Party Mechanics (Current State?)
I'll try to do some digging and find recent changes to group mechanics.
1- Looks like you don't even receive the +50% quantity unless players are near each other: https://www.pathofexile.com/forum/view-thread/274216/page/1 " And then later in the same post: " So all players need to be within a screen of each other (not even two screens like I thought) when the monster is first damaged, AND when the monster dies. You basically have to stick together like glue to receive less loot per person than you normally would if you both played alone. If one player wanders off, you both have to deal with 175% hp monsters that give as much xp and loot as a 100% hp monster in a solo game. A rather extreme penalty imo. I'll do more digging and post my findings and sources. Last edited by obuw#7538 on Aug 5, 2013, 1:13:07 PM
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Here's another:
https://www.pathofexile.com/forum/view-thread/56368 " And in the second post: " So the whole +50% base xp, +30% party xp bonus deal was removed with this patch? Mind you, this patch was over 9 months ago: Nov 2012. If I understand this correctly, monsters give 100% xp to each nearby player when they are killed. So if you are grouped up, you get more xp/h. And if you are grouped but not near each other (2 screens according to this post), you get much less xp/h. My question right now is; is this the current system or the old system? | |
But if i understand correctly, and this is assuming you are in a party with people you actually call friends because random games seem like a horrible idea. But assuming that, maybe you personally do get "less" drops but as a group together you do get much more drops. So in essence you do have a better chance to get something you could need
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Get a fast group and you'll get more exp/items.
ॐ "Metal Gear!?!?!?" ॐ
Onslaught: FixinToDie + Awnslot |
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" This is true. But it is still better to just play separately, and keep items you think might be useful to your friends. That's what we do. And it results in more drops overall. The drops aren't the real issue though. XP is. Also, the fact that you need to stick together like glue or receive severe penalties to both xp and loot. | |
Well.. to be truthful the only time i really party up is when i am actually over at my friends house and we are playing. But the "range" you have to be at dos seem fairly extrema. I wounder why such a very short range was picked
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Wanted to bump this as I still haven't found any definitive information on how party experience is supposed to work.
I want to play with a friend now, but he's 49 and my closest character is 63. I want to learn what level he has to be before we can play together without completely butchering his experience gain. Wouldn't it be useful to new players if the mechanics thread is updated with the correct information regarding party mechanics? In my search I found numerous people asking the same questions about party xp, months after it was changed, and people pointing them to the same old incorrect mechanics thread. Makes me wonder what else in that thread is outdated. :< | |
Just wanted to add one point that has not been discussed and that does matter in party gaming clear speed.
If your damage is high enough that you kill monsters that are +75% hps as fast, or nearly as fast as non-partied monsters, the calculations for total benefit is quite a bit higher. Even if things like bosses would still be around 114% speed with two players, most normal mobs would be fast to clear. Also, there are synergies to consider... a bad synergy team will be at the minimum number, while a duo that has builds that work well together, one focusing on cursing so that the other saves time on that for instance, it will also increase clear speed significantly. So basicly the mathmatical numbers here are generally a "minimum", not the average result of partying, and definately not the optimal result of a good team. Designer of The Broken Crown
Designer of The Sigil Divination Card https://www.reddit.com/user/ThisIsABuff/ |
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