Mechanics thread

I don't see a place in your calculation for percent increased physi/ele damage bonuses. This leads me to believe you're getting the figure "base physical damage" from the basic attack tab on your character screen. If that's the case, your results are incorrect.

My spreadsheet for calculating LS damage (including projectiles) is here. Give it a try.

Something you're not accounting for: LS projectiles aren't melee damage, so they gain exactly zero benefit from MPD. WED will usually be better for this reason alone.
Let a man walk alone -
Let him commit no sin.
Let him bear few wishes,
Like an elephant in the forest.
Last edited by Zakaluka#1191 on Dec 28, 2012, 8:28:52 PM
Thanks, will check that out. And yeah, I forgot that projectiles are considered as sort of 'melee projectiles' and passive or skills that give more melee don't boost them, but passive that give more melee damage with weapon do.

I was working under assumption that I don't have any additional modifires and boost to the base damage (meaning, didn't even take str into consideration), I just tried to focus on the dps of a weapon (1k pyh and 100 lit) and check which mod would have higher effect on the initial LS hit.
„I don't give a fuck if it was his tenth anniversary with his goddamn neckbeard...“
„If they think I'm going to let them sweep this pizza guy thing under the rug...“
No mod action. Business as usual.
Last edited by Odoakar#1827 on Dec 29, 2012, 4:48:43 AM
"
Quality
All weapons, armour, flasks and gems can randomly receive between +1% and +20% quality.
This value can be increased by Whetstones, Armour Shards, Flask Quality Upgrades, and Gem Quality Upgrades, but is capped at 20%.

The effect of quality depends on the item:
On weapons, increased physical damage
On armour, increased Armour rating, Evasion, Energy Shield, and Shield Block Chance


You should update this as the shield block chance no longer gets increased.
Hi,

according to http://en.pathofexilewiki.com/wiki/Partying there should be an effect on experience gain when in a party. I just tried to observe this with a buddy and didn't see any difference.

Here is our setup:

29 Ranger
26 Duelist

Cruel Waterfall Caves Level 2, going into the Pyramid part. It's in the safe zone for both of us, so we should get full xp.

Solo:
Melee skeleton: 1590 xp
Arcane Construct: 1855 xp

In Party, not in same instance:
Same as above

In Party, on same screen:
Same as above

I was pretty suprised to see that. I'd expect that we would at least somehow split up the xp (according to the calculated shares). But none of that happens. We also tried resetting the instance to rule out that mobs were still somehow adjusted to non-party or so but no difference.

Can anyone confirm this?
As I recall the devs made a change saying that XP gain would be 100% for all persons in the party, but there would be no commensurate increase in the amount you would get if your party was large or small. This was about something to do regarding rushing low level chars.
1337 21gn17ur3
That would explain my observations. Yet, it can still be observed that the lower level character receives less XP than the higher level character. But the formula written in the Wiki seems to be outdated now. Do we know an updated formula how XP is calculated in a party regarding level differences between players?

EDIT:
To be more specific: I tested with different level differences where the lower level character always was in his own safe zone, i.e. in solo play he would have gained 100% xp. According to the patch note thread, the level difference between party members should still be calculated using the party shares formula:

"

Level 10 player's share: (10+10)^2.71 = 3355
Level 30 player's share: (30+10)^2.71 = 21957
Total Shares: 3356 + 21957 = 25313

Level 10 player would receive: 3355/25313 = 0.132 = 13.2% of the XP
Level 30 player would receive: 21957/25313 = 0.867 = 86.7% of the XP


But this is not the case. In all the level difference setups I tested, it seemed that the lower level character receives nearly twice that percentage. Two examples:

Level 29 + 35 (in Level 29 zone):
With above formula: 40.4% XP for Level 29
Actual: 80.8% XP of solo XP

Level 16 + 21 (in Level 16 zone):
With above formula: 38.3% XP for Level 16
Actual: 76.6% XP of solo XP

It's not exactly twice but comes very, very close to it (or maybe just observing absolute xp values introduces significant precision errors).
Since I can't test with more than two people right now, I don't know how this behaves with more complicated setups.

I also haven't found any updated formulas around here.
Last edited by Wyverex42#1509 on Dec 30, 2012, 6:53:38 PM
there should no longer be a direct "share-splitting" formula for XP in parties. Everyone gets 100%. But that 100% is further modified by ELD, "Effective Level Difference". ELD is still in effect, so if you're level 52, grouped with a level 56, in a level 58 area, he will earn more XP than you. You're experiencing a penalty for being too underleveled or overleveled against the current zone.
Let a man walk alone -
Let him commit no sin.
Let him bear few wishes,
Like an elephant in the forest.
I believe this is not the case. As I stated (maybe not obvious enough), the tests were made in a zone having exactly the same level as the lower level character. So, for example, the 16 + 21 test was made in a 16 zone.

So the level 16 character should NOT see any XP reduction from the mobs.

In contrast, if the higher level character now determines the ELD for the whole party (or if the ELD is now calculated from all character levels in the party), this would make indeed sense. But then again the known formulas would not be correct anymore.

EDIT:
This may be nitpicking, but in your example, the 52 character would still receive full XP since a 58 zone is still in his safe zone of 6 levels.

EDIT 2:
We also had a test 29 + 32, meaning BOTH characters were in their safe zone. And the level 29 got 89.9% of his solo XP. This proves that there is indeed a degradation in XP when partying with higher level party members, even if all characters have an ELD of zero.
Last edited by Wyverex42#1509 on Dec 30, 2012, 7:27:17 PM
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Wyverex42 wrote:
I believe this is not the case. As I stated (maybe not obvious enough), the tests were made in a zone having exactly the same level as the lower level character. So, for example, the 16 + 21 test was made in a 16 zone.


The level 21 character is 5+ zone level; xp penalty sets in at +3.

The level 16 character should get more xp than the level 21 character.

From your explanation, this is not what's happening, so I don't understand the current system I suppose.
Let a man walk alone -
Let him commit no sin.
Let him bear few wishes,
Like an elephant in the forest.
Last edited by Zakaluka#1191 on Dec 30, 2012, 8:50:08 PM
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So a level 24 character has a safe band of 3+1=4 levels. So from Monster level 20 to 28, there is an effective level difference of 0. At Monster Levels 19 and 29, the Effective level difference is 1. The Effective Difference matters in either direction.


People claim this (the safe band) is 4+1=5 levels. I am confused. I can hardly believe what you write is true, since on a low level, you *really* feel the xp penalty. It seems to exactly kick in at 4 + 1/16lvls - not at 3 + 1/16lvls
#1 Templar Closed Beta HC Ladder (lvl 83)

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