Experience: Difference between revisions
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===Wall Cycle=== |
===Wall Cycle=== |
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Under earlier versions of the DR game engine, the rate of experience absorption varied by rank depending on skillset placement, following a two- (primary), four- (secondary), or eight-rank (tertiary) cycle. The last rank of the cycle was known as a "wall rank" since it was the slowest and hardest to gain, most especially for the tertiary skillset eight-rank cycle. |
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⚫ | The wall cycle paradigm for experience gain was removed in the mid 2000's <sup>(precise date?)</sup>. Now, primary skills always pulse better than secondary skills which always pulse better than tertiary skills. However, under 50 ranks, skills will all drain like primary, and under 100 they will all drain at least like secondary. |
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===Experience Pool States=== |
===Experience Pool States=== |
Revision as of 15:41, 22 January 2013
- For the game command, see EXPERIENCE.
Experience, or exp, is the general term for all of the skill learning your character has attained.
In DragonRealms, your ranks in a skill are increased by using it. This is manifested by experience being granted for each action your character takes. The amount of experience gained is scaled to the difficulty of that action for your character at that time, and how successful your character is in performing it. It is common for a task that is very simple or unchallenging to grant zero experience.
Experience can potentially be lost as a consequence of character death, although this can be easily avoided.
Experience Pools and Pulses
Experience Pools
Every skill has its own individual pool, which fills with field experience as you obtain it. The current amount of field experience in your pool ranges from empty (clear) to mind lock (full).
Factors that determine maximum pool size (in descending order of importance):
- whether the skill is in your primary, secondary, or tertiary skillset
- the number of ranks you have in the skill
- Intelligence
- Discipline
As of July 10, 2009, there are now 35 experience pool states:
Amount Learning | Mindstate Fraction | Amount Learning | Mindstate Fraction |
---|---|---|---|
clear | 0/34 | analyzing | 18/34 |
dabbling | 1/34 | studious | 19/34 |
perusing | 2/34 | focused | 20/34 |
learning | 3/34 | very focused | 21/34 |
thoughtful | 4/34 | engaged | 22/34 |
thinking | 5/34 | very engaged | 23/34 |
considering | 6/34 | cogitating | 24/34 |
pondering | 7/34 | fascinated | 25/34 |
ruminating | 8/34 | captivated | 26/34 |
concentrating | 9/34 | engrossed | 27/34 |
attentive | 10/34 | riveted | 28/34 |
deliberative | 11/34 | very riveted | 29/34 |
interested | 12/34 | rapt | 30/34 |
examining | 13/34 | very rapt | 31/34 |
understanding | 14/34 | enthralled | 32/34 |
absorbing | 15/34 | nearly locked | 33/34 |
intrigued | 16/34 | mind lock | 34/34 |
scrutinizing | 17/34 |
Experience Pulses
This field experience is gradually converted into actual ranks. When field experience is converted to ranks, it is called a pulse. The size of the pulse is calculated as a fraction of your total pool size. The primary factor affecting this fraction is whether the skill is primary, secondary, or tertiary; higher Wisdom also increases this fraction.
Skillset | Time to Pulse From Mind Lock to Clear |
---|---|
Primary | 40-60 minutes |
Secondary | 50-80 minutes |
Tertiary | 70-100 minutes |
Skills pulse in groups every 200 seconds, with each group being offset from the previous one by 20 seconds. These skill groupings are arranged by skillset in the order they appear in the experience list in game. The order and timing of the pulses is fixed, meaning the pulses happen at the exact same time for the same skills for every single player in the game.
Relative Time Offset | Skill Group |
---|---|
0 sec. | Shield Usage, Leather Armor, Light Chain, Heavy Chain, Light Plate, Heavy Plate, Cloth Armor, Bone Armor |
20 sec. | Parry Ability, Multi Opponent, Light Edged, Medium Edged, Heavy Edged, Twohanded Edged |
40 sec. | Light Blunt, Medium Blunt, Heavy Blunt, Twohanded Blunt, Slings, Staff Sling, Short Bow, Long Bow, Composite Bow, Light Crossbow, Heavy Crossbow |
60 sec. | Short Staff, Quarter Staff, Pikes, Halberds, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon |
80 sec. | Primary Magic, Harness Ability, Power Perceive, Arcana, Targeted Magic |
100 sec. | Evasion, Climbing, Perception, Scouting |
120 sec. | Hiding, Lockpicking, Disarm Traps, Stalking, Stealing, First Aid, Foraging, Escaping |
140 sec. | Backstab, Skinning, Swimming |
160 sec. | Mechanical Lore, Musical Theory, Appraisal, Teaching, Trading, Animal Lore |
180 sec. | Percussions, Strings, Winds, Vocals, Astrology, Empathy, Thanatology |
Stats and Learning
Mental statistics now have a greater effect on the experience system. Intelligence and Wisdom affect all skills equally and have diminishing returns that are not logarithmically diminishing.
- Intelligence: Maximum size of experience pools
- Wisdom: Pulse size
- Discipline: Experience pool size, minor effect.
The effect of Intelligence and Wisdom is a percentage and not dependent on how many ranks you have in the skill. The effects of these stats can't be "tested" in an hour. This is something that assists you over the course of your entire career.
Soft Caps: Because of the recent changes to the experience system, the point of diminishing returns is no longer known. However, even if it were known, each of these stats affects other systems, so it's usually not a good idea to stop training mental stats. Discipline, in particular, affects many things.
Experience Drain at Login
Experience drain at login is based on when you last logged out of the game. Starting at 30 minutes, you will drain a percentage of your experience equal to the number of minutes that you have been logged out divided by 480.
When you're logged out, experience drains at a static rate, regardless of skillset placement, ranks, or stats. (Technically, the experience doesn't actually pulse until you log back in.)
Time Logged Out | %Pulsed |
---|---|
30 minutes | 6.25% |
1 hour | 12.50% |
2 hours | 25% |
3 hours | 37.50% |
4 hours | 50% |
5 hours | 62.50% |
6 hours | 75% |
7 hours | 87.50% |
8 hours | 100% |
Players who have received a warning within the last six months will not drain experience at login.
Obsolete Experience Mechanics
Discipline used to affect pool size (along with Intelligence). Now, it has no effect on the experience system.
Mind States
The mind state system was temporarily disabled in July 2009, meaning that your mind state will always be "clear." Mind murk will return in some form at an unspecified time.
Mind states decreased the rate at which you absorbed experience into new ranks. Whenever you were "mind locked" in a skill, you could not gain new experience in that skill until you absorbed some of your field experience. If you continued to gain experience while you were mind locked, the experience spilled over into the "mind state" pool. When you were mind locked in skills for an extended period of time, your mind state worsened.
When the new experience system was released, mind states were disabled. At the time GMs stated that the mind state system would return, but not in the way it was previously implemented.
The mind states were as follows:
- clear
- fluid
- murky
- very murky
- thick: penalty begins
- very thick
- dense
- very dense
- stagnant
- very stagnant
- frozen: no longer absorbing experience
- very frozen
The learning penalty increased as your mind state worsened until you stopped absorbing any experience at "frozen." (Being "very frozen" simply meant that it took even longer for your mind state to improve.) The only way to improve a poor mind state was to stop gaining field experience for a while. This gave your mind state pool a chance to drain.
If you improved your pool size or pulse rate, it took longer to mind lock, and therefore, you could train for longer periods of time without filling your mind state pool. However, the best way to avoid a poor mind state was to avoid being mind locked in multiple skills for an extended period of time.
Wall Cycle
Under earlier versions of the DR game engine, the rate of experience absorption varied by rank depending on skillset placement, following a two- (primary), four- (secondary), or eight-rank (tertiary) cycle. The last rank of the cycle was known as a "wall rank" since it was the slowest and hardest to gain, most especially for the tertiary skillset eight-rank cycle.
The wall cycle paradigm for experience gain was removed in the mid 2000's (precise date?). Now, primary skills always pulse better than secondary skills which always pulse better than tertiary skills. However, under 50 ranks, skills will all drain like primary, and under 100 they will all drain at least like secondary.
Experience Pool States
The experience pool states under the old system were:
- clear
- learning
- thoughtful
- pondering
- concentrating
- muddled
- very muddled
- perplexing
- perplexed
- bewildering
- bewildered
- dazed
- mind lock
RP Messaging
Ranks in each skill are numerical. However, there is also a role-playing system of nomenclature set up for skills, to make it easier to integrate into game-play.
- Ranks 1-49 / Novice
Within the above range:
- + 0-09 = Lowly
- + 10-19 = Promising
- + 20-29 = Able
- + 30-39 = Trained
- + 40-49 = Full
- Ranks 50-99 / Practitioner
- Ranks 100-149 / Dilettante
- Ranks 150-199 / Aficionado
Within the above ranges:
- + 0-09 = Beginning
- + 10-19 = Competent
- + 20-29 = Proficient
- + 30-39 = Experienced
- + 40-49 = Skilled
- Ranks 200-299 / Adept
- Ranks 300-399 / Expert
Within the above ranges:
- Rated by degrees 0-99
- Ranks 400-499 / Professional
- Ranks 500-599 / Authority
- Ranks 600-699 / Genius
Within the above ranges:
- + 20-39 = Exceptional
- + 40-59 = Outstanding
- + 60-79 = Renowned
- + 80-99 = True
- Ranks 700-799 / Savant
- Ranks 800-899 / Master
- Ranks 900-999 / Grand Master
Within the above ranges:
- + 20-39 = Distinguished
- + 40-59 = Venerated
- + 60-79 = Exalted
- + 80-99 = Transcendent
- Ranks 1000-1249 / Guru
- Ranks 1250+ / Legend
Related Forum Posts
Click here to search for related posts.
See Also
- Skills
- Skillsets
- Experience drain
- Demystifying the Experience System: Isharon's explanation of the experience system (a good link to share with new players)