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  #1  
Old 03-16-2008, 12:42 PM
Semedaien
Sarnak
 
Join Date: Dec 2006
Posts: 68
Wink

RUles = Regular XP
Variables = Group XP, read the description in the table :P

Rules Table:
__________________________________________________ __
|ruleset_id___________|rule_name_____________| rule_value|
|0__________________|Character:ExpMultiplier__|1.0 _______|


Variables Table:
__________________________________________________ __________
|varname___________|value____________| information_____________|
|GroupEXPBonus_____|.20______________|Experience Multiplier. Inc...|


Hope that answers your questions.....
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  #2  
Old 03-16-2008, 03:53 PM
RamsiMage
Fire Beetle
 
Join Date: Jan 2008
Posts: 26
Default

Ok.. I miss spoke my question. Let me try that a different way.

Lets say everything is set to 1.0 (all exp options in all tables).
Now I kill one mob that gives 1000exp points.

in RULES I jump it to 2.0
I would expect my exp for that same kill to be 2000exp right?

Now let say I set VARIABLES / EXPMod to 2.0 ontop of my RULES setting.
Would I then get 4000exp for that same kill?

Lets complicate it one more time (both from above are 2.0 still) now add in the VARIABLES / AAXPMod set to 2.0
Would I then get 8000exp with AA set to 100% ??

The same question is for group too.. do all these options stack?

Thks.
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  #3  
Old 03-16-2008, 04:00 PM
ChaosSlayer
Demi-God
 
Join Date: May 2007
Posts: 1,032
Default

as far as I have noticed- yes they all stack up.
and individual zone XP modifier too
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  #4  
Old 03-17-2008, 05:42 AM
Semedaien
Sarnak
 
Join Date: Dec 2006
Posts: 68
Default

I would have to agree with chaos, but you can only count the one from variables if your in a group, and you have to also divide it between the # of group members/level differences.
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  #5  
Old 03-18-2008, 05:28 AM
aequitus
Fire Beetle
 
Join Date: Feb 2008
Posts: 9
Default

Thanks for the input, folks.

I'll likely blanket set all zones to 1.0, and the xp modifier rule to 2.5 or 3.0, and see how it all works out.
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