Experience: Difference between revisions

The official GemStone IV encyclopedia.
Jump to navigation Jump to search
mNo edit summary
 
No edit summary
Line 12: Line 12:


===Gaining experience===
===Gaining experience===
The most common way of



===Absorbing experience===
===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.
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====
====On-node====
Line 67: Line 66:
|-
|-
|Fresh and clear
|Fresh and clear
|> 0.0
|Clear as a bell
|0.0
|0.0
|}
|}

Revision as of 23:45, 17 August 2006

Experience is how

Absorbed vs unprocessed experience

When one does something that awards experience, (ie. looting a kill, enchanting something, etc) an amount of experience is placed into a character's pool of unprocessed experience. 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.

Size of pool

The size of one's pool for unprocessed experience is determined by one's DIS and LOG stats. The formua is:

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).

Gaining experience

The most common way of

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 - a number dictated by one's LOG stat
  • 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 - a number dictated by one's LOG stat, usually a few lower than the in town base rate
  • 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 would be called out of town, though strangely, some rooms (such as the courtyard of the Warrior's Guild in Wehnimer's Landing) that are in towns count like 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 your pool

Mind states

Thresholds for mind-status changes are here as a proportion of (experience in your pool)/(pool capacity).

Phrase Threshold
Completely saturated > 1.0
Must rest 0.90
Numbed 0.75
Becomind 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.