Allies and XP


Carnifax

 

Posted

Hi guys. Does anyone know how XP works when teaming up with Allies in MA missions?

Those I've tried seem quite erratic, so I have the following questions / observations:

1. It looks as though you don't get XP for damage caused by the ally. You only get it for the proportion of damage you do yourself. Correct?

2. Does the number of allies in a mish affect the XP you receive (e.g. similar to how it gets shared out in teams) or is it purely down to who does the actual damage? The more allies, the more likely it is that they do the damage, so the less XP you get?

3. Do the various ally levels affect the XP e.g. whether the ally is a minion, boss etc., or whether they're easy, extreme etc. when using customer chars? Or again, is this simply down to how much of the damage they're likely to do? If they’re an extreme boss, they’re likely to do more of the damage, so you’re likely to get less or do you simply get less because you have an extreme boss with you?

4. Any other useful information relating to this that you could share?

I’m mainly interested because I created a short arc involving the rescue of three Freedom Phalanx allies, who then fight alongside you. It’s called The Richter Arc, and while I think it’s pretty good fun, the XP is quite limited. I’m therefore keen to know whether I should reduce the number of allies, change the ally levels etc. to keep the basic story intact, but improve the XP.

I’d be really grateful for your views on this. Thanks.


 

Posted

1. correct, this is to prevent people making missions with 20 allies and letting them do all the work whilst you get the reward.

2. There is no modifier for having more allies, but ofcourse more allies will cause more damage, so less rewards for you.

3. doesnt matter if he's a minion or an arch villain. It's all down to the damage he does.

4. don't fill you missions with allies if you want any kind of reward


 

Posted

Before i start i'ld like to say any allies in a mission should NEVER be strong! I personally hate allies in missions, kill stealing **** ******'s

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1. It looks as though you don't get XP for damage caused by the ally. You only get it for the proportion of damage you do yourself. Correct?

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Correct. You only get a % of xp from the damage YOU do to the enemy.

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2. Does the number of allies in a mish affect the XP you receive (e.g. similar to how it gets shared out in teams) or is it purely down to who does the actual damage? The more allies, the more likely it is that they do the damage, so the less XP you get?

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You could have a map full of allies and still receive full xp as long as YOU do the damage. Just with more allies on the mission, means more chance for them to kill the higher % of enemies thus lowering your xp gain.

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3. Do the various ally levels affect the XP e.g. whether the ally is a minion, boss etc., or whether they're easy, extreme etc. when using customer chars? Or again, is this simply down to how much of the damage they're likely to do? If they’re an extreme boss, they’re likely to do more of the damage, so you’re likely to get less or do you simply get less because you have an extreme boss with you?


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Level has no relation to xp All it means is that if the ally does more damage naturally then you'll gain less xp from mobs he hits due to you being able to only hit for a smaller % of damage.

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I’m mainly interested because I created a short arc involving the rescue of three Freedom Phalanx allies, who then fight alongside you. It’s called The Richter Arc, and while I think it’s pretty good fun, the XP is quite limited. I’m therefore keen to know whether I should reduce the number of allies, change the ally levels etc. to keep the basic story intact, but improve the XP.

[/ QUOTE ]

As long as you state its more story driven than for xp gain in the arc description you should be fine. This is from a biased point of view (hate allies here remember ) but i'ld keep the number of allies to a minimum always.


@Damz Find me on the global channel Union Chat. One of the best "chat channels" ingame!

 

Posted

It's only based on damage though, so making an ally with Standard blasts and an Extreme support set lets them remain useful without totally nicking all your XP (useful for EB/AV fights for soloers).


 

Posted

Cool. Thanks guys. I had a feeling that was the case. Empath/Kinetics FTW!


 

Posted

[ QUOTE ]
Cool. Thanks guys. I had a feeling that was the case. Empath/Kinetics FTW!

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Correct me if I'm wrong but I don't think the buff/debuff and armour sets even show up in the critter creator until after you've picked a more offensive primary. I think it's to stop you making mobs that are helpless because they can't do any damage (and/or to stop you making buff/buff characters that can just function as personal buffbots).

Best option for a low damage ally who won't steal too much xp is probably to give them a control set as a primary on standard, then the debuff/buff set as secondary on extreme.