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Solution to FFXVI fatigue system.

FurorFuror Member Posts: 374

Square Enix should sell time cards here in the usa instead of monthly subscriptions. That way they should no be charging you that much for the month.

Comments

  • grafhgrafh Member UncommonPosts: 320

    Originally posted by Furor

    Square Enix should sell time cards here in the usa instead of monthly subscriptions. That way they should no be charging you that much for the month.

    can i say no without a reason?

    reason: bazaars probably require you to stay loged in. logging out will save you time, but unable to sell. When your logged in, do you plan to sell your stuff instead of lvling?

    fail idea my friend imo.

  • UldahUldah Member Posts: 162

    Originally posted by Furor

    Square Enix should sell time cards here in the usa instead of monthly subscriptions. That way they should no be charging you that much for the month.

    Are people still going on about surplus ?. I have played last week, was on vacation 12h couple of days and 7-8h the rest for 5 days and never hit exp fatigue on anythin.Pretty much just exping gladi .

    Old news, was a bug on closed beta becouse the ammount of exp increased colided with the surplus. You should never hit surplus unless your grinding at unhealthy levels, even tought i was doing it last week and never saw it o.O.

  • KaocanKaocan Member UncommonPosts: 1,270

    Four day weekend here, put in 12-14 hours every day and most of that single class grinding just to see what effect if any I could get on this fatigue. None, not even a little, none. I've said this in like 5 threads now and so have many others but they just dont seem to care, they are still going on about how they think they will be stopped from playing in 8 hours. Dont know if there is a way to convince them to be honest. Short of them actually playing the game themselves and seeing it....wait...thats a great idea! Maybe they should go play the game and see how it will actually effect them for real.

    (DISCLAIMER - The use of the word YOU in the above post is not directed at any one person in particular, but towards those who fall into the category itself - there is no personal attack here, neither intentional nor implied.)

  • AlanakoAlanako Member Posts: 188
    Played around 40 hours in the past week, didnt find a problem with the fatigue system, so dont know what problem you saw. In beta 3 it was an issue because the xp rewards for doing things was very inflated ( so players could test many jobs) and thus earning in a week the xp you should obtain in a few if them, wich was the cause of many player affected by it
  • Atlan99Atlan99 Member UncommonPosts: 1,332

    I thought like many of you did at first. However the fatigue system kicks in fairly quickly when you know what to look for.

    When you first start leveling a job you get xp for every successful hit and every kill. Slowly  you will not get xp for every hit. Eventually you will not even get xp for every kill.

    I experienced this all just getting to Rank 9 on Maurader.  I also noticed it to a lesser extent with my Pugilist and Conjurer which I both got to Rank 7.

    So players will definitelty notice the affects of the fatigue system, especially when playing for long periods such as weekends.

  • alakramalakram Member UncommonPosts: 2,301

    Originally posted by Atlan99

    I thought like many of you did at first. However the fatigue system kicks in fairly quickly when you know what to look for.

    When you first start leveling a job you get xp for every successful hit and every kill. Slowly  you will not get xp for every hit. Eventually you will not even get xp for every kill.

    I experienced this all just getting to Rank 9 on Maurader.  I also noticed it to a lesser extent with my Pugilist and Conjurer which I both got to Rank 7.

    So players will definitelty notice the affects of the fatigue system, especially when playing for long periods such as weekends.

    As I read it, the fatige system prevents you from playing all the time you want. I haven't tried FFXIV but it sounds like a stupid feature if it works like this.



  • AmenthesAmenthes Member UncommonPosts: 4

    I've lvld my conjurer to lvl 10,and sometimes i also got no exp from mobs at all,but that wasn't the surplus system kicking in because i didn't play that long

    just killing to low lvl mobs for my lvl,easy prey(blue icon) next to mobs don't always give exp.

  • HerodesHerodes Member UncommonPosts: 1,494

    How does this system affect crafting?

    Let´s say hardcore adventurers reached their maximum thresholds in 2-3 melee classes and the only reasonable thing for them to do is crafting, because their attributes are too bad for a caster class.
    Wouldn´t it harm the economy a bit, if most people are self sufficient and build their own equipment, so that casual players who go the crafter route won´t sell their crafted items? So the most expensive things will be resources?

  • Atlan99Atlan99 Member UncommonPosts: 1,332

    Originally posted by alakram

    Originally posted by Atlan99

    I thought like many of you did at first. However the fatigue system kicks in fairly quickly when you know what to look for.

    When you first start leveling a job you get xp for every successful hit and every kill. Slowly  you will not get xp for every hit. Eventually you will not even get xp for every kill.

    I experienced this all just getting to Rank 9 on Maurader.  I also noticed it to a lesser extent with my Pugilist and Conjurer which I both got to Rank 7.

    So players will definitelty notice the affects of the fatigue system, especially when playing for long periods such as weekends.

    As I read it, the fatige system prevents you from playing all the time you want. I haven't tried FFXIV but it sounds like a stupid feature if it works like this.

    It makes you have to switch jobs. You can't play one job for long periods of time without getiing a serious reduction in xp.

    If you really want to level one job you will have to kill multiple mobs to get the same xp that you originally did.

  • IkkeiIkkei Member Posts: 169

    Originally posted by Atlan99

    I thought like many of you did at first. However the fatigue system kicks in fairly quickly when you know what to look for.

    When you first start leveling a job you get xp for every successful hit and every kill. Slowly  you will not get xp for every hit. Eventually you will not even get xp for every kill.

    I experienced this all just getting to Rank 9 on Maurader.  I also noticed it to a lesser extent with my Pugilist and Conjurer which I both got to Rank 7.

    So players will definitelty notice the affects of the fatigue system, especially when playing for long periods such as weekends.

    I observed exactly the same with my Conj 11.

    The fact is that I'd like to have in-game information about fatigue levels (global level and per-job levels) so that I can actually know what affects me. As it is, it's obscure, impervious. If you don't know about the fatigue system you might end up playing for longer than usual to get the same rank points without even realizing it (talk about newb-unfriendliness, talk about hardcore planning...) Anyhow I look at it, I don't like that they hide such an important piece of information.

    For what it's worth, I think the concept of surplus is interesting and I'm certainly not against it. I'm more in a "wait & see" stance.

  • KaocanKaocan Member UncommonPosts: 1,270

    Originally posted by Ikkei

    Originally posted by Atlan99

    I thought like many of you did at first. However the fatigue system kicks in fairly quickly when you know what to look for.

    When you first start leveling a job you get xp for every successful hit and every kill. Slowly  you will not get xp for every hit. Eventually you will not even get xp for every kill.

    I experienced this all just getting to Rank 9 on Maurader.  I also noticed it to a lesser extent with my Pugilist and Conjurer which I both got to Rank 7.

    So players will definitelty notice the affects of the fatigue system, especially when playing for long periods such as weekends.

    I observed exactly the same with my Conj 11.

    The fact is that I'd like to have in-game information about fatigue levels (global level and per-job levels) so that I can actually know what affects me. As it is, it's obscure, impervious. If you don't know about the fatigue system you might end up playing for longer than usual to get the same rank points without even realizing it (talk about newb-unfriendliness, talk about hardcore planning...) Anyhow I look at it, I don't like that they hide such an important piece of information.

    For what it's worth, I think the concept of surplus is interesting and I'm certainly not against it. I'm more in a "wait & see" stance.

     Actually this is not the fatigue system at all. There is not a guarantee to get class/skill xp on every action at all, even from the very first swing/level. It is a random gain. Try it objectively and you will see it. Go out at lvl 2 and kill 10 of the same mobs and document what you get each swing/kill. You will see that some of those swings give nothing, some give very little, some give a lot. Some of those first ki8lls give some skill/class xp and some do not. That is just the normal way class/skill xp is given out, it has absolutley nothing to do with the fatigue system at all. This, think of it this way, sometimes when you swing your axe you learn a little and sometimes you dont learn anything. Sometimes you have that moment when you realize that if you step into the swing you get more force behind it and you learn alot. Sometimes you stumble on a stick and dont learn anything. Not Fatigue system. No, this is there all the time on every action you do, no matter the class.

    (DISCLAIMER - The use of the word YOU in the above post is not directed at any one person in particular, but towards those who fall into the category itself - there is no personal attack here, neither intentional nor implied.)

  • Atlan99Atlan99 Member UncommonPosts: 1,332

    Originally posted by Kaocan

    Originally posted by Ikkei


    Originally posted by Atlan99

    I thought like many of you did at first. However the fatigue system kicks in fairly quickly when you know what to look for.

    When you first start leveling a job you get xp for every successful hit and every kill. Slowly  you will not get xp for every hit. Eventually you will not even get xp for every kill.

    I experienced this all just getting to Rank 9 on Maurader.  I also noticed it to a lesser extent with my Pugilist and Conjurer which I both got to Rank 7.

    So players will definitelty notice the affects of the fatigue system, especially when playing for long periods such as weekends.

    I observed exactly the same with my Conj 11.

    The fact is that I'd like to have in-game information about fatigue levels (global level and per-job levels) so that I can actually know what affects me. As it is, it's obscure, impervious. If you don't know about the fatigue system you might end up playing for longer than usual to get the same rank points without even realizing it (talk about newb-unfriendliness, talk about hardcore planning...) Anyhow I look at it, I don't like that they hide such an important piece of information.

    For what it's worth, I think the concept of surplus is interesting and I'm certainly not against it. I'm more in a "wait & see" stance.

     Actually this is not the fatigue system at all. There is not a guarantee to get class/skill xp on every action at all, even from the very first swing/level. It is a random gain. Try it objectively and you will see it. Go out at lvl 2 and kill 10 of the same mobs and document what you get each swing/kill. You will see that some of those swings give nothing, some give very little, some give a lot. Some of those first ki8lls give some skill/class xp and some do not. That is just the normal way class/skill xp is given out, it has absolutley nothing to do with the fatigue system at all. This, think of it this way, sometimes when you swing your axe you learn a little and sometimes you dont learn anything. Sometimes you have that moment when you realize that if you step into the swing you get more force behind it and you learn alot. Sometimes you stumble on a stick and dont learn anything. Not Fatigue system. No, this is there all the time on every action you do, no matter the class.

    It is the fatigue system.

    At first you get xp for every successful hit and kill. After playing for awhile it will slow down.

    Now if I change jobs I will get xp on every hit again. Eventually it will slow down again. If I switch jobs again it will go back to getting xp on every successful hit and kill.

  • KaocanKaocan Member UncommonPosts: 1,270

    Originally posted by Atlan99

    Originally posted by Kaocan

    Originally posted by Ikkei

    Originally posted by Atlan99

    I thought like many of you did at first. However the fatigue system kicks in fairly quickly when you know what to look for.

    When you first start leveling a job you get xp for every successful hit and every kill. Slowly  you will not get xp for every hit. Eventually you will not even get xp for every kill.

    I experienced this all just getting to Rank 9 on Maurader.  I also noticed it to a lesser extent with my Pugilist and Conjurer which I both got to Rank 7.

    So players will definitelty notice the affects of the fatigue system, especially when playing for long periods such as weekends.

    I observed exactly the same with my Conj 11.

    The fact is that I'd like to have in-game information about fatigue levels (global level and per-job levels) so that I can actually know what affects me. As it is, it's obscure, impervious. If you don't know about the fatigue system you might end up playing for longer than usual to get the same rank points without even realizing it (talk about newb-unfriendliness, talk about hardcore planning...) Anyhow I look at it, I don't like that they hide such an important piece of information.

    For what it's worth, I think the concept of surplus is interesting and I'm certainly not against it. I'm more in a "wait & see" stance.

     Actually this is not the fatigue system at all. There is not a guarantee to get class/skill xp on every action at all, even from the very first swing/level. It is a random gain. Try it objectively and you will see it. Go out at lvl 2 and kill 10 of the same mobs and document what you get each swing/kill. You will see that some of those swings give nothing, some give very little, some give a lot. Some of those first ki8lls give some skill/class xp and some do not. That is just the normal way class/skill xp is given out, it has absolutley nothing to do with the fatigue system at all. This, think of it this way, sometimes when you swing your axe you learn a little and sometimes you dont learn anything. Sometimes you have that moment when you realize that if you step into the swing you get more force behind it and you learn alot. Sometimes you stumble on a stick and dont learn anything. Not Fatigue system. No, this is there all the time on every action you do, no matter the class.

    It is the fatigue system.

    At first you get xp for every successful hit and kill. After playing for awhile it will slow down.

    Now if I change jobs I will get xp on every hit again. Eventually it will slow down again. If I switch jobs again it will go back to getting xp on every successful hit and kill.

     Your missing a little information there though, its easy to miss though. Your seeing a reduced 'amount' of xp for your class as your go up in level right? And then when you switch calss it shoots back up in value again? Try switching to different mobs. A blue dot has MANY levels to it, so does a Green dot. What your thinking is a fatigue system kicking in is in fact caused by your level seperating farther and farther from the mobs level. And those colored dots and shields on the mobs, those are based off your active class level, not your physical level. So if your killin stars with your marauder from level 2 to lvl 5, each time you go up a class level they give less and less. But you switch to your pugalist that is level 2, they go back to giving more class xp again. This really isnt' fatigue at all, and you can prove this by moving to different mobs that are a big higher level.

    A good example of this is the Coppers (not sure thier last name, rock thing with 8 squid like legs in the desert) Around the first camp they are about lvl 3-5 with a green dot all the way up to lvl 10. They are also near the second camp DryBone I think its called to the east. They are also green dot there, but these are level 6-8. If at level 8 I kill the one at the first camp I may get 55/275 (class/phys) xp, but if I kill the one at the second camp I will get 235/485. You just have to play around with the mobs until you find the ones that are giving the good xp again when you see it start to go down on your class/level.

    The thing to remember is that xp from the mobs is based off thier level to your active class level. I'm betting what your seeing when you switch classes like this is just a change in class level to mob level, not fatigue. I may be wrong though and I'ld love to see some data on what your seeing if you can provide some. Everything I have seen so far though points to this. I can easily push that xp gain right back up on every swing and on the kill just by moving to a new farm spot, no class switching at all.

     

    EDIT: The way it looks on the reduction for each swing/kill is they want you to try more challenging mobs. It's like they feel you aren't able to learn or become more skilled by doing something that is easy for your current skill. If I already know how to kill these little Star squirrels because I've killed 1000 of them, well then how can I possible learn anything from killing 1000 more? But if I move to killing Dodos, now there i might learn something.

    (DISCLAIMER - The use of the word YOU in the above post is not directed at any one person in particular, but towards those who fall into the category itself - there is no personal attack here, neither intentional nor implied.)

  • Atlan99Atlan99 Member UncommonPosts: 1,332

    Originally posted by Kaocan

    Originally posted by Atlan99


     

    It is the fatigue system.

    At first you get xp for every successful hit and kill. After playing for awhile it will slow down.

    Now if I change jobs I will get xp on every hit again. Eventually it will slow down again. If I switch jobs again it will go back to getting xp on every successful hit and kill.

     Your missing a little information there though, its easy to miss though. Your seeing a reduced 'amount' of xp for your class as your go up in level right? And then when you switch calss it shoots back up in value again? Try switching to different mobs. A blue dot has MANY levels to it, so does a Green dot. What your thinking is a fatigue system kicking in is in fact caused by your level seperating farther and farther from the mobs level. And those colored dots and shields on the mobs, those are based off your active class level, not your physical level. So if your killin stars with your marauder from level 2 to lvl 5, each time you go up a class level they give less and less. But you switch to your pugalist that is level 2, they go back to giving more class xp again. This really isnt' fatigue at all, and you can prove this by moving to different mobs that are a big higher level.

    A good example of this is the Coppers (not sure thier last name, rock thing with 8 squid like legs in the desert) Around the first camp they are about lvl 3-5 with a green dot all the way up to lvl 10. They are also near the second camp DryBone I think its called to the east. They are also green dot there, but these are level 6-8. If at level 8 I kill the one at the first camp I may get 55/275 (class/phys) xp, but if I kill the one at the second camp I will get 235/485. You just have to play around with the mobs until you find the ones that are giving the good xp again when you see it start to go down on your class/level.

    The thing to remember is that xp from the mobs is based off thier level to your active class level. I'm betting what your seeing when you switch classes like this is just a change in class level to mob level, not fatigue. I may be wrong though and I'ld love to see some data on what your seeing if you can provide some. Everything I have seen so far though points to this. I can easily push that xp gain right back up on every swing and on the kill just by moving to a new farm spot, no class switching at all.

     

    EDIT: The way it looks on the reduction for each swing/kill is they want you to try more challenging mobs. It's like they feel you aren't able to learn or become more skilled by doing somethnin that is easy for your current skill. If I already know how to kill these little Star squirrels because I've killed 1000 of them, well then how can I possible learn anything from killing 1000 more? But if I move to killing Dodos, now there i might learn something.

    The thing is I can kill the same mobs, then I switch jobs and get the same xp I used to. So it is the fatigue system in action. You should watch the vid in the other thread. It will explain how quickly you stop gaining max xp.

    A hardcore player could use up all his playing xp for a certain job within two days, one if he was hitting the energy drinks hard enough.

    Besides trying to sell the system as adding more freedom, which was blatant bs. The video was fairly informative for people that don't understand the system.

  • AlanakoAlanako Member Posts: 188
    Originally posted by Herodes

    How does this system affect crafting?Let´s say hardcore adventurers reached their maximum thresholds in 2-3 melee classes and the only reasonable thing for them to do is crafting, because their attributes are too bad for a caster class.
    Wouldn´t it harm the economy a bit, if most people are self sufficient and build their own equipment, so that casual players who go the crafter route won´t sell their crafted items? So the most expensive things will be resources?

     

    If the system work like they say it works, you will need about 29 hours of continuous killing of mob in a high efficient ( xp wise) manner to reach the xp earn limit per week before you xp earns drop to zero. As you a not going to do it without pauses and the system reset slowly as you stop, lets say you have about 10% more time, so 32 hours. Now, leveling three job would make that to 96 hours/week, which is about 14 hours/day. And not counting the system reset of two of the jobs when yoi play the third. If, after 14 hours/day of leveling you melee jobs, you have enough time to be a high competent crafter, so you could destabilize economy, i think you have a problem
  • StrahdZStrahdZ Member Posts: 22

    Originally posted by Herodes

    How does this system affect crafting?

    Let´s say hardcore adventurers reached their maximum thresholds in 2-3 melee classes and the only reasonable thing for them to do is crafting, because their attributes are too bad for a caster class.

    You can change your attribute points anytime you want to suit any job.

  • KaocanKaocan Member UncommonPosts: 1,270

    Originally posted by Atlan99

    Originally posted by Kaocan

    Originally posted by Atlan99

     

    It is the fatigue system.

    At first you get xp for every successful hit and kill. After playing for awhile it will slow down.

    Now if I change jobs I will get xp on every hit again. Eventually it will slow down again. If I switch jobs again it will go back to getting xp on every successful hit and kill.

     Your missing a little information there though, its easy to miss though. Your seeing a reduced 'amount' of xp for your class as your go up in level right? And then when you switch calss it shoots back up in value again? Try switching to different mobs. A blue dot has MANY levels to it, so does a Green dot. What your thinking is a fatigue system kicking in is in fact caused by your level seperating farther and farther from the mobs level. And those colored dots and shields on the mobs, those are based off your active class level, not your physical level. So if your killin stars with your marauder from level 2 to lvl 5, each time you go up a class level they give less and less. But you switch to your pugalist that is level 2, they go back to giving more class xp again. This really isnt' fatigue at all, and you can prove this by moving to different mobs that are a big higher level.

    A good example of this is the Coppers (not sure thier last name, rock thing with 8 squid like legs in the desert) Around the first camp they are about lvl 3-5 with a green dot all the way up to lvl 10. They are also near the second camp DryBone I think its called to the east. They are also green dot there, but these are level 6-8. If at level 8 I kill the one at the first camp I may get 55/275 (class/phys) xp, but if I kill the one at the second camp I will get 235/485. You just have to play around with the mobs until you find the ones that are giving the good xp again when you see it start to go down on your class/level.

    The thing to remember is that xp from the mobs is based off thier level to your active class level. I'm betting what your seeing when you switch classes like this is just a change in class level to mob level, not fatigue. I may be wrong though and I'ld love to see some data on what your seeing if you can provide some. Everything I have seen so far though points to this. I can easily push that xp gain right back up on every swing and on the kill just by moving to a new farm spot, no class switching at all.

     

    EDIT: The way it looks on the reduction for each swing/kill is they want you to try more challenging mobs. It's like they feel you aren't able to learn or become more skilled by doing somethnin that is easy for your current skill. If I already know how to kill these little Star squirrels because I've killed 1000 of them, well then how can I possible learn anything from killing 1000 more? But if I move to killing Dodos, now there i might learn something.

    The thing is I can kill the same mobs, then I switch jobs and get the same xp I used to. So it is the fatigue system in action. You should watch the vid in the other thread. It will explain how quickly you stop gaining max xp.

    A hardcore player could use up all his playing xp for a certain job within two days, one if he was hitting the energy drinks hard enough.

    Besides trying to sell the system as adding more freedom, which was blatant bs. The video was fairly informative for people that don't understand the system.

     The thing is, I just passed 40 hours in the last 3 days on a single character on a single class, almost all entirely on mob grind, and I have yet to see a 10% reduction across the board XP loss like in that video. That video states, and so does every hype comment so far, that your physical xp will reduce first, and your class right along side if you dont change class. I've already gotten my notice telling me I have killed more than 500 mobs. and this was my last 3 little guy I killed.(walking from place to place killing anythign in my path I can). And this is AFTER 40 hours in 3 days on one character, single class. These 3 were blue dots.

    You gain 11 axe skill points.

    You gain 308 experience points.

    You gain 207 axe skill points.                                  218 class/308 phys



    You gain 32 axe skill points.

    You gain 34 axe skill points.

    You gain 15 axe skill points.

    You gain 465 experience points.

    You gain 81 axe skill points.                                   162 class/465 phys

     

    You gain 30 axe skill points.

    You gain 34 axe skill points.

    You gain 440 experience points.

    You gain 121 axe skill points.                                186 class/440 phys

     

    Yeah, I'm just not seeing it. Here are two from yesterday (about 12 hours prior play time). Again, blue dot but from a different spawn point and level range.

    You gain 32 axe skill points.

    You gain 465 experience points.

    You gain 32 axe skill points.                                  64 class/465 phys



    You gain 57 axe skill points.

    You gain 39 axe skill points.

    You gain 39 axe skill points.

    You gain 38 axe skill points.

    You gain 369 experience points.

    You gain 86 axe skill points.                                  259 class/369 phys



     

    Yeah, I'm definately not seeing this fatigue your saying is there. And if 40 hours play time on a single character, single class, in 3 days, all grind, isnt hardcore enough for this test dont worry I have plans to try and fit another 20 hrs in this week. If your seeing something different please post what your seeing, I really would loveto see the data.

    EDIT: These 3 here are from a different spawn - still blue dot - but I know they are 3-4 levels lower than the data above. You can see the difference level can make on the xp gain, especially physical xp. And once I did those, I ran back to my good spawn and the xp went right back to similar to the ones above. (just did this by the way to make sure I wasn't imagining all this). Oh and if ya look at the numbers below you can see the top two were one level, and the bottom two were 1 level lower. The other cool thing to note is these 4 below, they are in the same spawn that gave me the last two results above the previous day. The difference is my class level is much higher compared to them today than when I hunted there yesterday. Hope this helps you see what I'm seeing better.

     

    You gain 35 axe skill points.

    You gain 40 axe skill points.

    You gain 38 axe skill points.

    You gain 83 experience points.

    You gain 128 axe skill points.                               241 class/83 phys

     

    You gain 10 axe skill points.

    You gain 83 experience points.

    You gain 10 axe skill points.                                 20 class/83 phys

     

    You gain 28 axe skill points.

    You gain 32 axe skill points.

    You gain 11 axe skill points.

    You gain 27 axe skill points.

    You gain 62 experience points.

    You gain 98 axe skill points.                                196 class/62 phys

     

    You gain 34 axe skill points.

    You gain 9 axe skill points.

    You gain 31 axe skill points.

    You gain 13 axe skill points.

    You gain 62 experience points.

    You gain 87 axe skill points.                               174 class/62 phys

     

    EDIT: I finally had a chance today to get data from a good challenging fight  - hate shrooms, but they are great xp. This should help show what I was talking about on the challenging mob is better xp gain thing. This guy was a green dot, in a much higher level range. He actually just turned form an orange shield to a green dot on my last level.

     

    You gain 25 axe skill points.

    You gain 30 axe skill points.

    You gain 32 axe skill points.

    You gain 80 axe skill points.

    You gain 33 axe skill points.

    You gain 46 axe skill points.

    You gain 33 axe skill points.

    You gain 21 axe skill points.

    You gain 554 experience points.

    You gain 300 axe skill points.                        600 class/554 phys

    (DISCLAIMER - The use of the word YOU in the above post is not directed at any one person in particular, but towards those who fall into the category itself - there is no personal attack here, neither intentional nor implied.)

  • Atlan99Atlan99 Member UncommonPosts: 1,332

    Originally posted by Kaocan

    Originally posted by Atlan99


    Originally posted by Kaocan


    Originally posted by Atlan99

     The thing is, I just passed 40 hours in the last 3 days on a single character on a single class, almost all entirely on mob grind, and I have yet to see a 10% reduction across the board XP loss like in that video. That video states, and so does every hype comment so far, that your physical xp will reduce first, and your class right along side if you dont change class. I've already gotten my notice telling me I have killed more than 500 mobs. and this was my last 3 little guy I killed.(walking from place to place killing anythign in my path I can). And this is AFTER 40 hours in 3 days on one character, single class. These 3 were blue dots.

    You gain 11 axe skill points.

    You gain 308 experience points.

    You gain 207 axe skill points.                                  218 class/308 phys



    You gain 32 axe skill points.

    You gain 34 axe skill points.

    You gain 15 axe skill points.

    You gain 465 experience points.

    You gain 81 axe skill points.                                   162 class/465 phys

     

    You gain 30 axe skill points.

    You gain 34 axe skill points.

    You gain 440 experience points.

    You gain 121 axe skill points.                                186 class/440 phys

     

    Yeah, I'm just not seeing it. Here are two from yesterday (about 12 hours prior play time). Again, blue dot but from a different spawn point and level range.

    You gain 32 axe skill points.

    You gain 465 experience points.

    You gain 32 axe skill points.                                  64 class/465 phys



    You gain 57 axe skill points.

    You gain 39 axe skill points.

    You gain 39 axe skill points.

    You gain 38 axe skill points.

    You gain 369 experience points.

    You gain 86 axe skill points.                                  259 class/369 phys



     

    Yeah, I'm definately not seeing this fatigue your saying is there. And if 40 hours play time on a single character, single class, in 3 days, all grind, isnt hardcore enough for this test dont worry I have plans to try and fit another 20 hrs in this week. If your seeing something different please post what your seeing, I really would loveto see the data.

    EDIT: These 3 here are from a different spawn - still blue dot - but I know they are 3-4 levels lower than the data above. You can see the difference level can make on the xp gain, especially physical xp. And once I did those, I ran back to my good spawn and the xp went right back to similar to the ones above. (just did this by the way to make sure I wasn't imagining all this). Oh and if ya look at the numbers below you can see the top two were one level, and the bottom two were 1 level lower. The other cool thing to note is these 4 below, they are in the same spawn that gave me the last two results above the previous day. The difference is my class level is much higher compared to them today than when I hunted there yesterday. Hope this helps you see what I'm seeing better.

     

    You gain 35 axe skill points.

    You gain 40 axe skill points.

    You gain 38 axe skill points.

    You gain 83 experience points.

    You gain 128 axe skill points.                               241 class/83 phys

     

    You gain 10 axe skill points.

    You gain 83 experience points.

    You gain 10 axe skill points.                                 20 class/83 phys

     

    You gain 28 axe skill points.

    You gain 32 axe skill points.

    You gain 11 axe skill points.

    You gain 27 axe skill points.

    You gain 62 experience points.

    You gain 98 axe skill points.                                196 class/62 phys

     

    You gain 34 axe skill points.

    You gain 9 axe skill points.

    You gain 31 axe skill points.

    You gain 13 axe skill points.

    You gain 62 experience points.

    You gain 87 axe skill points.                               174 class/62 phys

     

    I really don't know what to tell you. My experience is totally different from yours. I swtiched between several jobs including crafting and got next to no xp with my marauder that was rank 9. I played 5 days. I wasn't getting any axe xp for killing some mobs. Sometimes only every second mob I killed.

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