![]() So going though a single crafting session of level 1-400, you would gain 1+2+3+4=10 character levels. Therefore, completing your first 100 levels of crafting for a total of 100% experience to next level will gain you a character level. For example, upon reaching crafting level 1, your character gains 1% of the required experience to gain a character level. My understanding of crafting experience is that it gives experience not based on character level (directly) but on the experience required to next level. I believe that the phrasing is what is causing confusion. There is a need to be succinct and accurate with the words/info here. How does the table indicate this information? The table seems wrong to me, or at least the entries aren't phrased correctly. So you can level to 80 purely through maxing out all 8 crafting professions (without gaining character levels from any other source). If you level up a crafting profession to 400, you will gain 10 character levels (doesn't matter what level you currently are). ![]() Gaining Character Levels through Crafting What are "other MMOs"? And what exactly is the baseline for this? Speed run to level 80 or playing slowly? - The preceding unsigned comment was added by 96.53.212.83 ( talk) at 04:17, 1 October 2012 (UTC). It looks like this was created almost for marketing purposes (because it's so simple, and says "Other MMOs"), and I don't think it belongs on the wiki.Ĭan we either get a more accurate chart made, or just remove it altogether? - The preceding unsigned comment was added by SpikeX ( talk) at 01:52, 10 September 2012 (UTC). But with all the speed clears and face-rolling farmers I can't help but think someone might resort to it someday.- Ph03n1x 04:11, 27 July 2011 (UTC) Experience/TTL Graph Ĭan we get a newer version of the graph in this section that has a little bit more data on it? Anyone can create graphs, but without numerical data on them, they mean nothing. I'm personally not fond of standing around waiting for my partner to die when I could be out in the world doing something more exciting. How they plan to keep two Necromancers from pairing up and reviving one another to gain experience.- Ph03n1x 22:48, 26 July 2011 (UTC)ĭepends on how much experience you get. I suppose you are right on the recharge times part, thanks! ( Usaf1a8xx 20:38, 22 July 2011 (UTC)) I wonder Additionally, this underscores the entire holy-trinity-blown-out-of-the-water thing as you never actually focus on support solely. zeeZ 18:06, 22 July 2011 (UTC)Īs per above, most support skills do damage in some ways and even professions without damage+support skills, they would be doing nothing for a long while (so they might as well let loose with some offense-oriented skills). Go through the lists of skills and look at the recharge times for utility skills that actually affect allies (keep in mind, there are no ally targetted skills), most of them are well above 60 seconds, and even a 20 second recharge leaves enough room to do quite a bit of damage - especially since water elementalist heal through their attacks. You'd be doing nothing for most of the time. You can't focus on buffing/keeping everyone alive. So my question is, if you are there for the whole battle or show up halfway thru perhaps, but you are there for a significant portion of the battle, but don't do 5-10% of the dmg because you decided to run like a buff/prot Guardian or a heal/buff water Ele and focused your whole time keeping allies alive, buffing them, increasing their damage, rezzing, etc, but you didn't actually do the required amount of dmg would you not get 100% of the XP and loot? Based on this interview XP and loot is tied to dmg (5-10%) rather than total team participation putting in my mind that if you were the sort to like to be a support character you'd be forced to stray from that and be like "hang on I can't heal you right now, I gotta get my 10% dmg in to make sure I get my reward" and force people out of the role they had chosen (this is a ROLEplaying game after all). If you read that section you get 100% of the XP for a kill by doing the required amount of dmg to the enemy which they stated was 5-10%. Ok so I read the new INC gamers article with the interview with Eric at and their section on how you get 100% of the XP for a kill raised a huge question in my mind.
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