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XcodArc Wrote:Plus a repeatable quest in Boat Quay Town for 2.5 m, if it still be there after the first Capt. kill. That's make 10m every day 
Now I know why the ticket to CBD and Malaysia is more costly than every ticket in MS 
What annoyed me is those monsters don't count as mob in level range, don't drop MP ticket and so on I didn't see any quests for me to kill Capt. Latanica today, just for getting his White Essence.
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Takebacker Wrote:1) And this is different from lhc and hoh how? Party play always has a funding requirement to be viable, that's the way training on something you never ohko works.
2) Only reason this makes sense is because there isn't really anything to move on to. You shouldn't be training on the same mobs for 50 (or even 10...) levels past the previous cap any more than you should be training on the same mobs for 50 levels in any other bracket.
4) No it isn't.
on 4, you really should only have the minimum people required to get the spawn going, and both must kill at the same speed, otherwise you're losing a sizable chunk of exp.
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XcodArc Wrote:What annoyed me is those monsters don't count as mob in level range, don't drop MP ticket and so on
I wonder how hard it is to code non-KMS monsters into KMS quests?
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ShinkuDragon Wrote:on 4, you really should only have the minimum people required to get the spawn going, and both must kill at the same speed, otherwise you're losing a sizable chunk of exp.
That was what i was getting at yeah. Duoing with someone on your funding level with hs mule/kanna is ideal.
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Takebacker Wrote:That was what i was getting at yeah. Duoing with someone on your funding level with hs mule/kanna is ideal.
do you know the exp split in a duo party, in which one of the two is HS? i couldn't get the number myself ._.
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Solo at golems = 100% of the exp per your kill
duo with no hs = ~66% of the exp per your kill
duo with hs = ~95% of the exp per your kill
Ballpark figures. Was wearing exp necklace as well so the numbers may be a bit off.
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2013-06-24, 01:27 AM
(This post was last modified: 2013-06-24, 03:17 AM by SaptaZapta.)
ShinkuDragon Wrote:do you know the exp split in a duo party, in which one of the two is HS? i couldn't get the number myself ._.
I tested that setup.
Attacker was getting 153,384 base exp per kill. That's 60% of the 255,640 the golems give normally.
HS was half of that, so another 30%.
Party Bonus was 43016 (30% of 153,384), which is 18% of 255,640.
So, in total, attacker was getting 108% of what she would have gotten solo. Note that this gets worse on 2x (or any other event/card/buff), because party bonus doesn't get doubled.
HSer was getting the other 40% of the base, plus respective bonuses.
Edit: thanks, [MENTION=128]Stereo[/MENTION], for fixing my arithmetic.
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Takebacker Wrote:1) And this is different from lhc and hoh how? Party play always has a funding requirement to be viable, that's the way training on something you never ohko works.
2) Only reason this makes sense is because there isn't really anything to move on to. You shouldn't be training on the same mobs for 50 (or even 10...) levels past the previous cap any more than you should be training on the same mobs for 50 levels in any other bracket.
4) No it isn't.
1) pre unleashed LHC - very low spawn rate with low number of mobs, it promote everyone to fight for the same thing. I always consider it has a lot of mini-bosses to fight. A little bit of fund make it quicker to kill but doesn't require fund to kill it with a party at all.
pre unleashed HoH - medium spawn but limited platforms (2) with medium number of mobs, promote unfunded or small funded to fight one platform before move to another. People are require to have small amount of fund to actually kill it.
TP (mixed Golems) - high spawn rate, high number of mobs, big in size. The size itself suggest player to be widely spread instead of sticking together but that simply meaning everyone is soloing whichever party they're taking care of, which is a totally different direction from other party maps. With the spread, funding weight more than the party element. On top of that, comparing to the other two maps It has less %exp per member.
4) My case could be different from yours, it is true for me but I can't speak for others. I do see from other forum that people prefer soloing in that map instead of party.
EDIT: post before this has proven me right on point 4.
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hfok Wrote:EDIT: post before this has proven me right on point 4.
Lol.
How???????
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SaptaZapta Wrote:I have to choose whether to train/quest in one of the new places we got, or stay at the old victoria/ossyria maps for the kill-300 attendance and collecting teabags for coins..
I did the 300 kills @ Golems.
But yeah, make new mobs drop teabags plz.
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Takebacker Wrote:Lol.
How???????
Attacker getting less exp than they would in solo.
This get "worse on 2x (or any other event/card/buff)"
I do realized people "with similar funds" might help, but not a lot has come pass yet.
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hfok Wrote:Attacker getting less exp than they would in solo.
This get "worse on 2x (or any other event/card/buff)"
I do realized people "with similar funds" might help, but not a lot has come pass yet.
i have no clue what you are saying in thatlast line, elaborate?
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hfok Wrote:Attacker getting less exp than they would in solo.
This get "worse on 2x (or any other event/card/buff)"
I do realized people "with similar funds" might help, but not a lot has come pass yet.
I'm sorry, i fail to see how getting 98% exp per kill is a bad thing when, in the ideal situation i said earlier, you're netting twice as many kills or more vs solo and getting 40% of base for the extra.
This isn't HoH for f'ucks sake. Literally no class is capable of soloing the entire golem map for even a fraction of a minute.
The only reason people hate partying at golems is because you more often than not either end up with someone who is WAY stronger than you and take all your kills or you get someone on the opposite end who drags you down because he can't keep up. If people knew how to make good parties for good exp gain maybe they wouldn't complain when their already OP exp gain is brought down.
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2013-06-24, 01:45 AM
(This post was last modified: 2013-06-24, 01:50 AM by SaptaZapta.)
hfok Wrote:EDIT: post before this has proven me right on point 4.
Not really. That was for a setup with one attacker and one leech.
The map is big enough for several attackers to not get in each other's way.
For two attackers, the exp would be thus:
For my kills I'd get 60% base exp + 18% party bonus = 78%
For your kills I'd get 40% base exp + 12% party bonus = 52%
Assuming we both kill at about the same rate, I'm getting 130% "per my kill" (i.e., in the time it takes me to kill one golem), and so are you.
For two attackers on 2x, the exp would be:
For my kills I'd get 60% base exp + 60% bonus exp + 18% party bonus = 138%
For your kills I'd get 40% base exp + 40% bonus exp + 12% party bonus = 92%
Making the total 230%, which is better than the 200% I'd be making on my own.
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ShinkuDragon Wrote:i have no clue what you are saying in thatlast line, elaborate?
People come in and start saying JPT normally come with less than 1mil line. Doesn't take long for the mob getting stuck on one side.
I find it rude if we split the map and someone "help" me clear my mob so I wont do the same to others. This then just make me have little mob and gain lesser and lesser exp which eventually slow me down by a lot.
My self normally take HS and Kanna mule in so the exp was already shred before anyone join my party. If the guy join me don't kill it quick enough, it will make me to have less mob to kill which again slow down my exp gaining.
(Sorry for bad English, not native speaker.)
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hfok Wrote:My self normally take HS and Kanna mule in so the exp was already shred before anyone join my party.
They shouldn't be in your party to be getting exp in the first place.
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Takebacker Wrote:They shouldn't be in your party to be getting exp in the first place.
Keep them in there so they soak up some experience for future training ground that might have a level limit to enter.
Another thing is, unless you have your own HS mule, otherwise any Bishop pass by are acting as a exp soaking HSer.
The difference will be between the kanna or not, but I haven't seen anyone use Kanna beside me in that map.
Another thing about solo is with huge amount of mobs, it's better to control them to a place where you can effectively hit all 4 platforms at once. This is easier to archive when solo than party.
About HS mule, if someone is in the party with me, I need to HS when they need, which means I cannot attack during the same time (move to another computer to press macro). Even organizing everyone to HS at the same time, people often missed it and causes everyone to wait due to no paying attention or got spammed by gach announcement.
I would like to know how you guys distribute your party member around the map if you guys have a full party, that might be something that help me to get back into a party play in that particular map.
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Jamesie Wrote:Pros: There's a quest that calls for killing Krexel every 24-hours. It gives 7.5m. Pretty nice if you're hella broke (like hella hella). Krexel is also kinda decent EXP. I get ~10% at 178 and it takes me about 4 minutes.
but dont you need to do all the prequests for this quest?
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I have never liked the whole idea of "unlimited" It is catered too much for people who spend massive amounts of NX and hindered people such as myself who spend decent amounts but not thousands of dollars.
But since i'm willing to give anything a shot.
I pretty much came back for Unleashed and first thing is that it kinda bugs me that i cannot dojo without a massive upgrade.. Isn't even like that was the kind of place that you could go in as a party.. Since the whole "purpose" of this patch was to make bossing more party orientated..
As for the other things, I love having GPQ back (sadly my guild is dead but i went on a run with my friends guild for nostalgia's sake) this is definitely a +1, as for other changes i'm totally for the changes at singapore ESPECIALLY DAT BADGE..
Lets see, twisted aqua and twilight perion I know gms didn't create these maps but geez boring as pineapple. I know they are set up for 200+ training but come on at least make the quests somewhat interesting..
I could go on all day but i'm going to cut this short.. LASTLY BUGS. tons, as this is expected from a large patch I wasn't surprised but this still doesn't make it anymore acceptable.
Conclusion? there are a lot of pros and cons of this patch but imo the cons far outweigh the pros and i apologize if I seem negative I always try to find a silver lining in things but this isn't the most easy patch to do so.
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SaptaZapta Wrote:I tested that setup.
Attacker was getting 153,384 base exp per kill. That's 60% of the 255,640 the golems give normally.
HS was half of that, so another 30%.
Party Bonus was 43016 (30% of 153,384), which is 18% of 255,640.
So, in total, attacker was getting 98% of what she would have gotten solo. Note that this gets worse on 2x (or any other event/card/buff), because party bonus doesn't get doubled.
HSer was getting the other 40% of the base, plus respective bonuses.
60 + 30 + 18 = 108?
153384 + 76692 + 43016 = 273092 exp.
It's worse than soloing with a non-leeching HS I'll grant you. Since they changed that situation to a constant 50% it's damn hard to beat that 150% in a party.
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