by Teron » Thu Oct 27, 2016 5:33 am
1. Of course we need to take into account how hard it is to kill mobs.
A thick mob has several times more hps, than a thin mob of the same exp.
However, when you compare Josiah to a 3x40, do remember that Josiah spent hours and hours (years, in fact) to get to 9x40 and buy all the damage, earn drachma and buy the drachma eq.
If he can kill a 1500hp mob in a few rounds, then he earned this. Same with Cizin, who can splork a 15mil mob. They also need billions of exp to gain improvements, though.
Mob hp, damage, hitroll, ac, a number of players are all numbers - so you can create a balanced algorithm, provided you want to define a math problem and solve it, rather than relying on a crutch that the cap is.
I'm not saying it's easy - there are many factors, but if we think long and hard, it's possible to account for most of the factors and make the exp algo more objective. After all, someone did estimate how much exp each proc gives, which factors did he take into account?
2. AC is what it is. If you bring mages into this, compare mirror image to parry, aerial servant or shield of thorns. It's still a math problem. However, you can keep it simple and accept the advantage(?) mages get in gaining exp for using their prime skills.
3. I'll think more about how to relate this relativity, but to me, it's all a math problem that can be solved. After all, algorithms are written by humans, and can be adjusted as well.
I don't think you found many objections from builders to change the backend for creating mobs/procs and such, why would they object to a more objective exp algorithm that wouldn't rely on cap to work? If anything, increasing exp for more hps would add a bit of exp to all mobs, not just thick mobs.
Last edited by
Teron on Thu Oct 27, 2016 10:37 am, edited 2 times in total.