Scout Archive
Thread: Scout and Trapping XP Survey
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No Traps -
200 Unarmed XP -
20 Combat XP -
136 Scout XP (harvested 7 hide from 3 Tame Rills) -
136 Scout XP (harvested 6 bone from 3 Tame Rills) -
Missed a few times but was hitting for 45 pts. -
Throwing 1 Wire Mesh Trap (100% accuracy when throwing the first trap) -
132 Unarmed XP -
12 Combat XP -
66 Trapping XP -
136 Scout XP (harvested 7 hide from 3 Tame Rills) -
136 Scout XP (harvested 6 bone from 3 Tame Rills) -
Did not miss once during combat and hit for 45 pts each time. -
Throwing 2 Wire Mesh Traps (First Landing, Second Not) -
132 Unarmed XP -
12 Combat XP -
66 Trapping XP -
136 Scout XP (identical to above Scout XP findings) -
Did not miss once during combat and hit for 45 pts each time. -
Throwing 2 Wire Mesh Traps (First and Second Landing) -
98 Unarmed XP -
8 Combat XP -
100 Trapping XP -
136 Scout XP (identical to above Scout XP findings) -
Did not miss once during combat and hit for 45 pts each time.
Note: Managed to bank some Unarmed XP while waiting to hit the 2k needed to train in Scout. The Problem though was that I lost about 36 Scout XP when it happened because the 2k needed to train the first box of Exploration meets the current Scout XP Cap for a Novice Scout. That means a Novice Scout cannot earn more XP than 2k! The Brawler portion of my template can reach 6k before capping (enough to train the first and second box of Unarmed Combat at once.
Kill the same CL 1 Tame Rill while the player is CL 2 and the creature grants 126 Trapping XP, 232 Unarmed and 22 Combat XP but still only 136 Scout XP. That's right... all other XPs go up but Scouting remains the same.
Early Thoughts: (all these thoughts will require further testing to confirm)
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It's pretty obvious that Trap XP appears to be working like Weapon Type XP and Medical XP. If you use a trap during combat (that includes initating combat)the final XP gain will be divied up between Trapping XP and Weapon Type XPs. The unfortunate thing, though, is that it will not be included in calculating your Combat XP and will result in loss of Combat XP for using the Trap. -
So far (and this is an emphasized "So Far") Scout XP appears to have no correlation to Resource yield. In such small numbers though it is still too early to tell. When I advance in Hunting I'll know for sure. -
Tame Rills are stupid.
CL 1 Vs. CL 2
or
Some More Testing
This is a quick test against Yellow Cons. This was conducted twice across two different creature types.
-
No Traps -
200 Unarmed -
20 Combat -
146 Scout XP when harvesting 6, 7, and 8 units -
Dealing 44 damage with occasional misses -
1 Wire Mesh Trap -
140 Unarmed XP -
14 Combat XP -
48 Trapping XP -
Dealing 44 damage with occasional misses (no real good ratio to judge by) -
2 Wire Mesh Traps (First Landed Second Didn't) -
140 Unarmed XP -
14 Combat XP -
58 Trapping XP -
Dealing 44 damage with occasional misses (no real good ratio to judge by) -
2 Wire Mesh Traps (both landing) -
110 Unarmed XP -
10 Combat XP -
90 Trapping XP -
Dealing 44 damage with ocasional misses (no real good ratio to judge by) -
3 Wire Mesh Traps landed -
100 Unarmed XP -
10 Combat XP -
98 Trapping XP -
Dealing 44 damage with no misses
Note: Across two different creature types I found varrying success when landing the traps. One creature got hti 100% of the time with the Wire Mesh Trap. The other got hit about 50% of the time across all tests.
Kill the same CL 2 creature with a CL 2 player and the trapping XP is 112, Unarmed XP is 286, Combat XP is 28 and Scout XP is 146. Again, the XP award goes up for everything but Scout XP.
EarlyThoughts (ctd):
- According to this early test it appears you get LESS trapping XP for trapping Yellow Con Creatures. I'll check again in a few levels to see what the story is.
- I'll have to find a third CL 2 Creature to confirm, but it appears that the creatures themselves might have some sort of defense against traps. The fact that two different creatures hadappeared to result in different success rates is disheartening.
- In the Very Least, Wire Mesh Traps may not apply their state well on higher Con Creatures.
Message Edited by WildBil2Me on 06-01-2005 11:16 PM
This is excellent work.
Did you consider the eventual creature damage / to-hit bonus that you will be getting? If trapping xp takes away from combat xp, but weapons xp does not, then this is yet another issue that needs an answer or a fix.
Good job, and yes Tame Rills are stupid ![]()
BioEngine wrote:
This is excellent work.
Did you consider the eventual creature damage / to-hit bonus that you will be getting? If trapping xp takes away from combat xp, but weapons xp does not, then this is yet another issue that needs an answer or a fix.
Good job, and yes Tame Rills are stupid
Right now I'm concentrating on the Trapping Mods so I'm taking all my CL from either Trapping, Survival, or Exploration. (with the exception of Combat related CL) Doing it this way will keep me from worrying about the "to-hit bonus" getting in the way of results and I'll know exactly where the damage bonuses are coming from.
For now, I'll only be using Wire Mesh Traps as well. This will give me a chance to see if its working and standardize my combat results.
After I finish I'd be glad to go in and do some testing of the to-hit bonus to see what the story is.
Oh, and thanks for the kind words.