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View Full Version : A test to confirm 100% slider


Jaremai
06-09-2010, 08:25 AM
<p>I had never seen it confirmed anywhere that having your slider at 100% convers the adventure xp portion of a <strong>turn-in</strong> over to aaxp.  I know it works for <strong>combat</strong> obviously, but it's been a grey area for confirmation of turn-ins.</p><p>I wanted to know for sure.. so best way is to run a test.</p><p>The setup:</p><ul><li>Two identical new characters, levelled to 10.</li><li>Complete 18 identical collection quests (levels ranged 10 to 90, just whatever was cheap)</li><li>Toon 1: 50% slider</li><li>Toon 2: 100% slider</li></ul><p>Upon turning in the 18 collections, here were the gains:</p><ul><li>Toon 1: +7 Levels (and 86.5%), +9 AAs (and 8%)</li><li>Toon 2: +0 Levels (obviously), +12 AAs (and 34%)</li></ul><p>In hindsight, I probably should have turned the collections in one at a time to maximize the xp gains, and judging from the order in which I received the quest rewards, I <strong>think</strong> collections get redeemed highest-level-first.  So in that aspect, my numbers might be a lower than they should be.</p><p>However, it at least tells me without a doubt that yes, with slider at 100%, when turning something in the adventure xp portion is in fact converted, and not thrown away.</p>

Zutan
06-09-2010, 10:55 AM
<p>A lot of the solo builds, including getting Reaver ASAP, are about survivability.  For the most part in an SK that will work great for small-group situations.  When/if you do a *real* group you want to add on Hate gain stuff so you can keep agro off the higher DPS people.</p>

Jaremai
06-09-2010, 10:58 AM
<p>Wrong thread?  lol</p>

Shiirr
06-09-2010, 11:41 AM
<p>Yeah, I think they had 2 windows open. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p><p>I was curious about cranking the slider over all the way myself.  I mean, I've got it done, but the main character on this account is mid-30's with a little over 50 AP's.  Kind of tough to gauge at that point (soooo tempting to reactivate the other account).  Anyway, while I've noticed that the rested XP bonus <em>does</em> decrease whenever I complete a quest, I didn't really know for sure how it was converting over.  With combat XP toggled off, I was getting the points with quest completions, but not anything during the build-up towards completion.  I didn't realized it would be such a difference, though.  Thanks for figuring that out (and more importantly for sharing it).</p>

Rocc
06-09-2010, 11:53 AM
<p>See?  I noticed that as well when I created my RAF account. There doesnt seem to be much difference when leaving the slider set at 100% exp. At least not enough to justify moving it (so I thought). The assumption prompted me to blast out a level 90 toon in 10 days. When I got there I had 130 AAs which is horrible for a bard. To be effective and have a descent parse a bard really needs lots of AA. A zerker (for example) would not suffer the same penalty because iconic AA's like Battle Frenzy come much cheaper. So I suppose it really depends on the class your rolling but my advice would be set your AA bar at least 25% to compensate for powerleveling and usefullness at level 90. You dont really need 200 AA's to be successful at your class (to start with).</p><p>If you can achieve 175 by level 90 you will be much better off imo. Then backtrack by chronomaging transmuting skill ups and questing stuff like the TSO walking stick, jboots and other items that will help your toon. The XP hit you get from chronoing down is compensated by the mitigation of your armor, spell/ca damage and proc gear. You can chrono and kill 1000 times faster than if you were actually that level with mediocore gear. So it actually benefits you to revisit important quests once you reach 90.It's the equivelant of being full fabled and mastered out with group buffs at previous tiers.</p>

Jaremai
06-09-2010, 12:03 PM
<p>I think what explains the difference is that it takes <strong>so much more</strong> numerical xp to ding an AA than it does to ding a level.</p><p>Would love a red-name to verify this but that would be giving away too much of the mechanics.</p><p>But let's say you're level 12, and my made up number of numerical xp required to get from 12 to 13 is 1000 xp.  You just completed a quest that would give you 100 xp, which would advance your adventure level by 10%.</p><p>Now let's say instead you've got your slider over to 100%, which converts that 100 xp over to AA.  However, to fill up your AA point takes 9000 xp.  That 100 xp is a drop in the bucket.</p><p>I think this is supported by my test, which equates 7 levels of adventure xp into just over 3 AA points at those lowest levels.</p><p>EQ1 was a lot easier to figure out, as they pretty much stated that an AA = the amount of xp needed to progress through adventure level 51, and never changed.  EQ2, however, those AA xp buckets get deeper and deeper with each AA that you get, otherwise we would be capped very early in life.</p>

Shiirr
06-09-2010, 12:15 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>I think what explains the difference is that it takes <strong>so much more</strong> numerical xp to ding an AA than it does to ding a level.</p><p>Would love a red-name to verify this but that would be giving away too much of the mechanics.</p><p>But let's say you're level 12, and my made up number of numerical xp required to get from 12 to 13 is 1000 xp.  You just completed a quest that would give you 100 xp, which would advance your adventure level by 10%.</p><p>Now let's say instead you've got your slider over to 100%, which converts that 100 xp over to AA.  However, to fill up your AA point takes 9000 xp.  That 100 xp is a drop in the bucket.</p><p>I think this is supported by my test, which equates 7 levels of adventure xp into just over 3 AA points at those lowest levels.</p><p>EQ1 was a lot easier to figure out, as they pretty much stated that an AA = the amount of xp needed to progress through adventure level 51, and never changed.  EQ2, however, those AA xp buckets get deeper and deeper with each AA that you get, <span style="text-decoration: underline;"><strong>otherwise we would be capped very early in life.</strong></span></p></blockquote><p>I could deal with that.  <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></p>

Koriani
06-11-2010, 01:44 AM
<p>Thanks for the little test -</p><p>Its interesting to see that with the 50% difference in slider, you only got 3 AAs for the 50% difference.  Its a bit misleading I guess in game because one may think "oh I'm getting AAs twice as fast at 100% than at 50%" but as you said, possibly due to the difference in how much is needed for each point, you are in fact NOT getting them twice as fast (or twice as more). </p><p>Given more testing I am sure you'd find that "Sweet spot" where you're maximising AA for levels gained without losing more xp than you are gaining AA (if that made sense, to me 100% is showing that you are losing more than you are gaining).  Prolly this sweet spot right now, just in theory would be between 60-75% ish.  Where the tradeoff "lost levels" would be worth the "extra AA" gained.</p><p>Unless I want to level lock entirely, the idea of losing 7 levels for just 3 extra AA wouldn't seem "worth" the cost for some people wanting to use such mechanics to level up/gain AAs faster.</p>