by Kumudil » Fri Dec 05, 2008 3:57 am
Went to Steam Factory last week for the Sublime augmentation's Quest (all chars 85 groupgeared SOD T3 and less). We stayed there for a coupe of ours to get the needed kills. XP felt much better than beza but you will need to split camp. You can find spots in hallways to set camp where no mob roams by, and we explored a little without finding see-invis even they might be some.
Have been there with J1-Merc, Shaman, Nec, Pala, Druid. Pala should be around 4k AC. Apart from an almost-wipe from a "nice" pull merc did all healing.
If you can efford the expenses for the merc I think the overall XP will might be more with merc out and shaman contributing dps.
Somwhere I found a statement about XP boni and saved it to Desktop. Don't remember the source. Merc take same XP-share as a player, but XP-Bonus for the bigger Group plus the faster kills should make up for the share.
Trio+(2)Mercs/(4)PC's+(1)Merc/(5)PC's would be your case. So with merc in group you will gain 4% less of XP per kill than without the merc. But if the Merc can handle all healing, the shaman may will be capable to speed up killing by more than 4%.
quote:
Adding a merc should have the exact same impact on the exp you gain as adding another PC.
Solo (1 PC, no mercs): You get 100% of the exp given for killing Mob01.
Solo+Merc/Duo (1 PC and 1 Merc OR 2 PC's): Just like adding a PC, adding the merc grants a 20% bonus to total exp given by the mob. That exp is then split between you and the merc, giving each of you @60%. This means that adding a second player or a merc results in @40% less exp per kill than if you had solo'd the mob. So, purely from and exp standpoint, you would need to kill @40% faster to get the same overall rate of exp gain as you would have solo.
Duo+(1)Merc/Trio (2 PC's and 1 Merc OR 3 PC's): Adding the third player/merc grants another 20% bonus to the total exp given, which is then split 3 ways, giving each player @47%. This means you get @53% less exp per kill than you would have gotten had you solo'd the mob, or, @13% less exp per kill than you would have gotten duoing the mob.
Duo+(2)Mercs/Trio+(1)Merc/(4)PC's: Adding the forth player/merc grants another 20% bonus to the total exp given, which is then split 4 ways, giving each player @40%. This means you get @60% less exp per kill than you would have gotten had you solo'd the mob, @20% less exp per kill than you would have gotten duoing the mob, or @7% less than you would have gotten had you trio'd the mob.
Trio+(2)Mercs/(4)PC's+(1)Merc/(5)PC's: Adding the fifth player/merc grants another 20% bonus to the total exp given, which is then split 5 ways, giving each player @36%. This means you get @64% less exp per kill than you would have gotten had you solo'd the mob, @24% less exp per kill than you would have gotten duoing the mob, @11% less than you would have gotten had you trio'd the mob, or @4% less than you would have gotten with 4 in the group (including mercs).
Trio+(3)Mercs/(4)PC's+(2)Mercs/(5)PC's+(1)Merc/(6)PC's: The sixth player/merc is "free" (as far as exp goes). Each player gets the same exp per kill as they would have gotten had you killed the mob with five. So, if you typically run around as a member of a 5-man group, adding a merc to the group will not reduce the exp gained per kill, the same as if you had added a sixth player.
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