only 22 battle fatigue, but the xp for wound healing was 10 less than the xp for bf healing. Therefore, the best xp would hypothetically come from poisoning all 9 stats, not just the mind stats. (And as a side benefeit, the CM could then get xp healing the non mind wounds) Of course, not being a CM I have no clue if this is possible. So people should be looking for high sources of battle fatigue to get xp. A good example is cloning without stored data, which produces 100 battle fatigue and 100 wounds to each primary stat... Which comes out to 200 bf healing xp and 10 wound healing xp. Of course, with decay that's not an ideal method.
I had 4 people invilved.. A novice entertainer, a master dancer, a target, and a combat medic. The combat medic had 2 identical mind poisons. He applied the first until the stat had only 1 point left, then cured it. This left the subject with 299 willpower wounds and 22 battle fatigue.
For the first test, as the novice entertainer I started dancing solo, and instructed the subject to watch me. I recieved 44 xp at only one line a tick. The xp stopped as soon as the BF was completely healed after about 2 minutes, but the wounds were still being healed, for another 5-10 or so minutes.
For the second test, I started dancing with the master dancer, then instructed the subject to watch me again. For the second test, I recieved XP as follows:
Tick 1:
4
32
7
Tick 2:
5
12
7
(BF completely healed now)
For the next 8 ticks, I recieved 2 xp per in the following sequence: 4,7 2,7 4,7 4,7 4,7 3,7 2,7 2,7
(Wounds completely healed now)
I then recieved 4 more ticks of 7 xp and 1 of 2 xp.
From this, I inferred that after the BF was healed, the second one dropped out leaving the first and third for the next 8 ticks. The last one was consistently 7 until the end, so from this I inferred that after the wounds were healed, the first one dropped out leaving the third one, which I already knew was buffing xp from my master dancer. (As soon as you /setperform or someone in the group starts watching you see a line of 7xp)
Adding up the totals, I'll do the second line first. The second line adds up to 34. The 34 isn't exactly 1/10th of 299, but since you can't get .1xp, the wound healing needs to be rounded. I've already seen it can be rounded down. It is not that far of a stretch that it can also be rounded up. Therefore, since there were 10 ticks of wound healing xp, each tick has a margin of error of xp of +/- 0.5xp per tick. Worst case then is 10*.5 or 5xp in either direction, making the range of actual xp earned should it all have been healed at once 29-39. 29 would be a little less than 1/10th. 39 would be a little less than 1/8th. In that range, 8 or 10 seems most likely.
In this I'm only guessing, and more experimentation involving a group of 4 masters and someone with exactly 81 mind wounds would be needed. That group should be able to heal those wounds in 1 tick. 81 gives a number to test 8, 9 and 10. If it is 8, 81/8 = 10.125 which would be rounded off to 10. If it is 9, 81/9 = 9. If it is 10, 81/10=8.1 which would be rounded off to 8. (Actually anywhere in the range of 78-84 would work with the rounding.) My reason for guessing 8 or 10 despite it being closest to 1/9th, is that with the same entertainers with the same skills it is not unlikely that the rounding would occur in the same direction each tick. However this doesn't mean anything since .5 is only worst case, and it could be anywhere from -0.5 to 0.5 in reality.
The first line is more interesting. It totals up to 44. Identical to what I got solo, and again exactly twice the battle fatigue.
The third line is again interesting. As a novice entertainer, I can't buff at all. As a master dancer, the buff can be up to 100 percent. That matches the 100xp. Again however this is just a conjecture that needs more testing, but I believe 1%=1xp. I will test this tomorrow as a novice musician with no technique line. By my theory, I should get 7 then 3 xp for buffing. But what is more interesting about the second line is that I can't buff at all, but I'm getting the buffing xp from the master dancer. In fact, I always see this as exactpy 7 per tick per person being buffed in every group I have ever been in. This just further goes to prove the xp sharing theory.
If anyone else wants to perform similar tests, please feel free and post the data here. Useful data is as follows:
Subject's battle fatigue, subject's mind wounds, skill level of entertainer/entertainers in group, if the person is being buffed or not (Passive or active), and a list of the 1-3 xp amounts gained for each tick.
My current findings seem to indicate that either wound healing scales with experience, or there is some other variable in my first sample.. Or maybe sub-stats give less xp.
The wound healing xp is still the lesser of the two, but it seems it does scale with skill...
Someone walked in with the stock 100 across the board wounds. (Well, the med center had taken them down to 80 mind and 94 battle fatigue) For healing those 80 wounds, I got 57 xp.
57 is a bit of an odd number.. A little later someone came in with 90 mind wounds. I missed healing 13 of them, so I healed 77 mind wounds (I think, wish I'd been playing music from the start) and got 67 xp for healing the mind wounds.
The first time I was dancing. The second time I was playing music. The second time however I was flourishing more actively... And the first tick of xp I got was only 10 while the rest were closer to 20...... Perhaps flourishing has something to do with it.
But battle fatigue remains at a constant 2xp per point healed.
C