Orginal Everquest experience numbers required to level

Discussion in 'Time Locked Progression Servers' started by Warlain, Dec 12, 2015.

  1. Warlain Lorekeeper

    Long post here but this little gem shows the ORIGINAL eq numbers...

    There are a lot of posts throwing out numbers on hours to level etc etc. Below were the original calculations. Lord knows whats changed but its a good read

    It's actually 1,100,000,00O and change to hit 60... Yes that's Billion with a B.

    No idea now where it came from and it stops at level 60 but you should be able to glean some basic mechanics from it and more importantly the bonuses you asked about. Please bear in mind that the bonuses only ever applied to regular XP.

    Here it goes and credit to whoever wrote it:

    In order to explain why Level 60 is basically a half level, you need to understand a few things about the way the experience levels are calculated in Everquest. Here is what I know about the experience tables.

    The amount of experience required to complete each level is caculated as follows:

    LevelXP = level3 * classMod * raceMod * levelFactor

    The table of Class Experience modifiers (classMod) is as follows (before you jump up and say "the class experience penalties were removed from the game years ago," I'll get to that in a bit):

    Bard 14.. Cleric 10.. Druid 10… Enchanter 11… Magician 11 …Monk 12… Necromancer 11… Paladin 14…. Ranger 14 Rogue 9.05 Shadow Knight 14 …Shaman 10 …Warrior 9… Wizard 11

    The table of Racial Experience modifiers (raceMod) is as follows:

    Barbarian 105.. Dark Elf 100… Dwarf 100 ..Erudite 100.. Gnome 100 ..Half Elf 100 ..Halfling 95 …High Elf 100 …Human 100 Iksar.. 120 Ogre …115 Troll …120 Wood Elf 100

    An interesting aside for the Racial Experience table is that the 95 for halflings was actually supposed to be applied to Humans. They made a mistake in the original coding of the game and meant for Humans to level the fastest as they had no special racial abilities. This mistake was never fixed. If you look for the best numbers on both tables, you'll see that a halfling warrior will level the fastest (at least, he would have when this was the be all and end all of experience calculations).

    The level Factor is a multiplier that is put in to each calculation to make various level sets take progressively longer. The level factors, at least for levels up to 60, are as follows:

    < 30 1
    30-34 1.1
    35-39 1.2
    40-44 1.3
    45-50 1.4
    51 1.5
    52 1.6
    53 1.7
    54 1.9
    55 2.1
    56 2.3
    57 2.5
    58 2.7
    59 3
    60 3

    This means that a wood elf druid needs 1000XP (13*10*100*1) to complete level 1 and ding 2. Equally, an Iksar Shadow knight would require 1680XP (13*14*120*1) to ding 2. To complete level 11 and ding 12, the same Wood Elf Druid would need a total of 1,331,000XP (113*10*100*1) while the Iksar Shadow knight needs 2,236,080 total experience.

    Below is a subsection of the calculated out experience chart for a Wood Elf Druid. XP to reach is the amount of Experience you would need to get to ding that level. XP to complete is the amount of experience you would need to ding the next level. Difference is the amount of experience you need to accumulate to complete just that level.

    Level XP to Reach XP to Complete Difference
    28 33,067,440 36,879,360 3,811,920
    29 36,879,360 40,973,520 4,094,160
    30 40,973,520 49,896,000 8,922,480
    31 49,896,000 55,053,768 5,157,768
    32 55,053,768 60,555,264 5,501,496
    33 60,555,264 66,411,576 5,856,312
    34 66,411,576 72,633,792 6,222,216
    35 72,633,792 86,436,000 13,802,208
    36 86,436,000 94,058,496 7,622,496
    If you look at level 30 and 35, these were old hell levels. They were the first two levels that calculated in a jump in the level Factor. As a result of this, they take significantly more experience to complete than either the level before or the level after.

    The section of the experience table for level 53 to 60 is shown below.

    Level XP to Reach XP to Complete Difference
    53 377,954,304 425,192,712 47,238,408
    54 425,192,712 502,625,088 77,432,376
    55 502,625,088 586,971,000 84,345,912
    56 586,971,000 678,580,224 91,609,224
    57 678,580,224 777,810,600 99,230,376
    58 777,810,600 885,028,032 107,217,432
    59 885,028,032 1,035,110,160 150,082,128
    60 1,035,110,160 1,124,928,000 89,817,840
    How many frogs is that on Phinny? !!!

    If you look at the level Factor chart, you'll notice that level 60 has the same modifier as level 59 after it has jumped every level previously. This means that every level from 51 to 59 requires a significantly larger amount of experience than the level before it (and the first .2 jump at 54 is why 54 was a hell level). The amount of experience that is required to complete level 60 is just over half what was required to complete level 59.

    If SOE had not decided to do away with hell levels, then this would be the end of the story. However, they did decide to do away with hell levels. They had also, previously, done away with the class experience penalty.

    They did not want to recalculate all the experience tables when they made either change because it would have meant that they would have had to either go through the entire database and make a change to the amount of XP every character had or they would have had characters gaining or loosing levels as the amount of Experience required changed around them. The first option would inevitably lead to bugs and the second option was just bad for the game.

    The way that they got around both problems was to apply another modifier to the experience gained on each kill for each player to offset the class penalty (rogues and warriors still get their bonus) or to mitigate the effects of the levelFactor increasing in a non-linear fashion.

    For the class penalty, after the experience is split it is multiplied by a value that will offset the penalty that is in the original calculations. A ranger will now actually get more experience from a kill than a druid will but because he requires more XP to get to the next the effect is a wash - both characters will complete the level with the same number of kills. The bonus is applied after the experience is split, so it is not like the Ranger is taking an extra share of the kill experience but rather just getting some magically created experience.

    Getting rid of hell levels was a little more complicated. Originally, they just got rid of the hell levels from 30-50, but the same method was used to balance the curve 51-60. Because the hell levels take so much more experience to complete, a character that is in a hell level gets his share of the experience multiplied by a value to effectively reduce the amount of experience needed to complete the level. To mitigate this effect, when the character is not in a hell level, his experience is given a multiplier that effectively increases the amount of experience needed to complete those levels. It's easy to see, by looking at the tables, with the 30-50 hell levels how you can give extra experience per kill for a level 30 character and then take it back when he's level 31-34 to make the overall number of kills required the same.

    Rebalancing the experience curve between 51 and 60 was not as drastic as the pre-50 removal of hell levels because there was only one point, at level 54, where the level Factor takes an out of order jump (going from increase by .1 each level to increasing by .2). However, SOE decided to make the level progression more linear and made the same kind of fix that they did for the earlier hell levels. They gave a bonus to some levels, most notably level 54, and a penalty to other levels.

    Originally, they included level 60 in this rebalancing and it took significantly longer to complete level 60 than it ever had before. Due to the way that the death penalty is calculated and that it is still based off the old tables with no modifiers, you would lose as much experience dying in 60 (about 10% of your level) as you did before but it would take significantly longer to make it up. After much complaining, especially since there wasn't much to do at 60 at the time other than raid and raiding causes you to die a lot, they removed 60 from the rebalancing and made it 51-59.
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  2. Ducreux Augur

    Wheres the tldr
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  3. Vaclav Augur


    That sig is epic
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  4. AlmarsGuides Augur



    If that Sig picture is from land before time very unfun fact the little girl who voiced Ducky was killed when she was only 10. She was involved in a murder suicide where her dad killed her + her mother.

    https://en.wikipedia.org/wiki/Judith_Barsi
  5. Ladysoth Augur

    [IMG]
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  6. Ishkur Elder

    I cry everytime.