Scaling Experience and
Health
In multiplayer games, both monster experience and health scale up (or down)
to the number of players ("ppl" is an abbreviation for "people") in the game
according to these factors:
|
Attribute |
1 ppl |
2 ppl |
3 ppl |
4 ppl |
5 ppl |
6 ppl |
7 ppl |
8 ppl |
|
Life |
.35 |
.5 |
.8 |
1 |
2.15 |
3.1 |
4.17 |
5 |
|
XP |
.35 |
.59 |
.8 |
1 |
1.25 |
1.5 |
1.75 |
2 |
For single player, the factor is 1 (equivalent of a 4 ppl multiplayer
game).
Game and Map Difficulties
Game difficulty (Easy/Normal/Hard) scales your damage as well as monster
damage. Because experience gain is generally based on damage, you will get
more experience on Easy difficulty over a certain amount of time. The game
difficulty doesn't change the amount of experience a creature is worth; You
just gain it faster. Here's a table of damage scale changes:
|
Difficulty |
Player Damage |
Monster Damage |
|
Easy |
135% |
50% |
|
Normal |
100% |
100% |
|
Hard |
85% |
145% |
Map difficulty (Regular/Veteran/Elite) doesn't seem to scale monster
attributes per se. Instead, the monsters populating the higher map
difficulties have higher inherent health an experience values (individually
redefined) apparently.
Combat Leveling
Combat leveling (not "combat magic leveling") is the term used for gaining
experience by inflicting damage to enemies. Every time you inflict damage on
a monster, you receive a portion of it's experience value.
points_awarded = (damage /
max_hitpoints) * exp_value
Where,
Given this, one can probably conclude that damage per
hit doesn't affect the total amount of experience you gain. You don't get
more experience for dealing more damage per hit, although you get more
experience faster (assuming same weapon speed). For example, if you
do 150 damage to a monster that has a max of 1500 life and 1000 exp value,
then you will get ((150/1500) * 1000 * 10 hits) = 1000 xp for killing it.
Say you do 1500 damage to it in one hit (hypothetical, of course). You'll
get ((1500/1500) * 1000 * 1 hit) = 1000 xp for killing it on the first hit.
Damage inflicted can be reduced by the target's defense and by other
various factors, which is why you oftentimes don't seem to get as much
experience from a boss or mini-boss in the same amount of time that you took
to kill all its henchmen. Additionally, there are experience limiting
factors in formulas.gas (0.10 for the first level, and 0.025 for subsequent
levels). I personally don't know (yet) how they affect experience gain, but
keep in mind that this may be yet another instance of where experience gain
isn't a straightforward system in this game.
Passive Leveling
There are a few other ways to get experience, but they usually aren't even
in the same ballpark as combat leveling, in terms of the rate or amount of
increase.
- Non-offensive and Indirectly-offensive Spells:
spells that don't do damage, such as Major Heal, usually give experience
for just being cast.
- Damage Reflection: damage reflected items
will award experience to whatever skill you were using when damage
inflicted to you was reciprocated. This applies to spells that increase
damage reciprication, but see the note below.
- Reactive Armors: armor spells that retaliate
against inflicted damage give the caster (who cast it last on the target)
experience. So you can cast it on other party members to personally
benefit from their benefits :)
You also get experience for completing quests, but that
is usually so small that you can't really tell the difference.
Experience Distribution
Every time you get X experience points, by using skill Y, you get X points
added to skill Y. Additionally, you get some fraction of X added to STR,
another fraction of X added to DEX, and yet another fraction of X added to
INT.
Level Increase Influences
You notice that using Melee skill will increase your Strength (henceforth
referred to as STR) faster than using the other three skills. Similarly
exercising the Range skill will increase Dexterity (DEX) faster, and both
Magic schools level intelligence (INT) faster. That's because each skill has
at set of influence values for each of the statistics (STR/DEX/INT).
These influence values describe the influence that each skill has on
increasing each statistic. In other words, it helps to describe what portion
of experience earned using a certain skill goes into the experience count
for each of the statistics.
You can find the influences listed in the game's formulas.gas
file, but here it is in a table as reference:
|
Skill |
STR Influence |
DEX Influence |
INT Influence |
|
Melee |
.64 (i.e. "64%") |
.27 |
.09 |
|
Range |
.25 (i.e. "25%") |
.62 |
.13 |
|
Combat Magic |
.13 (i.e. "13%") |
.17 |
.70 |
|
Nature Magic |
.09 (i.e. "9%") |
.18 |
.73 |
Uber Level
Your Uber level is the character level you see displayed when entering a
game's staging area (join configuration screen). It is essentially the sum
of all the experience points you've gained in the game translated into a
character level. A general rule of thumb you can use to compute it for
yourself is to add up the experience values of all your skills, and use that
sum's skill to look up the skill level corresponding to whichever experience
requirement it satisfies in the experience table.
Information Stored
The information about your current stats/skills experience are stored in the
party.gas file of your character's .dsparty (save) file, usually
located in your My Documents/Dungeon Siege/Save directory.