Kabanaw Wrote:Shouldn't # of hits to kill be regarded more than total amount of damage?
33000 kills @ 1-3 hits to KO becomes 20000 kills @ 3 hits to KO (or 2 hits in the 1 in 400 chance both times crit)
I don't have exact numbers on the rates I do 1hko, 2hko, 3hko currently though, so I'm not sure whether that's an improvement or not (my range is 35000-95000 atm, something like 110000-117000 after bb, on targets with 85000 hp now vs. 260000 after bb)
2010-12-04, 12:19 PM (This post was last modified: 2010-12-04, 01:22 PM by MysticHLE.)
While Stereo's analysis that there is only a 5% increase in overall training speed (or that things will be slower due to PDD) may seem valid...I think that there's something [SIZE="4"]hugely overlooked[/SIZE]: the traveling time vs. kill/damage time.
While it may be true that we need to do a certain amount of damage, we must remember that killing X monsters while doing Y damage in Z hits does not necessarily equate to killing X/2 monsters while doing 2Y damage in 2Z hits - this is obviously true if you consider difference in bossing vs. normal training. Currently, pre-BB, the exp/HP ratio of bossing is worse compared to a per monster basis. Yet, bosses like Anego and BF are much faster training for many classes.
Why? It's simply because we move less and make more out of our characters' potential dps. This has been mentioned before regarding Lionheart Castle as well...how the mobs there are more or less "bosses," yet the training speed is very fast.
Example for those who like actual numbers:
Spoiler
Suppose a mob's HP is 100,000 and gives 10k exp.
Now suppose that on that map, out of 4 hours, you currently spend 3 hours moving and 1 hour killing 100 of those mobs. After 4 hours, you would have gained 100 * 10k exp = 1 mil exp.
Now suppose the mob's HP doubles to 200,000, while still giving 10k exp per kill AND the amount of exp required to level halves - this will mean that the time to kill the mob doubles - assuming your damage does not change at all.
However, to get the same amount of % exp per level, you need to only kill half as many mobs, so that means the time that you spend traversing the map halves.
So now, on the same map, out of the maximum of 4 hours then, you will only spend 1.5 hours moving and 2 hours killing 50 of those mobs to get the same amount of % exp TNL.
Time saved here is .5 hours/4 hours = 12.5%
At this point, I should note that this is why speed and jump are very important as well - especially for non-thief/mage classes on non-dense maps.
And for those who think map traversing time is negligible (for non AOE classes) compared to hit time...just time yourself for 2 minutes around a map. Count the number of attacks done, and calculate the amount of time spent actually hitting a monster (there are statistics on attack speed for this reason too). Take that time and subtract from 2 minutes to see the time spent getting around the map/waiting for spawn.
So until we test out the new system for ourselves (in 3 days), let's not be too assumptive of rates and other technical things. One also must remember that many other skills have changed that will throw the basic X mobs Y damage estimation off - such as (Paladin's) Blast's 30%+ potential to 1 hit KO, Rush covering more range, Heaven's Hammer still being effective - especially with less mobs to use on, etc.
MysticHLE Wrote:While Stereo's analysis that there is only a 5% increase in overall training speed (or that things will be slower due to PDD) may seem valid...I think that there's something [SIZE="4"]hugely overlooked[/SIZE]: the traveling time vs. kill/damage time.
While it may be true that we need to do a certain amount of damage, we must remember that killing X monsters while doing Y damage in Z hits does not necessarily equate to killing X/2 monsters while doing 2Y damage in 2Z hits - this is obviously true if you consider difference in bossing vs. normal training. Currently, pre-BB, the exp/HP ratio of bossing is worse compared to a per monster basis. Yet, bosses like Anego and BF are much faster training for many classes.
Why? It's simply because we move less and make more out of our characters' potential dps. This has been mentioned before regarding Lionheart Castle as well...how the mobs there are more or less "bosses," yet the training speed is very fast.
Example for those who like actual numbers:
Spoiler
Suppose a mob's HP is 100,000 and gives 10k exp.
Now suppose that on that map, out of 4 hours, you currently spend 3 hours moving and 1 hour killing 100 of those mobs. After 4 hours, you would have gained 100 * 10k exp = 1 mil exp.
Now suppose the mob's HP doubles to 200,000, while still giving 10k exp per kill AND the amount of exp required to level halves - this will mean that the time to kill the mob doubles - assuming your damage does not change at all.
However, to get the same amount of % exp per level, you need to only kill half as many mobs, so that means the time that you spend traversing the map halves.
So now, on the same map, out of the maximum of 4 hours then, you will only spend 1.5 hours moving and 2 hours killing 50 of those mobs to get the same amount of % exp TNL.
Time saved here is .5 hours/4 hours = 12.5%
At this point, I should note that this is why speed and jump are very important as well - especially for non-thief/mage classes on non-dense maps.
And for those who think map traversing time is negligible (for non AOE classes) compared to hit time...just time yourself for 2 minutes around a map. Count the number of attacks done, and calculate the amount of time spent actually hitting a monster (there are statistics on attack speed for this reason too). Take that time and subtract from 2 minutes to see the time spent getting around the map/waiting for spawn.
So until we test out the new system for ourselves (in 3 days), let's not be too assumptive of rates and other technical things. One also must remember that many other skills have changed that will throw the basic X mobs Y damage estimation off - such as (Paladin's) Blast's 30%+ potential to 1 hit KO, Rush covering more range, Heaven's Hammer still being effective - especially with less mobs to use on, etc.
Yup, this is why Lionheart castle will be such good exp
Yeah, and that's also why getting decent haste is higher on my list of priorities than more %str.
However, things like longer range or smaller delay on Rush could help too. (Haven't been keeping up so idk if we're getting either)
SaptaZapta Wrote:Yeah, and that's also why getting decent haste is higher on my list of priorities than more %str.
However, things like longer range or smaller delay on Rush could help too. (Haven't been keeping up so idk if we're getting either)
Well, Rush has max range from lv.1 post-BB so that's a decent difference for anyone who went with other skills first.
And I know what you mean with the travel time vs. killing - I get about 9mil exp/hr at OB4, which (assuming they're all 7060 exp each) is only 1300 kills, or 183,000,000 damage. With Ice Charge doing 621%/mob with ACB, my ideal damage per hour is on the order of 232 million damage per target. If it's assumed that I typically hit 2.5 targets, I'm only actually attacking about 20 minutes in every hour. If I'm hitting more than that (eg. 5 targets) then it's 10 minutes per hour attacking, 50 minutes walking and mobbing.
Lionheart Castle is exactly what I've wanted for a long, long time - mobs with enough HP that individually they take a long time to kill for strong 4th jobbers, and mob attacks that can hit 4+ targets are functional. When my DK was level 9x, it was training on 8-10 hit KOs with Fury - Himes, Gallos, and Typhons - and was achieving far, far better damage efficiency. But for my Paladin to come near that, post-BB, would require neutral mobs with 1mil+ HP, or elemental mobs with about 1.5m+ hp. Which is just not something that existed before Lionheart.
My only slight concern, and I haven't watched a lot of videos, is that they don't seem to mob in groups larger than 1-3 very often, which kinda sucks for ACB's max of 7 targets.
Oh Nexon, Nexon... they can't help themselves, they have to lie... or maybe err...
Do you know why the Y axis of these graphs is not lableled? Because then it would be easier for us to discover that the "old curve" they are showing is the old-old curve, from before the "EXPlosion" 25% reduction.
How do I know? The Y axis may not be labeled, but it still has some tick marks.
Consider the 70-120 graph. How much exp did you need 119-120 before, and how much now? It shows you needed "6 tick marks" before and "2 tick marks" now.
Pre BB we need 22.5m exp from 119-120. That's not so evenly divisible by 6... Pre-EXPlosion, however, we needed 30m, which works really well with tick marks every 5m. Post BB, according to Cyanne we will need 10m exp from level 119 to 120 - and lo and behold, that's exactly two 5m ticks...
The same sort of thing works for the other two graphs as well. The 120-200 graph shows old exp to 200 is 2.1b (it's 1.6b now, pre-bb), the 30-70 graph shows old exp to level 70 as 205k (it's 156k) and the 1-30 shows exp to level 30 as about 90k (it's ~56k).
I wish they notified us like the last exp curve to level up and stay at 0% before BB
im lvl 140 and i lost 20% ...i was 50% before bb now im at 30%
Anyone find it on the site saying something like: Everyone is recommended to level up and stay at 0% ?
or was there even mentioned in the last 2 exp curves
I don't notice much of a difference to be honest, probably because I have no JRs and because every is hogging CPQ and the good training spots.. but not as great as it was hyped anyways.