XP Passup: Difference between revisions

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{{Related|Level Costs|Skill Costs|Attribute Costs|Patron|Vassal}}
{{Related|Allegiances|Level Costs|Skill Costs|Attribute Costs}}


== History ==
== History ==
One of the unique game dynamics introduced by Asheron's Call on release was a patron/vassal relationship where a player can swear allegiance to another player in game who then becomes his or her patron. Originally experience earned from hunting (killing creatures) would passup as a percentage (based on the vassal's [[Loyalty (Skill)]] and the patron's [[Leadership (Skill)]]). A significant portion would also pass on to the grand patron or patron of the vassal's patron. Because of this dynamic it was popular during the early years to form so called [[Experience chain|experience chains]]. These XP chains allowed people form long chains of vassal/patron links that allowed people to earn far more xp than they could hope to earn on their own. An unfortunate side effect was a diminished sense of responsibility between patron and vassal, rather the relationship was one of coequals. Indeed it was more common for the more experienced players to be lower in the chain as they "pushed more xp" rather than at the top, nearer to the monarch of the allegiance.
One of the unique game dynamics introduced by Asheron's Call on release was a patron/vassal relationship where a player can swear allegiance to another player in game who then becomes his or her patron. Originally experience earned from hunting (killing creatures) would passup as a percentage (based on the vassal's [[Loyalty]] and the patron's [[Leadership]]). A significant portion would also pass on to the grand patron or patron of the vassal's patron. Because of this dynamic it was popular during the early years to form so called [[Experience Chain|experience chains]]. These XP chains allowed people to form long chains of vassal/patron links which helped people earn far more xp than they could hope to earn on their own. An unfortunate side effect was a diminished sense of responsibility between patrons and their vassals. Rather the relationship became more one of coequals. It became more common for experienced players to be lower in the chain as they "pushed more xp" rather than at the top nearer to the monarch of the allegiance.


In early 2004 Turbine radically revamped the xp passup system in order to increase the value of the direct patron-vassal relationship, reduce the sheer amount of experience produced by XP chains, and make experience spent on Leadership and Loyalty more valuable. Turbine released two letters to the players that gave their rationale for the change as well as the specific details of what would change.
In early 2004 Turbine radically revamped the xp passup system in order to increase the value of the direct patron-vassal relationship, reduce the sheer amount of experience produced by XP chains, and make experience spent on Leadership and Loyalty more valuable. Turbine released two letters to the players that gave their rationale for the changes as well as the specific details of the new implementation.
* [[Announcements - 2004/01 - Mirror, Mirror#Allegiance Experience]]
* [[Announcements - 2004/01 - Mirror, Mirror#Allegiance Experience]]
* [[Announcements - 2004/01 - Mirror, Mirror#Allegiance Experience Follow-Up]]
* [[Announcements - 2004/01 - Mirror, Mirror#Allegiance Experience Follow-Up]]


In late 2009 a radical change was made to passup xp in that previously only xp earned from killing monsters would passup and large experience rewards from completing quests didn't pass up at all. Now most quest experience is passed up the same as hunting xp. There are some exceptions though, including the bonuses associated with the [[Facility Hub Quests]].
In late 2009 a made a further change to the passup system. Previously only xp earned from killing monsters would pass up. Large experience rewards from completing quests didn't pass up at all. Now most quest experience is passed up the same as hunting xp. There are some exceptions though, including the bonuses associated with the [[Facility Hub Quests]].
* [[Announcements - 2009/10 - Gears of Change#Release Notes]]
* [[Announcements - 2009/10 - Gears of Change#Release Notes]]


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[[Category:Game Concept]]
== Maximum Passup Per Login ==
There is a limit to the amount of passup xp that can be earned while logged out of 4,294,967,295xp. Once you have earned that much, you won't earn any more passup until you log in to restart the counter (any xp passed up after you hit the limit is lost as long as you remain logged out). Think of it as a cup, that fills up when you are logged out, and each time you log in it empties the cup. If the cup fills up while logged out, any excess spills over and is lost.
 
[[Category:Allegiances]]
[[Category:Game Mechanic]]

Latest revision as of 01:50, 6 September 2012

Related topics: Allegiances, Level Costs, Skill Costs, Attribute Costs

History

One of the unique game dynamics introduced by Asheron's Call on release was a patron/vassal relationship where a player can swear allegiance to another player in game who then becomes his or her patron. Originally experience earned from hunting (killing creatures) would passup as a percentage (based on the vassal's Loyalty and the patron's Leadership). A significant portion would also pass on to the grand patron or patron of the vassal's patron. Because of this dynamic it was popular during the early years to form so called experience chains. These XP chains allowed people to form long chains of vassal/patron links which helped people earn far more xp than they could hope to earn on their own. An unfortunate side effect was a diminished sense of responsibility between patrons and their vassals. Rather the relationship became more one of coequals. It became more common for experienced players to be lower in the chain as they "pushed more xp" rather than at the top nearer to the monarch of the allegiance.

In early 2004 Turbine radically revamped the xp passup system in order to increase the value of the direct patron-vassal relationship, reduce the sheer amount of experience produced by XP chains, and make experience spent on Leadership and Loyalty more valuable. Turbine released two letters to the players that gave their rationale for the changes as well as the specific details of the new implementation.

In late 2009 a made a further change to the passup system. Previously only xp earned from killing monsters would pass up. Large experience rewards from completing quests didn't pass up at all. Now most quest experience is passed up the same as hunting xp. There are some exceptions though, including the bonuses associated with the Facility Hub Quests.

Formula

The XP passup formula was discovered by Xerxes of Thistledown who verified its accuracy over four months of testing.

  • Generated% - Percentage of XP passed to the patron through the vassal's earned XP (hunting and most quests).
  • Received% - Percentage of XP that patron will receive from his vassal's Generated XP.
  • Passup% - Percentage of XP actually received by patron from vassal's earned XP (hunting and most quests).
Generated%= 50.0 + 22.5 * (BLoy / 291) * (1.0 + (RT/730) * (IG/720))

Received% = 50.0 + 22.5 * (BLdr / 291) * (1.0 + V * (RT2/730) * (IG2/720))

Passup%= Gererated% * Received% / 100.0

where:

BLoy = Buffed Loyalty (291 max)
BLdr = Buffed Leadership (291 max)
RT = actual real time sworn to patron in days (730 max)
IG = actual in-game time sworn to patron in hours (720 max)
RT2 = average real time sworn to patron for all vassals in days (730 max)
IG2 = average in-game time sworn to patron for all vassals in hours (720 max)
V = vassal factor (1 = 0.25, 2 = 0.50, 3 = 0.75, 4+ = 1.00) (1.0 max)

Note that the generated amount is what is reported on the allegiance panel, not what you actually get (which will be less, by how much depends on the patron's stats).

Grand-Vassal Passup

Note: The equations for grand-vassal passup are speculative and have not been rigorously verified.

Generated2% - %XP to patron of vassal's Passup (grand vassal) XP
Received2% - %XP that patron will receive from his vassal's Generated XP.
Passup2% - %XP actually received by patron from vassal's Passup (grand vassal) XP.

Generated2%= 16.0 + 8.0 * (BLoy / 291) * (1.0 + (RT/730) * (IG/720))
Received2% = 16.0 + 8.0 * (BLdr / 291) * (1.0 + V * (RT2/730) * (IG2/720))
Passup2%= Gererated2% * Received2% / 100.0

where,

BLoy = Buffed Loyalty (291 max)
BLdr = Buffed Leadership (291 max)
RT = actual real time sworn to patron in days (730 max)
IG = actual in-game time sworn to patron in hours (720 max)
RT2 = average real time sworn to patron for all vassals in days (730 max)
IG2 = average in-game time sworn to patron for all vassals in hours (720 max)
V = vassal factor (1 = 0.25, 2 = 0.50, 3 = 0.75, 4+ = 1.00) (1.0 max)

Passup% * Passup2% / 100.0.

Examples

While the formula is pretty easy to plug in the values and determine specific cases, some examples have been worked out below to show you the ranges for manipulating some of the variables to save you the time for some of the more common scenarios.

Description Loyalty Leadership Real Days Sworn Game Hours Sworn Average of All Vassals (Real Days) Average of All Vassals (Game Hours) Vassals Generated Received Passup
Everything Maxed 291 291 730 720 730 720 4 95% 95% 90.3%
Nothing Maxed 0 0 0 0 0 0 1 50% 50% 25%
Maxed with 1 Vassal 291 291 730 720 730 720 1 95% 78.1% 74.2%
Maxed with 2 Vassals 291 291 730 720 730 720 2 95% 83.4% 79.6%
Maxed with Untrained Leadership 291 60 730 720 730 720 2 95% 59.3% 56.3%
Moderate values 200 200 360 360 360 360 2 69.3% 61.5% 42.6%
Maxed Skills and Vassals with No Time Sworn 291 291 0 0 0 0 4 72.5% 72.5% 52.6%
Maxed Skills and 1 Vassal with No Time Sworn 291 291 0 0 0 0 4 72.5% 55.6% 40%
Maxed Loyalty and 1 Vassal with No Time Sworn 291 60 0 0 0 0 1 72.5% 51.2% 37.1%
Maxed Leadership and 1 Vassal with No Time Sworn 60 291 0 0 0 0 1 54.6% 55.6% 30.4%

Maximum Passup Per Login

There is a limit to the amount of passup xp that can be earned while logged out of 4,294,967,295xp. Once you have earned that much, you won't earn any more passup until you log in to restart the counter (any xp passed up after you hit the limit is lost as long as you remain logged out). Think of it as a cup, that fills up when you are logged out, and each time you log in it empties the cup. If the cup fills up while logged out, any excess spills over and is lost.