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I think a more rigorous explanation of terms might clarify the point I'm making:
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Let there be a level L character with X experience points, requiring N to next level.
We define progress P to be the delta-X between t1 and t2, where P = X(t2) - X(t1) and t2 > t1
We define rate R to be the R divided by t2 - t1, where R = P / t2 - t2 = X(t2) - X(t1) / t2 - t1 and t2 > t1
The character levels when X >= N
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Thus, if I exemplar and pay off 10 billion debt, according to the definition above, I have not may any progress per se, because X(t2) - X(t1) is still exactly zero.
My rate is also exactly zero, because 0 divided by anything is still zero.
However, my potential rate in the future may be higher, but that is not the definition of progress in any sense of the above. All the time spent exemplaring actually has made no change in either variables P or R which is all that matters for leveling. -
The problem with Exemplaring is that it does not provide any benefit over normal experience earnings, in fact, it only adds restrictions.
So long as you have debt, then Exemplaring is almost equally effective as normal experience gathering. You will gain the same amount of "exp" per kill, only it will be applied in different ways. With normal exp gathering, you actually make progress and can level. With exemplaring, you can never level. If you do not have debt, then Exemplaring is much less efficient than normal experience gathering. You will gain influence instead, but normal exp'ing not only gives the same amount of influence, but also gives experience.
If a white minion gives 100 experience normally, it will give 75 influence as well:
Exemplared, with debt: 100 debt removed
Exemplared, w/o debt: 100 influence
Normal, with debt: 50 experience, 50 debt, 75 influence
Normal, w/o debt: 100 experience, 75 influence
If a white boss gives 400 experience, it will give 1600 influence as well:
Exemplared, with debt: 400 debt removed
Exemplared, w/o debt: 400 influence
Normal, with debt: 200 experience, 200 debt, 1600 influence
Normal, w/o debt: 400 experience, 1600 influence
In all cases it is much better to chug through your debt w/o Exemplaring. You will:
1. Make progress and can actually level.
2. You will gain the same exp/debt removal, but gain more influence.
If you exemplar, at best, you're only losing influence. At worst you are not only slowing your rate of advancement (because you can never make progress) but you are also reducing your influence gaining because of all the lost opportunities to get it while you are in debt. -
What I'm referring to is that your numbers do not match the dev's, or what I got. Quick Recovery gives a 0.555 endurance pts. per second boost via reducing your tick interval. Stamina also gives 0.555 endurance pts. per second, not 0.42 end/sec. These numbers are reproducible on my character both ways, if you go from 100 to zero or from zero to 100. Either way, it's the same technique you listed, by measuring all the events in an uninterrupted series to avoid human timing errors.
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That's my point, empirically speaking Stamina gives you 33 endurance pts. per minute, not 25. The thread I referred to has the time to go from 0 endurance to 100 pts. as 60 seconds normally, which agrees with your first assertion.
However, the other times to go from 0 to full do not match:
45 sec - Stamina (0 enh) - this is a +33 end/min rate gain
45 sec - Quick Recovery (0 enh) - this is also a +33 end/min rate gain
36 sec - Stamina (0 enh) + QR (0 enh) this is a total +66 end/min rate gain
30 sec - Stamina (6 enh) - this is a +100 end/min rate gain
30 sec - Quick Recovery (6 enh) - this is also a +100 end/min rate gain
20 sec - Stamina (6 enh) + QR (6 enh) - this is a +200 end/min rate gain
That pretty much shows that Stamina and Quick Recovery are currently equivalent powers in terms of how much benefit they give you. -
I have a different measurement for Stamina. I measured the number of seconds between ticks and the amount of Stamina gained per tick by emptying my bar and watching the regeneration. Normally this rate is 4 seconds for 6.67 endurance pts. which you have on the chart. However, with Stamina (no enh), my rate is 3 seconds for 6.67 endurance pts. which is a gain of 0.55555555555 which matches what you have for Quick Recovery. Another thread about Quick Recovery and Stamina not stacking confirms this, although I do not have a link for it off hand.