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  #16  
Old 03-25-2008, 09:17 AM
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cavedude
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It's deprecated, so it still works but the rule is the preferred method.
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  #17  
Old 03-25-2008, 09:29 AM
Ut0pia
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Quote:
Originally Posted by cavedude View Post
The variable is no longer used. Use the rule Character:ExpMultiplier instead.
Should I just remove the column I added then in the variables table?
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  #18  
Old 03-25-2008, 09:35 AM
Ut0pia
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Also, I notice the deFault value is set to .75. Does that mean an additional 75% oF the normal exp rate?
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  #19  
Old 03-25-2008, 11:13 AM
Jibbatwinkers
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Quote:
Originally Posted by Ut0pia View Post
Also, I notice the deFault value is set to .75. Does that mean an additional 75% oF the normal exp rate?
It's probably a multiplyer, but 1.0 isn't live like. So .75 is 75% of 1.0, 2.0 is 2x, ect. Pretty simple. Like Trev said live like is probably somewhere pretty low. At 1.0 you are getting about a blue a kill in the 40's which is pretty fast.
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  #20  
Old 03-25-2008, 11:20 AM
Ut0pia
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I agree, Anyone have any sudjestions of what to set the multiplier to? Along the lines of "live" during the original releases of PoP or Luclin expansions?
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  #21  
Old 03-25-2008, 01:56 PM
Jibbatwinkers
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Quote:
Originally Posted by Ut0pia View Post
I agree, Anyone have any sudjestions of what to set the multiplier to? Along the lines of "live" during the original releases of PoP or Luclin expansions?
My guess would be around .25 or lower. Start there and see how you feel about it. Remember you have to reboot your server for these to take effect if you change them.
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  #22  
Old 03-26-2008, 01:53 PM
Jest
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Join Date: Nov 2006
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I was wondering if there was a way to set the way group experience works. I remember on live if you had 3 people in your group, you got +20% exp, though divided by 3. Full group was +80% I think.
Incremental group bonus experience, is that possible or already built in?

I'd like to have something that promoted people grouping up together in 5 or 6 instead of just having their alt account running around for the bonus.

Also just curious, how does level difference affect the experience being divided up in a group on peq? Also is there a way to increase the level range of being able to group and gain experience?
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  #23  
Old 03-26-2008, 02:48 PM
Ut0pia
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It's already built into the peq database under the variables table. GroupEXPModifier or something along those lines, :P
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  #24  
Old 03-27-2008, 08:37 PM
Jest
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Yeah, I am not sure how that multiplier works exactly. If you have 2 people in the group, 4x modifier for group, then I'd assume it would be like 2x solo? Then with 4 people it would be like 1x solo? On some servers it seems like if you have 4 people in your group, you get even more experience than with 2 people killing the exact same mob. Others it seems to decrease with additional members.

On live is was slightly different, with there being a growing experience bonus per additional groupmate, though still decreasing experience gained per kill per person even with a full group and solo always providing the highest experience per kill.
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