"Effective Difference" XP Penalty in Maps
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My understanding of the "effective difference" (3+Level/16) xp penalty tells me that after lvl 87 all map XP is penalized. I have seen the formula on the wiki but Im not a math guy, so can someone tell me how much xp one loses per level of effective difference? I wish therre was a table I could use. I would make one but like I said, Im no math guy. Its probably why my builds mostly suck too, but thats another issue ;)
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Someone did actually make a chart. I can't remember where I found this so apologies for lack of proper credit: http://www.pictureshack.us/images/27077_PoE_Experiance_Efficiency_Chart.png
Note that since that was made, the penalty has been capped at 98%, so the values lower than 2% on that chart should be considered as 2%. Have you done something awesome with [url=http://pathofexile.gamepedia.com/Sire_of_Shards]Sire of Shards[/url]? PM me and tell me all about it! Last edited by viperesque#7817 on Jun 28, 2014, 9:15:20 PM
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Wow thanks. That chart is almost TOO big! That penalty gets STEEP too. Oh well. I can whine about it or grind it out, right? Thanks again.
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I thought the character is never considered to be higher level than 68 by any game mechanic? So while higher level yield more individual monster xp, there is no external "penalty" on xp. afaik. Just because I'm paranoid doesn't mean they're not out to get me.
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" That applies to orb drops, not XP. Here is a nice calculator for the XP penalty. http://poetools.com/experience-penalty/ |
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Hard maps should add an exp % increase modifier so people actually run them
Like a -max res, ele weakness, monsters do added lightning damage, 5 projectiles, half regen map etc |
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" It's...beaaautiifuuuul! ![]() "Danger is like jello, there's always room for more."
http://www.twitch.tv/vejita00 |
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" Yeah that would be cool. A percentage of IIQ (maybe minus chisels and Vaal pieces?) added to XP? |
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" The last time I asked for that, this is what Carl said no. I wouldn't count on this happening any time soon. |
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" Any reason he thought it was a bad idea? To me it's one of the best ideas to curb bad luck in difficult maps. Run a 180% quantity map but get no maps? No problem if I'm getting a lot more XP. Edit: ehh.. actually thought of it more and I figured out why it's a bad idea. It would create a meta with everyone trying to go for the max possible amount of quantity on each map. This does seem reasonable when you first think about it until you realize it would limit build diversity further and ultimately hurt mapping incentives. Many people simply enjoy not running very difficult maps but in this scenario running anything other then high quantity maps is a complete waste of time. Especially for people who speedrun low maps just for gem xp/items/fun. Last edited by kasub#2910 on Jun 29, 2014, 1:51:21 AM
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