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The total experience required to reach each level, displayed in a graph. The amount is the same for every character in every league. The number shows how much total experience is necessary to reach the level. Experience penalties at varying character and monster levels. The player suffers a penalty to experience gained if the player is too far above or below the monster's level. There is a safe level range where no penalty is applied, which is equal to three plus one for every sixteen complete player levels: Level Range Safe Zone 1-15 3 16-31 4 32-47 5 48-63 6 64-79 7 80-95 8 96+ 9 For example, a level 24 character has a safe zone of 4 levels.

Any additional level difference in excess of this safe range is the effective level difference. So from monster level 20 to 28, there is an effective difference of 0; at monster levels 19 and 29, the effective difference is 1. A monster at a certain level will give a certain amount of experience. If the player is outside the safe zone the following multiplier will be applied to the raw experience earned from the monster, with a minimum of 1% of the raw experience: For player levels below 95: For player levels equal to or higher than 95: Continuing our example, a level 24 character receives 95% experience for level 19 monsters, 52.5% experience for level 17 monsters, and 20% experience for level 15 monsters. The plot below displays how the experience penalty varies with different zone and player levels. Simplecast serial moment. Notice that the safe zone with no experience penalty gets larger with higher player levels and that near max level it is impossible to play with no experience penalty.

By following the safe zone recommendations for each player level a high experience gained per map ratio is guaranteed. However that does not necessarily mean it is the most efficient use of a players time. For example the difficulty in the safe zone might be too high leading to the map being cleared slowly and a low experience gained per hour even if the experience gained per map is high. Therefore to level efficiently a high experience gained per hour is necessary, not staying inside the safe zone of the experience penalty.

Areas with above 70 are considered to have a lower monster level for the purpose of experience penalty calculations. This has no effect on the stats of the monsters in the area or the loot that those monsters drop. Monster level Map tier Effective monster level 70 3 70 71 4 70.94 72 5 71.82 73 6 72.64 74 7 73.40 75 8 74.10 76 9 74.74 77 10 75.32 78 11 75.84 79 12 76.30 80 13 76.70 81 14 77.04 82 15 77.32 83 N/A 77.54 84 N/A 77.70 Combining together the experience penalty for high level characters and the adjustment of monster level, here are some example sets of experience penalties, one for tier 8 (Effective monster level 74.10), one for tier 10 (Effective monster level 75.32), and one for tier 15 (Effective monster level 77.32). Tier 8 Tier 10 Tier 15 Player level Safe Zone Effective Diff XP Multiplier Effective Diff XP Multiplier Effective Diff XP Multiplier 94 8 11.9 0.06917 10.68 0.09613 8.68 0.17129 95 8 12.9 0.04933 11.68 0.06746 9.68 0.11734 96 9 12.9 0.04580 11.68 0.06261 9.68 0.10876 97 9 13.9 0.03360 12.68 0.04523 10.68 0.07660 98 9 14.9 0.02510 13.68 0.03329 11.68 0.05497 99 9 15.9 0.01906 14.68 0.02494 12.68 0.04018 So a level 99 player will be earning 1.9% experience for clearing tier 8 content, 2.5% experience for clearing tier 10, and 4% experience for clearing tier 15. In practical terms, this means that if the player can clear a tier 8 more than twice as fast as a tier 15, they will be much better off clearing tier 8 content when looking at experience efficiency per hour (because 4.0 is a bit more than two times 1.9). And if they can clear tier 10 content at most 31.5% slower than tier 8 content, then they are better off clearing tier 10 content (because 2.5% is 31.5% more than 1.9%). Bear in mind that this changes with player level and with the density of monsters in a map as well.