Experience: Difference between revisions
VANKRASN39 (talk | contribs) m (→Resources: add category) |
VANKRASN39 (talk | contribs) (more moved to experience pool LST section) |
||
Line 1: | Line 1: | ||
'''Experience''' is the way that progress toward advancement in [[level]]s is measured. A [[character]] gains experience, or "learns", in a variety of ways and based on a number of factors. In 2016 the experience system was updated to include a separate [[#Long-Term Experience|long-term experience pool]], and [[#Offline Absorption|offline absorption]]. This page is intended to be an overview of the experience system. Please see the main articles linked just below some sections for additional details. |
|||
<div class="alert alert-danger"><center><strong>THIS PAGE IS SLATED FOR UPDATE, PLEASE SEE [[Experience_(saved_posts)#Experience_System_Major_Update|SAVED POSTS]]</strong></center></div> |
|||
''Experience'' is the way that progress toward advancement in [[level]]s is measured. One gains experience, or "learns", in a variety of ways and based on a number of factors. |
|||
{{TOC limit|2}} |
{{TOC limit|2}} |
||
==EXPERIENCE (verb)== |
==EXPERIENCE (verb)== |
||
The '''EXPERIENCE''' (commonly abbreviated to 'EXP') |
The '''EXPERIENCE''' verb (commonly abbreviated to 'EXP') is used to displays a character's accumulated experience, [[training point]]s, [[fame]], and other information. |
||
<pre{{log2}}> |
<pre{{log2}}> |
||
>exp |
>exp |
||
Level: 72 |
[[Level]]: 72 [[Deed]]s: 4 |
||
Experience: 4638062 Death's Sting: None |
Experience: 4638062 [[Death's Sting]]: None |
||
Exp. until next: 72438 Recent Deaths: 0 |
Exp. until next: 72438 Recent Deaths: 0 |
||
Mental TPs: 0 Fame: 27473062 |
[[Training point|Mental TPs]]: 0 [[Fame]]: 27473062 |
||
Physical TPs: 38 Mana: 229/229 max |
Physical TPs: 38 [[Mana]]: 229/229 max |
||
(2188 Phy converted to Mnt) |
(2188 Phy converted to Mnt) |
||
Long-Term Exp: 0 |
Long-Term Exp: 0 |
||
Your mind is as clear as a bell. |
[[#Mind Status|Your mind is as clear as a bell.]] |
||
You feel a strange sense of serenity and find that you are able to reflect on recent events with uncommon clarity and understanding. ([[Gift of Lumnis]] active |
You feel a strange sense of serenity and find that you are able to reflect on recent events with uncommon clarity and understanding. ([[Gift of Lumnis]] active) |
||
Your recent adventures echo powerfully in your mind. ([[Roleplaying award]] active.) |
Your recent adventures echo powerfully in your mind. ([[Roleplaying award]] active.) |
||
Line 24: | Line 23: | ||
</pre> |
</pre> |
||
==Experience Pools== |
|||
==Unabsorbed vs absorbed experience== |
|||
{{Main|Experience pool}} |
|||
When one does something that awards experience, an amount of experience is placed into a character's pool of unprocessed experience. This pool has a finite size, and the amount of experience that goes into this pool is dependent not only on the task that one has just completed, but also the degree to which that pool is filled. |
|||
{{#section:Experience pool|Exp page}} |
|||
The absorption of this pool of experience is what counts toward gaining levels, and absorbed experience is for all intents and purposes permanent, while any unabsorbed experience is lost during the process of [[death]] and [[Raise Dead (318)|resurrection]], unless a [[Holy Receptacle (325)|chrism]] is used. |
|||
The metaphor of short term vs. long term memory is fairly apt in describing the difference between the two types of experience (unabsorbed vs. absorbed). |
|||
===Size of pool=== |
|||
The size of one's pool for unprocessed experience is determined by one's [[DIS]] and [[LOG]] stats. The formula is: |
|||
<div {{prettydiv|margin-right=79%}}>'''800 + LOG + DIS = Pool'''</div> |
|||
So a character with a LOG and DIS stats of 100 would be able to hold 1000 (800 + 100 + 100) experience in their pool while one with LOG and DIS stats of 75 each would be able to hold 950 (800 + 75 + 75). |
|||
==Gaining experience== |
|||
There are a variety of ways to gain experience, only a few of which will be mentioned here. |
|||
====Hunting==== |
|||
The most common way of gaining experience is hunting. When hunting, experience is gained when a creature one has significantly participated in killing is [[LOOT (verb)|looted]], SEARCHed, or decays on its own. |
|||
The amount of experience gained by a character is based on the differential between their own level and the level of the creature killed, as shown here: |
|||
{| {{prettytable}} |
|||
|Creature Level |
|||
|Experience Gain |
|||
|- |
|||
|10 or more below character |
|||
|no experience |
|||
|- |
|||
|1-9 below character |
|||
|100 - 10x level difference |
|||
|- |
|||
|same as character |
|||
|100 experience |
|||
|- |
|||
|1-4 above character |
|||
|100 + 10x level difference |
|||
|- |
|||
|5 or more above character |
|||
|150 experience |
|||
|} |
|||
One continues to gain experience in this way until one fills the pool to its limit, which is determined as described above (800-1000). Continued experience-gaining activities will not add to this pool, though as experience is absorbed, it can obviously be replenished. |
|||
Multiple characters can gain experience from killing the same creature, and you need not be present when the creature actually dies (though you must still be in-game). |
|||
{{top}} |
{{top}} |
||
====Guilds==== |
|||
When one is learning an Artisan's Guild skill, such as [[fletching]], [[forging]], or [[cobbling]], one earns experience each time they earn a rank in that skill. This rate is based on the number of ranks of the skill the character already has, as well as other skills known. More detailed information will be available on the [[Artisan Guild]] page. |
|||
The same is true for the profession guilds. |
|||
Experience can also be awarded as part of a reward by the [[Adventurer's Guild]]. |
|||
====Profession-Specific Methods==== |
|||
[[Empath]]s can gain experience during the process of transferring wounds from others to themselves. There is no experience granted for transferring blood while the patient is still bleeding, transferring from another empath, or if the wounds are self-inflicted. |
|||
[[Cleric]]s and [[Paladin]]s can gain experience from raising others from the dead. |
|||
[[Wizard]]s can gain experience when casting [[Enchant Item (925)]] successfully, with the amount being variable based on the item's status within the enchanting process, and the level of enchantment. |
|||
[[Rogue]]s (and others) can gain experience when successfully disarming and unlocking treasure boxes. |
|||
[[Bard]]s can gain experience when [[loresinging]], under certain circumstances. |
|||
[[Sorcerer]]s can gain experience when casting [[Ensorcell (735)]] successfully. |
|||
====Exceptions==== |
|||
These rates that are described in the above sections are all ideal rates, and based on the character gaining the experience with a fairly empty unabsorbed pool. As the amount of experience in the unabsorbed pool increases, the efficiency of adding to it decreases. For example, if one were to kill 2 rats at level 1, one would expect to (and would gain) 200 experience. However, if one kills 8 rats, one would add less than 800 experience to the pool. The precise rate of accrual decline is: |
|||
<div {{prettydiv|margin-right=40%}}><b>ACCRUED = N × (1 - .05 × [[trunc]](InBucket ÷ 100))</b><br> |
|||
Where N = nominal amount, InBucket = amount in bucket, and the final number is truncated.</div> |
|||
The [[AdG|bounty system]] is another exception in that one is able to greatly exceed one's unabsorbed pool capacity. Also, the awards of experience from the bounty system are not subject to the diminishing returns effect described above. However, once the pool is filled, any excess amount added by [[AdG|bounty system]] reward is divided into two halves. Half is absorbed immediately (and is not subject to any multipliers) and the other half is added to the pool, even though this will be above the normal capacity. |
|||
==Absorbing experience== |
|||
Experience absorption is affected by a number of factors, including one's physical location in the game, one's status with regard to a group, and even health. |
|||
====On-node==== |
|||
* Base rate - When on a node or in town, you will absorb an extra (Logic Bonus/5) experience every pulse. |
|||
* Pool size - for every 200 unabsorbed exp in one's pool, one absorbs an extra experience point per pulse |
|||
* Group - if you are a member of a group, you get one extra experience point per pulse |
|||
====In town off-node==== |
|||
* Base rate - a number dictated by one's LOG stat, usually a few lower than the on-node base rate |
|||
* Pool size - for every 200 unabsorbed exp in one's pool, one absorbs an extra experience point per pulse |
|||
* Group - if you are a member of a group, you get one extra experience point per pulse |
|||
* Weapons - carrying a weapon or shield in one's hands decreases the rate of experience absorption |
|||
====Other areas==== |
|||
* Base rate - you will absorb an extra (Logic Bonus/7) per pulse |
|||
* Pool size - for every 200 unabsorbed exp in one's (pool - 200), one absorbs an extra experience point per pulse |
|||
* Group - if you are a member of a group, you get one extra experience point per pulse |
|||
* Weapons - carrying a weapon or shield in one's hands decreases the rate of experience absorption |
|||
The "other" rooms are normally out of town, though strangely, some rooms (such as the courtyard of the [[Warrior Guild|Warrior's Guild]] in [[Wehnimer's Landing]]) that are in towns count as if they were out of town. |
|||
====Other factors==== |
|||
* Injuries - for major head injuries or nerve damage, the rate of experience absorption is severely diminished |
|||
* Death's sting - if one has [[decay]]ed or suffered a [[spirit death]] recently, then only a fraction of the experience is absorbed from your pool |
|||
* There is no 40 experience per pulse hard cap (which was previously stated here). It is possible to gain 42 experience (or perhaps more) per pulse while saturated (before [[Gift of Lumnis]] or [[RPA|other experience multipliers]] are taken into consideration). |
|||
{{top}} |
|||
==Mind states== |
|||
Thresholds for mind-status changes are here as a proportion of (experience in your pool)/(pool capacity). |
|||
{|{{prettytable}} |
|||
|Phrase |
|||
|Threshold |
|||
|- |
|||
|Completely saturated |
|||
|> 1.0 |
|||
|- |
|||
|Must rest |
|||
|0.90 |
|||
|- |
|||
|Numbed |
|||
|0.75 |
|||
|- |
|||
|Becoming numbed |
|||
|0.62 |
|||
|- |
|||
|Muddled |
|||
|0.5 |
|||
|- |
|||
|Clear |
|||
|0.25 |
|||
|- |
|||
|Fresh and clear |
|||
|> 0.0 |
|||
|- |
|||
|Clear as a bell |
|||
|0.0 |
|||
|} |
|||
Therefore, a character with a capacity of 1000 will hit "must rest" above 900 unabsorbed experience. |
|||
==Experience Per Level== |
==Experience Per Level== |
||
The following information was originally designed and given by |
The following information was originally designed and given by Nilandia, but her site has since gone away and been copied below for everyone's use |
||
{| {{prettytable}} |
{| {{prettytable}} |
||
Line 690: | Line 557: | ||
{{top}} |
{{top}} |
||
==Resources== |
==Resources== |
||
* [[Experience |
* [[Experience boost]] |
||
* [[Instant mind clearer]] |
* [[Instant mind clearer]] |
||
* [[Experience (saved posts)]] |
* [[Experience (saved posts)]] |
Revision as of 12:40, 31 December 2016
Experience is the way that progress toward advancement in levels is measured. A character gains experience, or "learns", in a variety of ways and based on a number of factors. In 2016 the experience system was updated to include a separate long-term experience pool, and offline absorption. This page is intended to be an overview of the experience system. Please see the main articles linked just below some sections for additional details.
EXPERIENCE (verb)
The EXPERIENCE verb (commonly abbreviated to 'EXP') is used to displays a character's accumulated experience, training points, fame, and other information.
>exp Level: 72 Deeds: 4 Experience: 4638062 Death's Sting: None Exp. until next: 72438 Recent Deaths: 0 Mental TPs: 0 Fame: 27473062 Physical TPs: 38 Mana: 229/229 max (2188 Phy converted to Mnt) Long-Term Exp: 0 Your mind is as clear as a bell. You feel a strange sense of serenity and find that you are able to reflect on recent events with uncommon clarity and understanding. (Gift of Lumnis active) Your recent adventures echo powerfully in your mind. (Roleplaying award active.) You feel the eyes of Lumnis upon you. (Lumnis contest active.)
Experience Pools
- Main article: Experience pool
Experience pools are the "buckets" where experience is stored to be absorbed incrementally or at a specific time. As experience is absorbed from the bucket(s), characters gain levels. Absorbed experience is for all intents and purposes permanent.
Field Experience
When a character does something that awards experience, an amount of experience is placed into a field experience pool of unprocessed experience. This pool has a finite size that varies by character, and the amount of experience that goes into this pool is dependent not only on the task that one has just completed, but also the degree to which that pool is filled.
Any unabsorbed field experience is lost during the process of death and resurrection, unless a Chrism is used.
The metaphor of short term vs. long term memory is fairly apt in describing the difference between the two types of experience (unabsorbed vs. absorbed).
Size of Pool
The size of a character's pool for unprocessed experience is determined by its DIS and LOG stats. The formula is:
Field Experience Pool = 800 + LOG + DIS |
So a character with a LOG and DIS stats of 100 would be able to hold 1000 (800 + 100 + 100) experience in their pool while one with LOG and DIS stats of 75 each would be able to hold 950 (800 + 75 + 75).
Mind Status
Thresholds for mind-status changes are here as a proportion of (experience in field exp pool)/(pool capacity).
Phrase Threshold Completely saturated > 1.0 Must rest 0.90 Numbed 0.75 Becoming numbed 0.62 Muddled 0.5 Clear 0.25 Fresh and clear > 0.0 Clear as a bell 0.0
Therefore, a character with a capacity of 1000 will hit "must rest" above 900 unabsorbed experience.
Gaining Field Experience
There are a variety of ways to add to the field experience pool, several of which will be mentioned here.
Hunting
The most common way of gaining experience is hunting. When hunting, experience is gained when a creature one has significantly participated in killing is LOOTed, SEARCHed, or decays on its own.
The amount of experience gained by a character is based on the differential between their own level and the level of the creature killed, as shown here:
Creature Level Experience Gain 10 or more below character no experience 1-9 below character 100 - 10x level difference same as character 100 experience 1-4 above character 100 + 10x level difference 5 or more above character 150 experience
A character continues to gain experience in this way until the pool is filled to its limit, which is determined as described above (800-1000). Continued experience-gaining activities will not add to this pool, though as experience is absorbed, it can obviously be replenished.
Multiple characters can gain experience from killing the same creature, and they need not be present when the creature actually dies (though the character must still be logged in).
Guilds
When a character is learning an Artisan's Guild skill, such as fletching, forging, or cobbling, it earns experience each time a rank is gained in that skill. This rate is based on the number of ranks of the skill the character already has, as well as other skills known. More detailed information is available on the Artisan Guild page.
The same is true for the profession guilds.
Experience is also be awarded by completing Adventurer's Guild tasks.
Profession-Specific Methods
Empaths can gain experience by transferring wounds from others to themselves. There is no experience granted for transferring blood while the patient is still bleeding, transferring from another empath, or if the wounds are self-inflicted.
Clerics and paladins can gain experience by raising others from the dead.
Wizards can gain experience when casting Enchant (925) successfully, with the amount being variable based on the item's status within the enchanting process, and the level of enchantment. They can also gain a nominal amount of experience via Charge Item (517).
Bards can gain experience when loresinging, under certain circumstances.
Sorcerers can gain experience when casting Ensorcell (735) successfully, or infusing a scroll.
Other Methods
All professions can gain experience when successfully disarming and unlocking treasure boxes (most easily trained by rogues). A much smaller amount of experience is granted when successfully using Unlock (407) and Disarm (408) on a treasure system box.
Exceptions
These rates that are described in the above sections are all ideal rates, and based on the character gaining the experience with a fairly empty unabsorbed pool. As the amount of experience in the unabsorbed pool increases, the efficiency of adding to it decreases. For example, if one were to kill 2 rats at level 1, one would expect to (and would gain) 200 experience. However, if one kills 8 rats, one would add less than 800 experience to the pool. The precise rate of accrual decline is:
Accrual Decline Rate = N * (1 - .05 * ⌊InBucket/100⌋) |
- Where N = nominal amount, InBucket = amount in bucket, and the final number is truncated
The bounty system is another exception in that one is able to greatly exceed a character's unabsorbed pool capacity. Also, the awards of experience from the bounty system are not subject to the diminishing returns effect described above. Experience is only gained from bounty tasks when Field Exp is in normal limits (not saturated). There is a warning when you try to turn in a finished bounty before you can absorb it. The experience given by the reward is applied to Field Exp up until 1250 experience. Any reward in excess of that amount will have half applied to your Field Exp and half will be absorbed instantly.
Absorbing Field Experience
Experience absorption is affected by a number of factors, including one's physical location in the game, one's status with regard to a group, and even health. Experience is absorbed in small pulses over a period of time until the pool is empty. Being in a sanctuary, whether it is natural or created through Minor Sanctuary (213) / Major Sanctuary (220) / Song of Peace (1011), is the same as being "on-node" for the purposes of experience absorption. Contrary to popular belief, Mana Focus (418) does not create a node and does not give any experience absorption benefit.
On-node
- Base Rate: 25
- Logic Bonus: When on a node a character will absorb an additional (Logic Bonus/5) experience per pulse.
- Super Node: Being on a Super Node will add an additional 2 points per pulse.
- Pool Size: For every 200 unabsorbed experience in the experience pool add an additional point per pulse. (Capped at 10 with 2000 field experience.)
- Group: Being joined to another non-F2P character will add an additional point per pulse.
In Town Off-node
- Base Rate: 22
- Logic Bonus: When in town a character will absorb an additional (Logic Bonus/5) experience per pulse.
- Pool Size: For every 200 unabsorbed experience in the experience pool add an additional point per pulse. (Capped at 10 with 2000 field experience.)
- Group: Being joined to another non-F2P character will add an additional point per pulse.
Other Areas
- Base Rate: 19
- Logic Bonus: When outside of town a character will absorb an additional (Logic Bonus/7) experience per pulse.
- Pool Size: For every 200 unabsorbed experience in the experience pool add an additional point per pulse. (Capped at 10 with 2000 field experience.)
- Group: Being joined to another non-F2P character will add an additional point per pulse.
The "other" rooms are normally out of town, though strangely, some rooms (such as the courtyard of the Warrior Guild in Wehnimer's Landing) that are in towns count as if they were out of town.
Other Factors
- Injuries - for major head injuries or nerve damage, the rate of experience absorption is severely diminished
- Death's sting - if one has decayed or suffered a spirit death recently, then only a fraction of the experience is absorbed from the field experience pool
- There is no 40 experience per pulse hard cap (which was previously stated here). It is possible to gain 42 experience (or perhaps more) per pulse while saturated (before Gift of Lumnis or other experience multipliers are taken into consideration).
Long-term Experience
The long-term experience pool was introduced in 2016. Experience absorbed from the long-term pool is not increased by roleplaying awards, Gift of Lumnis, or other similar boosts. Experience in the long-term pool is normally absorbed at a rate of 250 experience points per day, but has no cap on the number of points that it can hold. Every night at midnight, characters with long-term experience stored will get one 250 exp pulse (they do not have to be online to get it).
Aside from the daily 250 experience point absorption, characters can also absorb long-term experience via continuing to absorb experience after the weekly Gift of Lumnis has expired. For every ten (10) points of field experience absorbed while outside of the Gift of Lumnis period, a character will also absorb one (1) point of long-term experience. That experience is deducted from the pool immediately.
This pool can be added to through Long-Term Experience Boosts, when being healed by an empath, being raised by a cleric, killing boss creatures, or upon retrieving boxes from the locksmith pool.
Experience Per Level
The following information was originally designed and given by Nilandia, but her site has since gone away and been copied below for everyone's use
GemStone III | GS4 | |||||
Experience | Level | Exp Required | Avg. Hours | Level | Exp Required | Avg. Hours |
2500 | 1 | 2500 | 2.5 | |||
5000 | 2 | 2500 | 2.5 | |||
10000 | 1 | 10000 | 10 | 3 | 5000 | 5 |
17500 | 4 | 7500 | 7.5 | |||
20000 | 2 | 10000 | 10 | |||
27500 | 5 | 10000 | 10 | |||
30000 | 3 | 10000 | 10 | |||
40000 | 4 | 10000 | 10 | 6 | 12500 | 12.5 |
50000 | 5 | 10000 | 10 | |||
55000 | 7 | 15000 | 15 | |||
70000 | 6 | 20000 | 20 | |||
72500 | 8 | 17500 | 17.5 | |||
90000 | 7 | 20000 | 20 | |||
92500 | 9 | 20000 | 20 | |||
110000 | 8 | 20000 | 20 | |||
115000 | 10 | 22500 | 22.5 | |||
130000 | 9 | 20000 | 20 | |||
140000 | 11 | 25000 | 25 | |||
150000 | 10 | 20000 | 20 | |||
167000 | 12 | 27500 | 27.5 | |||
180000 | 11 | 30000 | 30 | |||
197500 | 13 | 30000 | 30 | |||
210000 | 12 | 30000 | 30 | |||
230000 | 14 | 32500 | 32.5 | |||
240000 | 13 | 30000 | 30 | |||
265000 | 15 | 35000 | 35 | |||
270000 | 14 | 30000 | 30 | |||
300000 | 15 | 30000 | 30 | |||
302000 | 16 | 37000 | 37 | |||
340000 | 16 | 40000 | 40 | |||
341000 | 17 | 39000 | 39 | |||
380000 | 17 | 40000 | 40 | |||
382000 | 18 | 41000 | 41 | |||
420000 | 18 | 40000 | 40 | |||
425000 | 19 | 43000 | 43 | |||
460000 | 19 | 40000 | 40 | |||
470000 | 20 | 45000 | 45 | |||
500000 | 20 | 40000 | 40 | |||
517000 | 21 | 47000 | 47 | |||
550000 | 21 | 50000 | 50 | |||
566000 | 22 | 49000 | 49 | |||
600000 | 22 | 50000 | 50 | |||
617000 | 23 | 51000 | 51 | |||
650000 | 23 | 50000 | 50 | |||
670000 | 24 | 53000 | 53 | |||
700000 | 24 | 50000 | 50 | |||
725000 | 25 | 55000 | 55 | |||
750000 | 25 | 50000 | 50 | |||
781500 | 26 | 56500 | 56.5 | |||
800000 | 26 | 50000 | 50 | |||
839500 | 27 | 58000 | 58 | |||
850000 | 27 | 50000 | 50 | |||
899000 | 28 | 59500 | 59.5 | |||
900000 | 28 | 50000 | 50 | |||
950000 | 29 | 50000 | 50 | |||
960000 | 29 | 61000 | 61 | |||
1000000 | 30 | 50000 | 50 | |||
1022500 | 30 | 62500 | 62.5 | |||
1050000 | 31 | 50000 | 50 | |||
1086500 | 31 | 64000 | 64 | |||
1100000 | 32 | 50000 | 50 | |||
1150000 | 33 | 50000 | 50 | |||
1152000 | 32 | 65500 | 65.5 | |||
1200000 | 34 | 50000 | 50 | |||
1219000 | 33 | 67000 | 67 | |||
1250000 | 35 | 50000 | 50 | |||
1287500 | 34 | 68500 | 68.5 | |||
1300000 | 36 | 50000 | 50 | |||
1350000 | 37 | 50000 | 50 | |||
1357500 | 35 | 70000 | 70 | |||
1400000 | 38 | 50000 | 50 | |||
1429000 | 36 | 71500 | 71.5 | |||
1450000 | 39 | 50000 | 50 | |||
1500000 | 40 | 50000 | 50 | |||
1502000 | 37 | 73000 | 73 | |||
1550000 | 41 | 50000 | 50 | |||
1576500 | 38 | 74500 | 74.5 | |||
1600000 | 42 | 50000 | 50 | |||
1650000 | 43 | 50000 | 50 | |||
1652500 | 39 | 76000 | 76 | |||
1700000 | 44 | 50000 | 50 | |||
1730000 | 40 | 77500 | 77.5 | |||
1750000 | 45 | 50000 | 50 | |||
1800000 | 46 | 50000 | 50 | |||
1808500 | 41 | 78500 | 78.5 | |||
1850000 | 47 | 50000 | 50 | |||
1888000 | 42 | 79500 | 79.5 | |||
1900000 | 48 | 50000 | 50 | |||
1950000 | 49 | 50000 | 50 | |||
1968500 | 43 | 80500 | 80.5 | |||
2000000 | 50 | 50000 | 50 | |||
2050000 | 51 | 50000 | 50 | 44 | 81500 | 81.5 |
2100000 | 52 | 50000 | 50 | |||
2132500 | 45 | 82500 | 82.5 | |||
2150000 | 53 | 50000 | 50 | |||
2200000 | 54 | 50000 | 50 | |||
2216000 | 46 | 83500 | 83.5 | |||
2250000 | 55 | 50000 | 50 | |||
2300000 | 56 | 50000 | 50 | |||
2300500 | 47 | 84500 | 84.5 | |||
2350000 | 57 | 50000 | 50 | |||
2386000 | 48 | 85500 | 85.5 | |||
2400000 | 58 | 50000 | 50 | |||
2450000 | 59 | 50000 | 50 | |||
2472500 | 49 | 86500 | 86.5 | |||
2500000 | 60 | 50000 | 50 | |||
2550000 | 61 | 50000 | 50 | |||
2560000 | 50 | 87500 | 87.5 | |||
2600000 | 62 | 50000 | 50 | |||
2648000 | 51 | 88000 | 88 | |||
2650000 | 63 | 50000 | 50 | |||
2700000 | 64 | 50000 | 50 | |||
2736500 | 52 | 88500 | 88.5 | |||
2750000 | 65 | 50000 | 50 | |||
2800000 | 66 | 50000 | 50 | |||
2825500 | 53 | 89000 | 89 | |||
2850000 | 67 | 50000 | 50 | |||
2900000 | 68 | 50000 | 50 | |||
2915000 | 54 | 89500 | 89.5 | |||
2950000 | 69 | 50000 | 50 | |||
3000000 | 70 | 50000 | 50 | |||
3005000 | 55 | 90000 | 90 | |||
3050000 | 71 | 50000 | 50 | |||
3095500 | 56 | 90500 | 90.5 | |||
3100000 | 72 | 50000 | 50 | |||
3150000 | 73 | 50000 | 50 | |||
3186500 | 57 | 91000 | 91 | |||
3200000 | 74 | 50000 | 50 | |||
3250000 | 75 | 50000 | 50 | |||
3278000 | 58 | 91500 | 91.5 | |||
3300000 | 76 | 50000 | 50 | |||
3350000 | 77 | 50000 | 50 | |||
3370000 | 59 | 92000 | 92 | |||
3400000 | 78 | 50000 | 50 | |||
3450000 | 79 | 50000 | 50 | |||
3462500 | 60 | 92500 | 92.5 | |||
3500000 | 80 | 50000 | 50 | |||
3550000 | 81 | 50000 | 50 | |||
3555500 | 61 | 93000 | 93 | |||
3600000 | 82 | 50000 | 50 | |||
3649000 | 62 | 93500 | 93.5 | |||
3650000 | 83 | 50000 | 50 | |||
3700000 | 84 | 50000 | 50 | |||
3743000 | 63 | 94000 | 94 | |||
3750000 | 85 | 50000 | 50 | |||
3800000 | 86 | 50000 | 50 | |||
3837500 | 64 | 94500 | 94.5 | |||
3850000 | 87 | 50000 | 50 | |||
3900000 | 88 | 50000 | 50 | |||
3932500 | 65 | 95000 | 95 | |||
3950000 | 89 | 50000 | 50 | |||
4000000 | 90 | 50000 | 50 | |||
4028000 | 66 | 95500 | 95.5 | |||
4050000 | 91 | 50000 | 50 | |||
4100000 | 92 | 50000 | 50 | |||
4124000 | 67 | 96000 | 96 | |||
4150000 | 93 | 50000 | 50 | |||
4200000 | 94 | 50000 | 50 | |||
4220500 | 68 | 96500 | 96.5 | |||
4250000 | 95 | 50000 | 50 | |||
4300000 | 96 | 50000 | 50 | |||
4317500 | 69 | 97000 | 97 | |||
4350000 | 97 | 50000 | 50 | |||
4400000 | 98 | 50000 | 50 | |||
4415000 | 70 | 97500 | 97.5 | |||
4450000 | 99 | 50000 | 50 | |||
4500000 | 100 | 50000 | 50 | |||
4513000 | 71 | 98000 | 98 | |||
4550000 | 101 | 50000 | 50 | |||
4600000 | 102 | 50000 | 50 | |||
4611500 | 72 | 98500 | 98.5 | |||
4650000 | 103 | 50000 | 50 | |||
4700000 | 104 | 50000 | 50 | |||
4710500 | 73 | 99000 | 99 | |||
4750000 | 105 | 50000 | 50 | |||
4800000 | 106 | 50000 | 50 | |||
4810000 | 74 | 99500 | 99.5 | |||
4850000 | 107 | 50000 | 50 | |||
4900000 | 108 | 50000 | 50 | |||
4910000 | 75 | 100000 | 100 | |||
4950000 | 109 | 50000 | 50 | |||
5000000 | 110 | 50000 | 50 | |||
5010500 | 76 | 100500 | 100.5 | |||
5050000 | 111 | 50000 | 50 | |||
5100000 | 112 | 50000 | 50 | |||
5111500 | 77 | 101000 | 101 | |||
5150000 | 113 | 50000 | 50 | |||
5200000 | 114 | 50000 | 50 | |||
5213000 | 78 | 101500 | 101.5 | |||
5250000 | 115 | 50000 | 50 | |||
5300000 | 116 | 50000 | 50 | |||
5315000 | 79 | 102000 | 102 | |||
5350000 | 117 | 50000 | 50 | |||
5400000 | 118 | 50000 | 50 | |||
5417500 | 80 | 102500 | 102.5 | |||
5450000 | 119 | 50000 | 50 | |||
5500000 | 120 | 50000 | 50 | |||
5520500 | 81 | 103000 | 103 | |||
5550000 | 121 | 50000 | 50 | |||
5600000 | 122 | 50000 | 50 | |||
5624000 | 82 | 103500 | 103.5 | |||
5650000 | 123 | 50000 | 50 | |||
5700000 | 124 | 50000 | 50 | |||
5728000 | 83 | 104000 | 104 | |||
5750000 | 125 | 50000 | 50 | |||
5800000 | 126 | 50000 | 50 | |||
5832500 | 84 | 104500 | 104.5 | |||
5850000 | 127 | 50000 | 50 | |||
5900000 | 128 | 50000 | 50 | |||
5937500 | 85 | 105000 | 105 | |||
5950000 | 129 | 50000 | 50 | |||
6000000 | 130 | 50000 | 50 | |||
6043000 | 86 | 105500 | 105.5 | |||
6050000 | 131 | 50000 | 50 | |||
6100000 | 132 | 50000 | 50 | |||
6149000 | 87 | 106000 | 106 | |||
6150000 | 133 | 50000 | 50 | |||
6200000 | 134 | 50000 | 50 | |||
6250000 | 135 | 50000 | 50 | |||
6255500 | 88 | 106500 | 106.5 | |||
6300000 | 136 | 50000 | 50 | |||
6350000 | 137 | 50000 | 50 | |||
6362500 | 89 | 107000 | 107 | |||
6400000 | 138 | 50000 | 50 | |||
6450000 | 139 | 50000 | 50 | |||
6470000 | 90 | 107500 | 107.5 | |||
6500000 | 140 | 50000 | 50 | |||
6550000 | 141 | 50000 | 50 | |||
6578000 | 91 | 108000 | 108 | |||
6600000 | 142 | 50000 | 50 | |||
6650000 | 143 | 50000 | 50 | |||
6686500 | 92 | 108500 | 108.5 | |||
6700000 | 144 | 50000 | 50 | |||
6750000 | 145 | 50000 | 50 | |||
6795500 | 93 | 109000 | 109 | |||
6800000 | 146 | 50000 | 50 | |||
6850000 | 147 | 50000 | 50 | |||
6900000 | 148 | 50000 | 50 | |||
6905000 | 94 | 109500 | 109.5 | |||
6950000 | 149 | 50000 | 50 | |||
7000000 | 150 | 50000 | 50 | |||
7015000 | 95 | 110000 | 110 | |||
7050000 | 151 | 50000 | 50 | |||
7100000 | 152 | 50000 | 50 | |||
7125500 | 96 | 110500 | 110.5 | |||
7150000 | 153 | 50000 | 50 | |||
7200000 | 154 | 50000 | 50 | |||
7236500 | 97 | 111000 | 111 | |||
7250000 | 155 | 50000 | 50 | |||
7300000 | 156 | 50000 | 50 | |||
7348000 | 98 | 111500 | 111.5 | |||
7350000 | 157 | 50000 | 50 | |||
7400000 | 158 | 50000 | 50 | |||
7450000 | 159 | 50000 | 50 | |||
7460000 | 99 | 112000 | 112 | |||
7500000 | 160 | 50000 | 50 | |||
7572500 | 100 | 112500 | 112.5 | |||
Total Avg | 100 | 4500000 | 4500 | 100 | 7572500 | 7572.5 |