Talk:Experience
Required Participation[edit]
Ok so I read the new INC gamers article with the interview with Eric at http://www.incgamers.com/Interviews/340/interview-designing-guild-wars-2---part-2 and their section on how you get 100% of the XP for a kill raised a huge question in my mind. 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%. 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). Comment away :-D (Usaf1a8xx 17:46, 22 July 2011 (UTC))
- You can't focus on buffing/keeping everyone alive. You'd be doing nothing for most of the time. 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. --zeeZ 18:06, 22 July 2011 (UTC)
- As 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). Additionally, this underscores the entire holy-trinity-blown-out-of-the-water thing as you never actually focus on support solely. - Infinite - talk 18:12, 22 July 2011 (UTC)
- I suppose you are right on the recharge times part, thanks! (Usaf1a8xx 20:38, 22 July 2011 (UTC))
- As 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). Additionally, this underscores the entire holy-trinity-blown-out-of-the-water thing as you never actually focus on support solely. - Infinite - talk 18:12, 22 July 2011 (UTC)
I wonder[edit]
How they plan to keep two Necromancers from pairing up and reviving one another to gain experience.--Ph03n1x 22:48, 26 July 2011 (UTC)
- depends on how much experience you get. 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. --Xu Davella 00:15, 27 July 2011 (UTC)
- Right there with you. 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[edit]
Can 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. 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.
Can 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).
- I agree. 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).
Gaining Character Levels through Crafting[edit]
If you level up a crafting profession to 400, you will gain 10 character levels (doesn't matter what level you currently are).
So you can level to 80 purely through maxing out all 8 crafting professions (without gaining character levels from any other source).
How does the table indicate this information? The table seems wrong to me, or at least the entries aren't phrased correctly.
There is a need to be succinct and accurate with the words/info here. —The preceding unsigned comment was added by 218.186.18.236 (talk) at 16:25, 19 September 2012 (UTC).
- I believe that the phrasing is what is causing confusion. My understanding of crafting experience is that it gives experience not based on character level (directly) but on the experience required to next level. For example, upon reaching crafting level 1, your character gains 1% of the required experience to gain a character level. Therefore, completing your first 100 levels of crafting for a total of 100% experience to next level will gain you a character level. Crafting levels 101-200 will get you 200% exp, or 2 character levels, 201-300 for 3, and 301-400 for 4. So going though a single crafting session of level 1-400, you would gain 1+2+3+4=10 character levels. Doing this for each crafting profession will therefore gain a total of 80 character levels worth of exp.
The most important distinction here is that experience is granted upon each crafting level gained, and that experience is factored upon a percentage of the experience required to gain a character level.
In my opinion, a better way to word the wiki would be along the lines of: % of experience needed to level up. ---- 67.174.42.115 03:01, 1 November 2012 (UTC)
- IIRC this has been the fastest way to level from 2 to 80 in around 5 hours if a guild has supplied all the reagents required. Much faster than joining the Queensdale Champion circuit. Now with Experience Scrolls, Tome of Knowledges, and shared inventory slots, hitting 80 within the Level 1 Personal Story newbie instance is trivial. 1.145.71.144 10:54, 18 September 2024 (UTC)
Formula[edit]
I was wondering, do we have a formula for the experience in each level? poke | talk 09:54, 25 September 2012 (UTC)
- I'm working on it, but could use a group of volunteers to speed up the process. —The preceding unsigned comment was added by 84.24.125.160 (talk) at 15:04, 27 December 2015 (UTC).
Percentage of area level[edit]
What does this mean? I went to Borderlands WvW (level 80 zone) with my level 29 Mesmer and uncovered one Vista (with +33% experience undermanned buff). I got 60 experience from that vista. Now the chart says I should have gotten "1.5% of area level" experience. 1.5% from 80 is 1.2 experience. Uncovering one Point of Interest gave same 60 experience. I'm not understanding this notation. --Joppe 04:12, 21 October 2012 (UTC)
- I'm working on it, but could use a group of volunteers to speed up the process. —The preceding unsigned comment was added by 84.24.125.160 (talk) at 15:04, 27 December 2015 (UTC).
Exploration bonuses[edit]
Exploration bonuses have a cap. Here is a list of experience gained from killing an enemy and what seems to be the maximum associated exploration bonus:
- 26-60 (230.8%)
- 39-93 (238.5%)
- 41-98 (239.0%)
- 44-103 (234.1%)
- 60-140 (233.3%)
- 74-174 (235.1%)
- 86-201 (233.7%)
- 91-215 (236.3%)
- 96-226 (235.4%)
- 101-233 (230.7%)
- 169-397 (234.9%)
- 232-544 (234.5%)
- 305-716 (234.8%)
Foes in personal stories don't seem to ever grant bonus experience, no matter how long you let them live (someone should double check that). Other people in WvW, strangely enough, also give exploration bonuses. Manifold 23:37, 22 October 2012 (UTC)
- Unrelated to the numbers, but where does the term "exploration bonus" come from? I can't recall ever seeing that before you put it on this page. —Dr Ishmael 00:14, 23 October 2012 (UTC)
- The combat log refers to it as such. Manifold 00:18, 23 October 2012 (UTC)
- What do these numbers mean?--Joppe 17:25, 23 October 2012 (UTC)
- Exploration bonus B(716) ÷ Min Exploration Bonus A(305) = 2.348 => 234.8% -- Eltanyang 13:30, 26 November 2012 (UTC)
- The "305" part is the "normal" experience from killing something. The "716" part is the (seemingly maxed) exploration bonus. This list is to show that exploration bonuses cap at about 233% of the base exp gain. More detailed tests with exactly how long it takes to get there should be done some time. Manifold 17:10, 26 November 2012 (UTC)
- Exploration bonus B(716) ÷ Min Exploration Bonus A(305) = 2.348 => 234.8% -- Eltanyang 13:30, 26 November 2012 (UTC)
Two tables?[edit]
Why do we have two tables that have XP levels for L1-15? Should we either have one table? Or if we want to highlight the different formulas, one table for L1-15 and another L16-L80? 75.36.180.174 00:59, 21 November 2012 (UTC)
- Experience rewards are a percentage of total experience needed. On contrary, the experience rewards gained for the first 15 levels are static.--Relyk 01:15, 21 November 2012 (UTC)
- Those aren't reward tables, those are tables that are supposed to say how many XP you need to gain a level. There is only one amount of XP you need to reach L10. Two tables indicate two different amounts. (If that isn't what the tables are showing, please rephrase the text so that it's easier to follow.) 75.36.178.190 19:42, 26 November 2012 (UTC)
- XP rewards for levels 1-15 are calculated based on an alternative scale than the actual amounts needed to level, and the second table is documenting these values. Past level 15, XP rewards are calculated based on the actual amounts. —Dr Ishmael 22:43, 26 November 2012 (UTC)
Incorrect Experience Explanation?[edit]
I read this for the dynamic event experience rewards and I'm pretty sure it is not correct:
"Success (gold) - 7% of the event level"
When I was level 50 I did the Group Event Slay the Shatterer and received experience as it says I should (3,765 exp). Now that I am level 80 I killed the Shatterer and received around 14.5k exp. It is also not the same the other way since I took part in Defeat Tequatl the Sunless at level 59 and received significantly less (about 6.5k exp) than what I received at level 65 (8,050 exp). Obviously the "7% of the event level" is not the only factor in how much experience you receive from an event or I would have received 3.7k experience regardless of my level.
When I read about dynamic events I noticed it says that "Higher level characters can still receive rewards for lower-level content: the rewards are increased if the character's level is substantially higher than the event level." (though I think this is incorrect too since you can be one level above and the reward is still slightly increased).
I think either the chart should be revised or something should state that this "7% of the event level" is only one of the factors (and possibly explain how your level affects the experience gained as well). Or if someone could clarify for me if I am understanding it incorrectly. --Utilael 01:49, 28 January 2013 (UTC)
- I have noticed a similar anomaly (compared to the page) regarding exploration exp. It seems that no matter the location, the exp given for revealing a waypoint, for example, varies more on the character's actual level, like the exp earned is a percentage of the amount needed for the char's next level instead of how it is explained in the information. While visiting a certain area with different level characters, I got more experience on the higher leveled char visiting the same exact waypoint, than I did with another lower level character, if I am remembering properly. 71.235.184.131 19:17, 31 January 2013 (UTC)
- The page says 2.5% of the area's level, which should be uniform across characters, unless the character is more than 30 levels above the area's level. Since the IP didn't include any relevant data points, we can't say whether he had encountered this or not.
- @Utilael: They changed the way event rewards are calculated back in December, but no one's done the research to determine the new formulas yet. —Dr Ishmael 19:39, 31 January 2013 (UTC)
- Also, the recent content update states "Rewards when adjusted down have been increased to compensate." Referring to changes in dynamic leveling. It's unclear, but this may apply to experience as well as loot. --Thervold 19:46, 31 January 2013 (UTC)
- Looked at a small set of sample data. It appears that when downleveled, xp is modified by a (E+C)/2C multiplier (where E is the event level and C is the current character level. It holds for content below your character level, but I'll have to make a new character to test the reverse (seeing as all my characters are now level 79/80). --Thervold 23:26, 31 January 2013 (UTC)
It seems that a number of the experience calculations are no longer correct. I completed a level 8 story mission on a level 18 character and received 1,906 XP (~19.50% of level 18). 27% of the event level (8) would be 1114.83 XP. I did not have any experience boosters (incl. food) active at the time.
- I still get 27% for storyline missions higher than 15. The first 15 levels probably just differ in vales.--Relyk ~ talk > 22:42, 5 March 2013 (UTC)
- I was able to complete a level 19 (Shattered Light) and level 22 (A Splinter in the Flesh) quests back-to-back on a level 73 character. As can be seen from this image, I received 29,945 and 30,921 experience, respectively. Level 73 has 176,000 experience to level, giving 17.01% and 17.56% experience respectively. There is clearly some scaling going on, but we would need more data to determine the formula.
No information about underleveled characters.[edit]
There is no information here about underleveled characters not getting experience from higher level enemies and higher level events. I'm trying to figure out the cutoff point where you are too low level to get experience from a kill/event. Does anyone have the actual equation for experience? There is only an example equation given on the page with numbers already plugged into the variables. —The preceding unsigned comment was added by Wolfcry (talk) at 19:32, 31 August 2013 (UTC).
Boosters[edit]
Can we please get a list together which details which boosters can be active at the same time...very fraustrating trying to make sense of the current tables. End up wasting a bunch of buffs and still not being sure if your xp is maxed out. —The preceding unsigned comment was added by 70.188.132.5 (talk) at 00:12, 28 October 2015 (UTC).
Experience Useless After All Masteries Earned ?[edit]
What good is experience after all masteries are earned? Separ (talk) 01:25, 3 January 2016 (UTC)
it doesn't seem to be any "good" as in it does not fill the exp bar unless you have are working on a mastery track. —The preceding unsigned comment was added by 67.168.54.135 (talk) at 16:03, 25 June 2017 (UTC).
Discovery/Crafting Experience[edit]
Do we know what percentage of a players level one gains by discovering something in the crafting system? 140.209.14.74 03:42, 30 January 2016 (UTC)
Black Lion Booster[edit]
How does the Black Lion Booster fit in? —The preceding unsigned comment was added by 68.58.216.118 (talk).
- Added the Black Lion Booster. It looks like this page needs some work with potentially missing booster effects and some organization, but that'll have to wait for another day. Thanks for the feedback!--Rain Spell (talk) 05:48, 22 September 2017 (UTC)
What happens to experience after level 80?[edit]
This article makes no mention whatsoever of what happens to experience after level 80 is attained, nor does it make any mention of Masteries. Shouldn't there be at least a comment about post-80 experience with a link to the Mastery page? --50.35.67.240 05:41, 12 October 2017 (UTC)
- Added that info to the introduction. Some of these pages certainly need a going over. --Rain Spell (talk) 05:49, 12 October 2017 (UTC)
- I think the added information may be confusing. It sounds like you can have a choice whether to select a Mastery Track (in a given area), and I don't find a way to do so. You can/do receive a Spirit Shard if all Mastery Tracks are completed for an area, though, excluding any hidden Mastery Tracks (Raids). Inculpatus cedo (talk) 13:15, 4 December 2017 (UTC)
Bane of Joko[edit]
Should Bane of Joko (effect) be added? It only lasts for 30 seconds, but it refreshes with each awakened, loyalist, or corsair killed in the Domain of Istan, so it's almost like a permanent buff during meta events.--- Karob • 21:01, 4 December 2017 (UTC)
XP from fractals[edit]
So I brought an underleveled guildy (level 50, so 52500 xp to get to level 51) to fractal scale 12 (t1) earlier, and he reported that he received 10500 - which is 10% of his level.
Comparing that with myself, I receive two packets of 25400 XP (total 50800) - since I'm level 80, 254000 between levels, that works out as two packets of 10% of a level. I have all the masteries but no Deroir enhancements, so I figure that's probably an additional 10% from one of the fractal mastery tracks. Thing is, none of the fractal masteries mention this.
For the time being I've added it to the table as Recursive Resourcing providing an additional +10% on top of the basic +10% upon fractal completion. Anyone care to shed some light on this? -Chieftain Alex 17:49, 28 May 2018 (UTC)
- That looks like Writ of Tyrian Mastery? Right now it says that the writ gives 25,400 XP, so I guess it's really 10%. --Imry ☎ 18:11, 28 May 2018 (UTC)
- Ahah that would make perfect sense. -Chieftain Alex 18:33, 28 May 2018 (UTC)
Experience Mechanics[edit]
In this statement under experience mechanics "0.125% of the foe's level + bonus", the mention of >foe's level< is incorrect. We get .00125 x 254,000(level 80 exp bar max) -> 317 plus bonuses. Foe's level should be changed to >current experience bar max<. The result is roughly 1/8 of a percent of the current leveling bar. -- Keenedge (talk) 23:46, 25 March 2020 (UTC)
Experence for dungeons (storymode)[edit]
So, in a recent edit someone just changed the value for XP rewarded for Dungeons (storymode) from 70% to 35% without any explanation. Is it valid? Could someone test it maybe? --Txonä Atan - (talk) 22:36, 4 March 2021 (UTC)
- I changed the value after I only gained 1/3 of my XP bar from doing Ascalon and Caudecus in story mode. It also reflected the reward section under the ascalon story mode. Idk if those XP change base on dungeon, the reward sections of all other dungeon story modes are not very complete so further tests might not be to bad.SparcoGreddy (talk) 07:16, 29 March 2021 (UTC)
Exploration verification[edit]
- Gauntlet Gulch: Area level 68, character level 68 (135,000xp), Heart completion (Help Zara secure and supply Gallant's Folly), 11,340xp → 0.84% -Chieftain Alex 21:15, 28 June 2021 (UTC)
- Sunken Droknah: Area level 68, character level 68 (135,000xp), Hero challenge (Droknah's Relic), 5,629xp → 4.17%. -Chieftain Alex 21:21, 28 June 2021 (UTC)
- Broken Arrow River: Area level 62, character level 68 (135,000xp), Area exploration, 1345xp → 0.996296% (downscaled). Should have been 1408 at my character's level, so the received xp was 95.525% of the expected value.
- Currently the page states a linear scaling from 50%-100% (i.e. 50% plus [remaining percentage of area level divided by player's level * 50%]), I think 62/68 should be providing [(0.5 + (62/68)*0.50)] = 95.588% → page is correct. -Chieftain Alex 21:55, 28 June 2021 (UTC)
Not however certain if the formula is the same for characters in areas of a higher level than them:
- Thorn Pass: Area level 72 (167,000xp), character level 68, Waypoint 4148xp
- Thorn Pass: Area level 72 (167,000xp), character level 68, Area exploration 1659xp
-Chieftain Alex 20:00, 6 July 2021 (UTC)
XP tables/graph[edit]
I'd like those removed things somewhere useful. -Chieftain Alex 22:52, 22 January 2022 (UTC)
Subpage[edit]
- Moved from Talk:Experience/Experience tables:
For me it feels wierd and unnecessary to store this information on a subpage. If tables are too long (table 2 and 3 in my opinion, table 1 should be expanded) then we can always use {{STDT|mech1 expandable}}
to collapse them on default and reduce the vertical space. Any interested wiki user can expand those tables if needed (instead of visiting another page). --Tolkyria (talk) 18:44, 22 January 2022 (UTC)
- I was thinking mostly that these tables are not only large but they also change pretty rarely. Doesn't that impact the Experience page if it's edited more often and it needs to carry all that extra data around? If there's no negative impact sure, I can move them back and make them expandable. Mojliggora (talk)
- This wiki maintains around 95,000 pages, so optimizing one plaintext standalone mainspace page doesn't really affect anything. The process you describe is basically transcluding a template, but then again here we would have to create an extra template page, in the end just having everything stored on one page is the most convenient editing solution.
- Regarding the useability, currently we list this huge table of experience modifiers (don't get me wrong, this huge table is totally fine as it describes how many different boost there are) but somehow refuse to present how much experience actually gets or needs to level up (I think in this case the one click to reach the subpages is too much, for example on in-game items like a "box containing a box containing a box" we can't really avoid it, but here when we describe an in-game mechanic we should try to keep the information together). Also the links somehow are easy to miss while a table can be easily spotted when just scrolling through. --Tolkyria (talk) 10:21, 23 January 2022 (UTC)
- So I would suggest to move these tables back to this page again, and collapse them if needed. --Tolkyria (talk) 10:21, 23 January 2022 (UTC)
- I'm in favor of returning the tables to the page. They represent essential information that should not be hidden on a subpage. —Kvothe (talk) 13:28, 23 January 2022 (UTC)
- Very well, I will move the tables back to the main page and collapse them instead. Mojliggora (talk) 16:56, 23 January 2022 (UTC)
- I'm in favor of returning the tables to the page. They represent essential information that should not be hidden on a subpage. —Kvothe (talk) 13:28, 23 January 2022 (UTC)
Does Fishing give Experience?[edit]
If yes, how exactly is it given? For example, what factors determine the amount of XP obtained? --161.142.238.93 14:14, 19 March 2022 (UTC)
Feedback 2022/03/27[edit]
To me, "Instanced Content" does not include open world map completion items/events. --Inculpatus cedo (talk) 22:23, 27 March 2022 (UTC)
Missing the Explorer's Booster?[edit]
The page is currently missing the Explorer's Booster, but I have not tested the item to know if it actually works and stacks. --Sejsel (talk) 16:22, 21 June 2022 (UTC)
Early WvW[edit]
Before WvWXp was added to WvW, was it the case that characters could enter WvW at Level 2 and level up to Level 80 entirely through WvW interactions? I believe this is why "Half-eaten (weapon)" items are so much more expensive on the Trading Post than regular items - because their level scaling was bugged such that a low-Level character scaled up to Level 80 wielding a Half-Eaten weapon (of their Level) would deal far more damage than if they had been wielding any other white or grey item (of that Level). 1.145.71.144 09:40, 18 September 2024 (UTC)