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{{RTOC}}
Every [[guilds|guild]] uses skill requirements to determine [[circle]].
:''For the game command, see {{com|experience}}.''


[[Experience]], often abbreviated '''exp''', is the general term for all of the [[skill]] learning your character has attained.
There are five skill sets which are learned by every guild at varying rates. Each guild has one of the five as a specialization skill set or primary skill set. Two of the remaining four are support skill sets for the specialization skill; these are known as secondary skill sets. The remaining two are considered to hold minor relevance and referred to as tertiary skill sets. Skills within the primary skill set are learned the fastest, while skills within the tertiary skill sets are learned the slowest. Players start the game as commoners with all skills learned at the secondary rate.<br>

In [[DragonRealms]], your ranks in a skill are increased by using it. This is called training. The amount of experience gained from any action 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 has become 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 through [[favors]].

==Ranks==
Gained [[experience]] is measured as whole-number increments called "ranks." As your experience drains from your experience pool for a particular [[:Category:Skills|skill]], your learning is converted into ranks. Your ability in a skill is measured by the number of ranks you have attained in that skill. Additionally, there are skill requirements for advancing in circle (or character level) within a guild. Finally, gaining ranks in skills grants [[Time Development Points|TDPs]], which can be used to raise your stats.

''Note:'' It is generally considered OOC to engage in explicit discussions of numerical stats or skills. (Role-players may also object to the term "ranks.") When discussing skill via IC channels, the most conservative approach is to use the [[Experience#RP_messaging|RP messaging]], reserving numerical discussions for whispers and private messages. See [[Out of Character]] for additional information.

The amount of effort required to move up one rank in a skill can be measured in bits. Through analysis of the output of the {{com|CONVERT}} command it was possible to reverse engineer this relationship between ranks. Your next rank in a skill will be reached after you have gained 200 + n bits, where n is the current rank. This means to go from rank 0 to rank 1 in a skill you will need 200 bits, to go from rank 1 to rank 2, you will need 201 bits, and so on. By summing up the number of ranks you can determine how many bits it will take to reach a current level.

The graph and table below show the total number of bits needed to reach a specific rank from 0. This graphic demonstrates the relative difficulty to climb ranks. For example, to go from 300 to 400 ranks takes roughly the same number of bits as going from 0 to 200 ranks. Going from rank 1,000 to 1,500 requires approximately twice the number of bits as going from 0 to 1,000.

[[File:TotalBitsNeededToReachRank.png|left|500px]]
{|class="wikitable"
{|class="wikitable"
!Rank!!Total bits needed
|-
|-
| 1||200
![[guilds|Guild]]
![[:Category:Armor Skillset|Armor]]
![[:Category:Lore Skillset|Lore]]
![[:Category:Magic Skillset|Magic]]
![[:Category:Survival Skillset|Survival]]
![[:Category:Weapon Skillset|Weapon]]

|-
|-
| 25||5,300
|'''[[Barbarian]]'''
|Secondary
|Tertiary
|Tertiary
|Secondary
|Primary
|-
|-
| 50||11,225
|'''[[Bard]]'''
|Tertiary
|Primary
|Secondary
|Tertiary
|Secondary
|-
|-
| 75||18,050
|'''[[Cleric]]'''
|Tertiary
|Secondary
|Primary
|Tertiary
|Secondary
|-
|-
| 100||24,950
|'''[[Empath]]'''
|Tertiary
|Primary
|Secondary
|Secondary
|Tertiary
|-
|-
| 150||41,175
|'''[[Moon Mage]]'''
|Tertiary
|Secondary
|Primary
|Secondary
|Tertiary
|-
|-
| 200||59,900
|'''[[Necromancer]]'''
|Tertiary
|Secondary
|Secondary
|Primary
|Tertiary
|-
|-
| 250||81,125
|'''[[Paladin]]'''
|Primary
|Secondary
|Tertiary
|Tertiary
|Secondary
|-
|-
| 300||104,850
|'''[[Ranger]]'''
|Secondary
|Tertiary
|Tertiary
|Primary
|Secondary
|-
|-
| 400||159,800
|'''[[Thief]]'''
|Tertiary
|Secondary
|Tertiary
|Primary
|Secondary
|-
|-
| 500||224,750
|'''[[Trader]]'''
|Secondary
|Primary
|Tertiary
|Secondary
|Tertiary
|-
|-
| 750||430,875
|'''[[Warrior Mage]]'''
|Tertiary
|Secondary
|Primary
|Tertiary
|Secondary
|-
|-
|1,000||699,500
|'''[[Commoner]]'''
|-
|Secondary
|1,250||1,030,625
|Secondary
|-
|Secondary
|1,500||1,424,250
|Secondary
|-
|Secondary
|1,750||1,880,375
|}
|}


===Maximum rank===
----
Ranks are capped at 1750. Once you hit 1750 ranks, you no longer gain experience into your experience pool for that skill and draining experience has no effect. It is possible to have effective ranks higher than 1750 through buffs such as abilities or spells. Skill buffs are capped at 20% for most skills, and 10% for [[crafting]] skills. You can see your current buffs using {{com|EXPERIENCE}} {{tt|MODS}}.

===Calculations for Ranks and Bits===
The relationship between bits and ranks can be defined algebraically. In the formulas below ''r'' refers to ranks and ''b'' refers to bits.<ref>[[Talk:Convert_command]]</ref>

[[File:Bits_from_ranks_formula.png]] yields the bits needed to reach a specific rank.

[[File:Ranks_from_bits_formula.png]] yields the rank a number of bits would reach.

==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).


==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).<br>
<br>
Factors that determine maximum pool size (in descending order of importance):
Factors that determine maximum pool size (in descending order of importance):
#whether the skill is in your primary, secondary, or tertiary skillset
#whether the skill is in your primary, secondary, or tertiary skillset
#the number of ranks you have in the skill
#the number of ranks you have in the skill
#[[Intelligence]]
#{{stat|Intelligence}}
#{{stat|Discipline}} (Note: It was planned for 3.0 to remove discipline from the experience pool effects, but as posted by Socharis on 1/18/13, "...So I looked into this, and Discipline was never taken out - It's not as significant as intelligence, but it definitely increases your <nowiki>[</nowiki>experience<nowiki>]</nowiki> pool size."
<br>
As of July 10, 2009, there are now 35 experience pool states:<br>


{|class=wikitable
{| class="wikitable"
|-
|-
!Amount Learning
!Amount Learning
Line 154: Line 118:
|}
|}


===Experience Pulses===
===Experience pulses===
This field experience is gradually converted into actual ranks. When field experience is converted to ranks, it is called a pulse. Every 200 seconds, one of your skillsets will pulse. Primary skills pulse first, followed by secondary skills, and finally tertiary skills. The primary factor affecting pulse size is whether the skill is primary, secondary, or tertiary. Wisdom also affects your pulse size. (Higher Wisdom means bigger pulses.)<br>
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. However, secondary skills under 50 ranks will drain like primary skills<ref>[[Post:Low_level_ranks,_EXP,_and_you!_-_7/11/2008_-_8:58:48]]</ref><ref>[[Post:Minor_exp_change_-_02/05/2015_-_20:51]]</ref>, and tertiary skills under 25 ranks will drain like secondary skills.<ref>[[Post:Minor_exp_change_-_02/06/2015_-_10:57]]</ref>

<br>
{|class=wikitable
{|class=wikitable
|-
|-
Line 169: Line 133:
|}
|}


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, with the exception of certain guild-only skills which are located with their historical group. 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.
==Stats and Learning==


{|class=wikitable
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.
|-

!Relative Time Offset
'''[[Intelligence]]'''
!Skill Group
Maximum size of experience pools
|-
|0 sec.||Shield Usage, Light Armor, Chain Armor, Brigandine, Plate Armor, Defending
|-
|20 sec.||Parry Ability, Small Edged, Large Edged, Twohanded Edged
|-
|40 sec.||Small Blunt, Large Blunt, Twohanded Blunt, Slings, Bow, Crossbow
|-
|60 sec.||Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery
|-
|80 sec.||Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation
|-
|100 sec.||Debilitation, Utility, Warding, Sorcery, Evasion, Athletics, Perception, ''Scouting''
|-
|120 sec.||Stealth, Locksmithing, Thievery, First Aid, Outdoorsmanship
|-
|140 sec.||Skinning, ''Backstab''
|-
|160 sec.||Forging, Engineering, Outfitting, Alchemy, Enchanting, Scholarship, Mechanical Lore, Appraisal, ''Bardic Lore'', ''Trading''
|-
|180 sec.||Performance, Tactics, ''Astrology'', ''Empathy'', ''Thanatology'', ''Expertise'', ''Summoning'', ''Theurgy''
|-
|}
*Conviction is currently missing from this list.


==Stats and learning==
'''[[Wisdom]]'''
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. (Every TDP spent on these stats provides a benefit.)
Pulse size


*'''{{stat|Intelligence}}''': Maximum size of experience pools
'''[[Discipline]]'''
*'''{{stat|Wisdom}}''': Pulse size
Removed from experience calculations
*'''{{stat|Discipline}}''': Experience pool size (10% efficiency)


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.
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.


On 12/10/2015, GM [[Armifer]] shared some hard numbers on how intelligence and wisdom affect learning.<ref>[[Post:Experience Pool Size - Bug Fix - 12/10/2015 - 19:03]]</ref> Using 10 as the baseline (100%), here is the magnitude of the effect of training those stats:
'''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.


{|class=wikitable
==Experience Drain at Login==
|-
!Stat!!Value!!Effect (Compared to 10)
|-
|Intelligence/Wisdom||30||112%
|-
|Intelligence/Wisdom||60||121%
|-
|Intelligence/Wisdom||90||125%
|-
|Intelligence/Wisdom||120||130%
|}
"Discipline also increases pool size, at 10% efficacy, thus continuing its trend of doing just a little bit of everything." --GM [[Armifer]]

==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 360 (or 480 if you received a warning within the last six months).

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. It's important when you log on to wait for the experience drain before logging off, '''as quickly logging in multiple times may cause the system to not apply your log on drain correctly.'''


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.<br>
<br>
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 into you log back in.)
<br>
{|class=wikitable
{|class=wikitable
|-
|-
!Time Logged Out
!Time Logged Out
!%Pulsed
!%Pulsed (Clean)
!%Pulsed (Warning)
|-
|-
|30 minutes||6.25%
|30 minutes||8.33%||6.25%
|-
|-
|1 hour||12.50%
|1 hour||16.67%||12.5%
|-
|-
|2 hours||25%
|2 hours||33.33%||25%
|-
|-
|3 hours||37.50%
|3 hours||50%||37.5%
|-
|-
|4 hours||50%
|4 hours||66.67%||50%
|-
|-
|5 hours||62.50%
|5 hours||83.33%||62.5%
|-
|-
|6 hours||75%
|6 hours||100%||75%
|-
|-
|7 hours||87.50%
|7 hours||100%||87.5%
|-
|-
|8 hours||100%
|8 hours||100%||100%
|}
|}


*'''Note: [[Free to play]] players do not receive offline drain without a pass from the [[Simucoin]] store. See [[Idle experience drain]] for more details.'''
Players who have received a warning within the last six months will not drain experience at login.
*As of 03/12/2015, players who have received a warning within the last six months drain over eight hours instead of not being able to drain experience at login.<ref>[[Post:Login Experience Drain - 03/12/2015 - 21:32]]</ref>

==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.


==RP messaging==
The mind states were as follows:<br>
#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===
The wall cycle has gone away. 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:<br>
#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 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.


Line 326: Line 280:
;Ranks 1250+ / Legend
;Ranks 1250+ / Legend


==Bonus experience pools==
{{RefAl|r=-}}
During [[experience 3.0]], when skills were combined, the "lost" experience bits were moved into the bonus pools, one for each skillset. When experience is absorbed through the normal method, an equal amount is removed from the appropriate bonus pool and added to permanent experience. This effectively doubles learning rates in the skillset so long as experience remains in the bonus pools.
*[[Experience drain]]

The metric used is an arbitrary unit, a multiple of the amount of bits that it takes to move a skill from 0 to 200 (60,300 bits) plus the number of ranks any remaining bits would teach. As an example:

{|
|<pre>Your Lore pool could fill 14 empty skills to 200 ranks and one empty skill to 57 ranks.</pre>
|}

===Syntax===
To view how much experience is left use {{com|experience}} {{tt|bonus}}. When there is no longer any experience left, you will receive the message "You do not have any experience in your bonus pools."

To toggle absorption, use {{tt|experience bonus toggle}} ''<skillset>''.

{{RefAl|a=y|r=y}}
*[http://www.elanthia.org/Learning/ Demystifying the Experience System]: [[User:Isharon|Isharon]]'s explanation of the experience system (a good link to share with new players)
*[http://www.elanthia.org/Learning/ Demystifying the Experience System]: [[User:Isharon|Isharon]]'s explanation of the experience system (a good link to share with new players)
*[[Experience (obsolete)]] has information on the obsolete experience system prior to the 3.0 release.
*[[:Category:Skills]] has a listing of all skills in game.
*[[Skillsets]] for how skills are grouped in game.
*[[Time Development Points]] are calculated based on earned ranks in a skill.


{{cat|Skills|*}}[[page type is::concept| ]]
[[Category:Skills|*]]

Revision as of 18:27, 21 July 2018

For the game command, see EXPERIENCE.

Experience, often abbreviated 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 called training. The amount of experience gained from any action 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 has become 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 through favors.

Ranks

Gained experience is measured as whole-number increments called "ranks." As your experience drains from your experience pool for a particular skill, your learning is converted into ranks. Your ability in a skill is measured by the number of ranks you have attained in that skill. Additionally, there are skill requirements for advancing in circle (or character level) within a guild. Finally, gaining ranks in skills grants TDPs, which can be used to raise your stats.

Note: It is generally considered OOC to engage in explicit discussions of numerical stats or skills. (Role-players may also object to the term "ranks.") When discussing skill via IC channels, the most conservative approach is to use the RP messaging, reserving numerical discussions for whispers and private messages. See Out of Character for additional information.

The amount of effort required to move up one rank in a skill can be measured in bits. Through analysis of the output of the CONVERT command it was possible to reverse engineer this relationship between ranks. Your next rank in a skill will be reached after you have gained 200 + n bits, where n is the current rank. This means to go from rank 0 to rank 1 in a skill you will need 200 bits, to go from rank 1 to rank 2, you will need 201 bits, and so on. By summing up the number of ranks you can determine how many bits it will take to reach a current level.

The graph and table below show the total number of bits needed to reach a specific rank from 0. This graphic demonstrates the relative difficulty to climb ranks. For example, to go from 300 to 400 ranks takes roughly the same number of bits as going from 0 to 200 ranks. Going from rank 1,000 to 1,500 requires approximately twice the number of bits as going from 0 to 1,000.

TotalBitsNeededToReachRank.png
Rank Total bits needed
1 200
25 5,300
50 11,225
75 18,050
100 24,950
150 41,175
200 59,900
250 81,125
300 104,850
400 159,800
500 224,750
750 430,875
1,000 699,500
1,250 1,030,625
1,500 1,424,250
1,750 1,880,375

Maximum rank

Ranks are capped at 1750. Once you hit 1750 ranks, you no longer gain experience into your experience pool for that skill and draining experience has no effect. It is possible to have effective ranks higher than 1750 through buffs such as abilities or spells. Skill buffs are capped at 20% for most skills, and 10% for crafting skills. You can see your current buffs using EXPERIENCE MODS.

Calculations for Ranks and Bits

The relationship between bits and ranks can be defined algebraically. In the formulas below r refers to ranks and b refers to bits.[1]

Bits from ranks formula.png yields the bits needed to reach a specific rank.

Ranks from bits formula.png yields the rank a number of bits would reach.

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):

  1. whether the skill is in your primary, secondary, or tertiary skillset
  2. the number of ranks you have in the skill
  3. Intelligence
  4. Discipline (Note: It was planned for 3.0 to remove discipline from the experience pool effects, but as posted by Socharis on 1/18/13, "...So I looked into this, and Discipline was never taken out - It's not as significant as intelligence, but it definitely increases your [experience] pool size."
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. However, secondary skills under 50 ranks will drain like primary skills[2][3], and tertiary skills under 25 ranks will drain like secondary skills.[4]

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, with the exception of certain guild-only skills which are located with their historical group. 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, Light Armor, Chain Armor, Brigandine, Plate Armor, Defending
20 sec. Parry Ability, Small Edged, Large Edged, Twohanded Edged
40 sec. Small Blunt, Large Blunt, Twohanded Blunt, Slings, Bow, Crossbow
60 sec. Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery
80 sec. Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation
100 sec. Debilitation, Utility, Warding, Sorcery, Evasion, Athletics, Perception, Scouting
120 sec. Stealth, Locksmithing, Thievery, First Aid, Outdoorsmanship
140 sec. Skinning, Backstab
160 sec. Forging, Engineering, Outfitting, Alchemy, Enchanting, Scholarship, Mechanical Lore, Appraisal, Bardic Lore, Trading
180 sec. Performance, Tactics, Astrology, Empathy, Thanatology, Expertise, Summoning, Theurgy
  • Conviction is currently missing from this list.

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. (Every TDP spent on these stats provides a benefit.)

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.

On 12/10/2015, GM Armifer shared some hard numbers on how intelligence and wisdom affect learning.[5] Using 10 as the baseline (100%), here is the magnitude of the effect of training those stats:

Stat Value Effect (Compared to 10)
Intelligence/Wisdom 30 112%
Intelligence/Wisdom 60 121%
Intelligence/Wisdom 90 125%
Intelligence/Wisdom 120 130%

"Discipline also increases pool size, at 10% efficacy, thus continuing its trend of doing just a little bit of everything." --GM Armifer

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 360 (or 480 if you received a warning within the last six months).

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. It's important when you log on to wait for the experience drain before logging off, as quickly logging in multiple times may cause the system to not apply your log on drain correctly.

Time Logged Out %Pulsed (Clean) %Pulsed (Warning)
30 minutes 8.33% 6.25%
1 hour 16.67% 12.5%
2 hours 33.33% 25%
3 hours 50% 37.5%
4 hours 66.67% 50%
5 hours 83.33% 62.5%
6 hours 100% 75%
7 hours 100% 87.5%
8 hours 100% 100%
  • Note: Free to play players do not receive offline drain without a pass from the Simucoin store. See Idle experience drain for more details.
  • As of 03/12/2015, players who have received a warning within the last six months drain over eight hours instead of not being able to drain experience at login.[6]

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

Bonus experience pools

During experience 3.0, when skills were combined, the "lost" experience bits were moved into the bonus pools, one for each skillset. When experience is absorbed through the normal method, an equal amount is removed from the appropriate bonus pool and added to permanent experience. This effectively doubles learning rates in the skillset so long as experience remains in the bonus pools.

The metric used is an arbitrary unit, a multiple of the amount of bits that it takes to move a skill from 0 to 200 (60,300 bits) plus the number of ranks any remaining bits would teach. As an example:

Your Lore pool could fill 14 empty skills to 200 ranks and one empty skill to 57 ranks.

Syntax

To view how much experience is left use EXPERIENCE BONUS. When there is no longer any experience left, you will receive the message "You do not have any experience in your bonus pools."

To toggle absorption, use EXPERIENCE BONUS TOGGLE <skillset>.

References

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