The solo leveling limit conjecture


Adeon Hawkwood

 

Posted

I'm actually considering trying this, at least for a while. If I did so I'd probably do something like:

- Pre-purchase and craft three sets of IOs: a low-level mix of generics and frankenslotting for the teen levels, a frankenslotted set of level 25-ish IOs to slot around 22 or 23, and a full set build to be slotted in the 30s once I have a full attack chain and sufficient slots per power to actually get the good bonuses. I'd also start the character off with some inf to cover TOs and early DOs, market teleporters, and such.

- Run AE missions until I have a travel power and good survivability against general spawns, buying new TOs when I run out to level and swapping to my pre-crafted IOs at 12 or so.

- Switch to newspaper missions and story arcs to preserve my sanity once I can get around quickly and no longer need to fight hand-picked opponents to avoid downtime.

I'm not sure what AT would be best... perhaps a Katana / Regen Scrapper since they combine excellent survivability, early endurance management, and solid damage with some AoE capability. A Fire / Mental Blaster would probably be better but would also require more expensive IOs that I'm not sure I want to spring for just to test leveling speed.

(If anyone wants to loan me some low-level recovery uniques, LotGs, and ranged defense sets I'll be happy to try the Fire / Mental... )


Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636

 

Posted

You can set up AE missions to have allies with no attacks and a bunch of buffs. Buffs which make surviviability, end management, accuracy, and enhanced damage non-important. All you need is a good attack chain.

When you have mindless, enslaved cold, kin, emp, and thermal defenders following you around, normal constraints do not apply. I do not know if you can get to 50 in 30 hours that way, but it does eliminate the endurance constraint.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

I personally consider that "cheating"... it's certainly possible but I don't really consider that true solo leveling any more. I'm 100% certain Arcanaville's times can be beaten using enough AE tricks, what I'm curious about is if they can be beaten with normal missions and "standard" AE missions (no allies or exploits, just normal enemy groups chosen to match the character).


Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636

 

Posted

Quote:
Originally Posted by StrykerX View Post
I personally consider that "cheating"... it's certainly possible but I don't really consider that true solo leveling any more. I'm 100% certain Arcanaville's times can be beaten using enough AE tricks, what I'm curious about is if they can be beaten with normal missions and "standard" AE missions (no allies or exploits, just normal enemy groups chosen to match the character).
It is cheating, but if we're talking strictly about AE buffing allies, its a form of cheating the devs should really account for. Technically speaking, that buffing ally should create an XP penalty as essentially a team mate. I haven't checked recently to verify what that penalty is and if its still enforced, but I am curious to know if the penalty is strong enough to make this at best only a slight improvement over most soloing tactics.


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Posted

There are some really intriguing ideas here...

So, assuming for a moment that someone is going to take a stab at beating this,
(I have no idea whether they can), these criteria seem vital to me.

1> Choice of AT - Obviously a critical item. What AT kills fastest???

2> A pre-planned mid's build for the AT from #1. That's not necessarily a purpled-out
Rikti-Pylon build, but one that can go efficiently, safely, and quickly at each level.

3> Pre-built shinies in the base - eliminate slotting/selling/buying decisions and
time up-front. At the various levels, just pop into the base, slot the goodies,
and pop right back to the fight.

4> AE or Content? My guess is AE - so, handpicked custom missions for the
various stages. This can tailor the threat to be overcome easiest at each level while
still maximizing XP at each step along the way. Also, these missions can/should?
supply the appropriate "pets" to speed/ease the process and make up for
any "gaps" in the AT's build.

I'd be curious to see what the practical thoughts are for each of these steps.
Clearly, to even approach the challenge, all the ducks have to line up perfectly
to maximize kills, and time spent killing. Funds, IO's, and missions need to
thought out and in-place beforehand.

The AT needs to carve through mobs non-stop with no risk of dying, (Statesman
would cry at that last bit - an added bonus ), if solo levelling speed is
the only goal.

I find the idea intriguing. I'd like to be involved if a group of min-maxers wants
to take a stab at this... Like most record-setting ideas, the success really
hinges on the upfront preparation and planning (imho)... The rest, is just killing...


Regards,
4


I've been rich, and I've been poor. Rich is definitely better.
Light is faster than sound - that's why some people look smart until they speak.
For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.

 

Posted

Quote:
Originally Posted by FourSpeed View Post
1> Choice of AT - Obviously a critical item. What AT kills fastest???
Well assuming that you're going to do AE with buffing bets I would say a Blaster. Without the pets a Scrapper or Brute would be better but Blasters benefit more from the buffs than the melee ATs and have better AoE at all levels (allowing you to plow through large quantities of enemies).


 

Posted

Semirandom thought:

With AE (as with ouroboros) you get to choose your level. At some point they upped levelling speed for 11-20 and 40-50 - and they did that not by lowering the XP per level, but by increasing the XP per badguy.

If you pick baddies that cap at 20 or 16 (do Skulls cap at 16 or am I misremembering?) you get to keep Stamina and stay in your happy kill zone.

If you pick the right IO's to frankenslot you don't lose much, if any, damage and acc in your happy kill zone.


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So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

Quote:
Originally Posted by Fulmens View Post
Semirandom thought:

With AE (as with ouroboros) you get to choose your level. At some point they upped levelling speed for 11-20 and 40-50 - and they did that not by lowering the XP per level, but by increasing the XP per badguy.

If you pick baddies that cap at 20 or 16 (do Skulls cap at 16 or am I misremembering?) you get to keep Stamina and stay in your happy kill zone.

If you pick the right IO's to frankenslot you don't lose much, if any, damage and acc in your happy kill zone.
My understanding is that they increased the base XP an enemy awards at those levels. Since base XP is based on your actual level fighting low levels wouldn't increase your XP. That being said it's pretty easy to check this.

EDIT: Ok, I tested this. Using a level 30 scrapper an even con minion gives 315 XP (tested on a crey patrol guy and a council flamethrower guy). Setting up an AE mission against Skulls they award 210 XP (exemped to level 14). Running an Ouroborus mission against Trolls (also level 14) an even con minion gives 315XP (also in an amusing bug the mission door was assigned to one of the ouroborus crystals). Did the devs nerf AE XP even for standard groups?


 

Posted

Quote:
Originally Posted by Fulmens View Post
Semirandom thought:

With AE (as with ouroboros) you get to choose your level. At some point they upped levelling speed for 11-20 and 40-50 - and they did that not by lowering the XP per level, but by increasing the XP per badguy.

If you pick baddies that cap at 20 or 16 (do Skulls cap at 16 or am I misremembering?) you get to keep Stamina and stay in your happy kill zone.

If you pick the right IO's to frankenslot you don't lose much, if any, damage and acc in your happy kill zone.
I wondered how fast you might be able to level making a Fire-based toon, start burning through Dark Astoria in the 20s, then when you start to level out of it take an Oro arc to set your level and continue mowing through BP hazard spawns. At least as a non-AE approach, though it would be out of those "xp-boosted" ranges.


Suggestions:
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Influence Sink: IO Level Mod/Recrafting
Random Merit Rolls: Scale cost by Toon Level

 

Posted

I don't think it's possible to do it faster than 36 hours solo.


50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM

Overlord of Dream Team and Nightmare Squad

 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
Did the devs nerf AE XP even for standard groups?
Did your character have Patrol XP? It wouldn't have applied in the AE, making the AE reward appear smaller. The ratio of your non-AE to AE rewards is exactly 1.5 - the same as patrol XP.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
Did your character have Patrol XP? It wouldn't have applied in the AE, making the AE reward appear smaller. The ratio of your non-AE to AE rewards is exactly 1.5 - the same as patrol XP.
Yep, I completely forgot about that


 

Posted

OK, time to do some math in public... I'm not going to be anywhere near optimal, I'm sure, but here are my numbers.

From the Luck Charmers episode, I have a note that I beat, over 10 minutes, 210 Zombies [and shamen] giving 21 Zombies Per Minute, or ZPM. (I was running a Fire/Elec blaster, I think. Maybe my Fire/Ice.) Exemping a 36 blaster to 24, I have the following raw data:

EDIT: I had patrol XP. This is now taken into account in the final step.

Even-con BP zombie: 726 XP
Even-con BP shaman: 3630 XP
Even-con spectral: 871 XP

Even-con Sky Raider captain: 2419 XP

ASSUMPTION 1: If 10 of my 210 "zombies or shamen" were shamen, I'd have the XP equivalent of 25 ZPM. I am assuming at least 5% shamen.

At level 36, it is 855K XP to level.

ASSUMPTION 2: I can reliably get that same 25 ZPM against +1 enemies (I was fighting -1 and -2's for the drops, at the time) and I can do it forever. Zombies are fire-weak and I was using AOEs extensively.

Therefore I would get (726*1.3) or about 940 XP per zombie. I have notes that say
You have defeated Dry Husk
You gain 984 experience and 230 influence.

I presume that is for +1s although, at one point, I saw +2s in that mission.

So it is 869 zombies to level, or 34.75 minutes.

(edit to add) Multiplying time by 1.5 (for "bonus XP has run out"), I get 52 minutes, or .867 hours.

Your theoretical time for level 36 is .94 hours.

Is this enough of a disproof or do you want me to mow down a good chunk of Dark Astoria with a timer going?


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

Quote:
Originally Posted by Fulmens View Post
Is this enough of a disproof or do you want me to mow down a good chunk of Dark Astoria with a timer going?
Well, regardless I will at my next opportunity to study the situation. I'm not sure what the loophole is in this situation. The fire weakness alone can't explain it (they are only -5% resistance to fire). AoEs are certainly more efficient, but ordinarily you'd expect that efficiency to be muted by travel time between spawns.

Although those XP numbers seem wonky to me. What do you mean by exemping to 24 to get those numbers?

(The number I have for a level 36 even con minion is 484 XP).


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Posted

He had double XP in effect. I believe he multiplied his time-to-level by 1.5 to adjust for that.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Another wrinkle to throw in for a speed-run is Double XP.

While those events are fairly infrequent, would it effectively lower your 36 hours
down to 18 during such an event? How far towards "cheating" does that go?


Regards,
4


I've been rich, and I've been poor. Rich is definitely better.
Light is faster than sound - that's why some people look smart until they speak.
For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.

 

Posted

Quote:
Although those XP numbers seem wonky to me. What do you mean by exemping to 24 to get those numbers?

(The number I have for a level 36 even con minion is 484 XP).
My understanding is that patrol XP is 1.5 times "regular" XP (2XP weekend is more efficient, therefore.)
786 XP/1.5 = 484 XP, so that works.

The suggested mechanism is to go to Ouroboros, take a mission that sets you to level 24, and then go to DA instead and burn +1 zombies till your brain melts. 24 is traditional because back when I was doing this, you didn't get the "super exemplar 5 levels of powers" (nor did you get XP) and I was hunting greens and blues. So BU, Aim, Fireball, Fire Breath, Stamina, and a wide selection of targets in the near right quadrant made for very high ZPM. (I recommend both a -KB IO in some travel power and a Stealth IO in a sprint for this kind of activity. )

It is possible that picking groups with a single Shaman in them will actually increase your levelling speed, because Blaze and Fire Blast do a number on shamen and one shaman = 5 husks.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

tl;dr People who refuse to exemp to below their level make me chuckle.

I leveled from 6 to 20 today in 1 hour, 40 minutes (before, after - beware largeish images). I ran entirely solo at +0/x1 through an AE mission consisting of nothing but spawns consisting of one boss and one minion. I was exemped to level one the entire time, and always fighting even cons. My claws/WP brute ran with High Pain Tolerance and Fast Healing, using Swipe, Strike, Jump Kick, and Brawl for damage. I used no enhancements. In those 100 minutes I killed 278 spawns. The bosses were Luminous Eidolons; the minions were Coralax Green Hybrids.

The limits given by the chart in the OP suggest 1.1 - 0.06 = 1.04 hours to go from 6 to 20, so my time of 1.66 hours doesn't show much until you extrapolate out the numbers. 278 spawns in 100 minutes means that I can kill 2.78 spawns per minute, or 166.8 per hour. Both the mob types I fought yielded exactly 1.2 times the standard mob xp for their level as given by the wiki at every level from 6 to 19. I assume this is maintained all the way to 50. Since I'm exemped to 1 the whole time, kill speed does not change as I level beyond 6. Therefore, the amount of time required to get to any level can be fairly easily calculated: each spawn is worth the minion xp plus the boss xp for its level, times 1.2. The total xp required divided by this number gives the number of spawns required to level, and this divided by 166.8 gives the number of hours to level. Tersely,
xp to level / ((minion xp + boss xp) * 1.2) / 166.8 = leveling time in hours.

Example: At level 20, a minion gives 50 xp and a boss gives 500 xp, so a spawn gives (50 + 500) * 1.2 = 660 xp. Level 21 requires 28000 xp, so I will have to kill 28000 / 660 = 43 spawns, rounding up. This should take me 43 / 166.8 = 0.258 hours. Or,
28000 / ((50 + 500) * 1.2) / 166.8 = 0.258 hours.

To get from 30 to 31 should take
254000 / ((210 + 2100) * 1.2) / 166.8 = 0.556 hours. Incidentally, this is the first level at which this method surpasses the limits given in the OP.

40 to 41 should take
1692900 / ((892 + 7582) * 1.2) / 166.8 = 1.001 hours

and 49 to 50
4973400 / ((2464 + 14784) * 1.2) / 166.8 = 1.445 hours.

The entire 1-50 trip, according to my calculations, should require killing 4457 spawns and take less than 27 hours. Honestly, I'm having a hard time believing this can be right, but there it is.

Notes and considerations:

  • I can't think of a better way to kill things at level 6 than Swipe/Strike/Jump Kick with full fury, but that doesn't mean there isn't one. In particular, JK is less DPE than it "should" be, which might matter at higher levels when free end refills are less frequent. I completely forgot about vet powers, so I don't know if they would have helped or not.
  • Similarly, there may be better mobs to choose than Vahzilok and Coralax. In particular, the Vahzilok bosses must have had some sort of defense ability, because I would see my hit chance drop to around 60% sometimes. If there's a boss with worse defense and a better xp value, this could increase xp rate by quite a bit.
  • Still similarly, a larger map might have been good to minimize downtime during loading screens. The one I used had room for 32 spawns and I ran through it 9 times, meaning 17 loading screens (I didn't leave the last mission before taking the second screenshot; I guess I should have but 100 minutes was just too perfect). Also, a single spawn with several minions in the front of an indoor map would help to rebuild fury quickly after zoning in, but I don't know if this is feasible in a way that increases xp/hour.
  • If there's a way to eliminate minions from the map, that would help too. As is, I don't have the survivability to let them live. Mostly they died in one hit anyway.
  • Over the course of the run, my end recovery looked like:
    55 CaB's * 25 = 1375 end
    13 TaB's * 33.333 = 433.33 end
    100 minutes * 100 = 10,000 end
    14 levels * ~75 = ~1050 end
    So I used around 12,858 endurance, 78% of which came from natural regeneration, 14% from insps, and 8% from dings. I never ran out of end without a blue in my tray, and I could have been slightly more end efficient if I had managed Sprint and Ninja Run better. Thus, the lack of dings at the high levels might hurt me, but probably not more than a few percent.
  • There was one point where I might have died if I hadn't had any greens in my tray. Only happened once though, and it was probably avoidable. So survivability shouldn't be an issue.
  • I ran the mission on a level 44 character and got standard mob xp, not standard * 1.2. I don't know when they stop giving bonus xp, but even if they gave standard xp for all 50 levels the time would still be under 33 hours.


 

Posted

Quote:
Originally Posted by Spruce View Post
tl;dr People who refuse to exemp to below their level make me chuckle.

I leveled from 6 to 20 today in 1 hour, 40 minutes (before, after - beware largeish images). I ran entirely solo at +0/x1 through an AE mission consisting of nothing but spawns consisting of one boss and one minion. I was exemped to level one the entire time, and always fighting even cons. My claws/WP brute ran with High Pain Tolerance and Fast Healing, using Swipe, Strike, Jump Kick, and Brawl for damage. I used no enhancements. In those 100 minutes I killed 278 spawns. The bosses were Luminous Eidolons; the minions were Coralax Green Hybrids.

The limits given by the chart in the OP suggest 1.1 - 0.06 = 1.04 hours to go from 6 to 20, so my time of 1.66 hours doesn't show much until you extrapolate out the numbers. 278 spawns in 100 minutes means that I can kill 2.78 spawns per minute, or 166.8 per hour. Both the mob types I fought yielded exactly 1.2 times the standard mob xp for their level as given by the wiki at every level from 6 to 19. I assume this is maintained all the way to 50. Since I'm exemped to 1 the whole time, kill speed does not change as I level beyond 6. Therefore, the amount of time required to get to any level can be fairly easily calculated: each spawn is worth the minion xp plus the boss xp for its level, times 1.2. The total xp required divided by this number gives the number of spawns required to level, and this divided by 166.8 gives the number of hours to level. Tersely,
xp to level / ((minion xp + boss xp) * 1.2) / 166.8 = leveling time in hours.

Example: At level 20, a minion gives 50 xp and a boss gives 500 xp, so a spawn gives (50 + 500) * 1.2 = 660 xp. Level 21 requires 28000 xp, so I will have to kill 28000 / 660 = 43 spawns, rounding up. This should take me 43 / 166.8 = 0.258 hours. Or,
28000 / ((50 + 500) * 1.2) / 166.8 = 0.258 hours.

To get from 30 to 31 should take
254000 / ((210 + 2100) * 1.2) / 166.8 = 0.556 hours. Incidentally, this is the first level at which this method surpasses the limits given in the OP.

40 to 41 should take
1692900 / ((892 + 7582) * 1.2) / 166.8 = 1.001 hours

and 49 to 50
4973400 / ((2464 + 14784) * 1.2) / 166.8 = 1.445 hours.

The entire 1-50 trip, according to my calculations, should require killing 4457 spawns and take less than 27 hours. Honestly, I'm having a hard time believing this can be right, but there it is.

Notes and considerations:
  • I can't think of a better way to kill things at level 6 than Swipe/Strike/Jump Kick with full fury, but that doesn't mean there isn't one. In particular, JK is less DPE than it "should" be, which might matter at higher levels when free end refills are less frequent. I completely forgot about vet powers, so I don't know if they would have helped or not.
  • Similarly, there may be better mobs to choose than Vahzilok and Coralax. In particular, the Vahzilok bosses must have had some sort of defense ability, because I would see my hit chance drop to around 60% sometimes. If there's a boss with worse defense and a better xp value, this could increase xp rate by quite a bit.
  • Still similarly, a larger map might have been good to minimize downtime during loading screens. The one I used had room for 32 spawns and I ran through it 9 times, meaning 17 loading screens (I didn't leave the last mission before taking the second screenshot; I guess I should have but 100 minutes was just too perfect). Also, a single spawn with several minions in the front of an indoor map would help to rebuild fury quickly after zoning in, but I don't know if this is feasible in a way that increases xp/hour.
  • If there's a way to eliminate minions from the map, that would help too. As is, I don't have the survivability to let them live. Mostly they died in one hit anyway.
  • Over the course of the run, my end recovery looked like:
    55 CaB's * 25 = 1375 end
    13 TaB's * 33.333 = 433.33 end
    100 minutes * 100 = 10,000 end
    14 levels * ~75 = ~1050 end
    So I used around 12,858 endurance, 78% of which came from natural regeneration, 14% from insps, and 8% from dings. I never ran out of end without a blue in my tray, and I could have been slightly more end efficient if I had managed Sprint and Ninja Run better. Thus, the lack of dings at the high levels might hurt me, but probably not more than a few percent.
  • There was one point where I might have died if I hadn't had any greens in my tray. Only happened once though, and it was probably avoidable. So survivability shouldn't be an issue.
  • I ran the mission on a level 44 character and got standard mob xp, not standard * 1.2. I don't know when they stop giving bonus xp, but even if they gave standard xp for all 50 levels the time would still be under 33 hours.
I am still wondering what the thread was supposed to show, bad logic is bad logic ? It started with calculations that were not properly descriptive, and went on not to consider all the problem space. I'd have to guess it was meant to take a swipe at the question of what is too fast a leveling speed from the AE arguments but who knows for sure.


 

Posted

Quote:
Originally Posted by Spruce View Post
tl;dr People who refuse to exemp to below their level make me chuckle.
The thought had crossed my mind. The issue is damage vs critter health. At level one minions have about twice the health that a scale one blaster attack does, and bosses have about ten times the health that a scale one blaster attack does. By level 49, that ratio has increased to about 6.9 to one for minions and 40.6 to one. Essentially everything gets about four times harder to kill in terms of damage points.

Player relative damage also goes up, but not as much: basically slotting takes players to about twice the damage, which still means things are about twice as hard to kill at 49 as level 1. When you factor endurance utilization, though, potentially this can even out: you gain (potentially) stamina and endurance slotting. Someone with slotted stamina and averaging 1 endurance SO per attack, plus about twice the damage in damage slotting, has an overall damage/end limit of about 3.86, which comes pretty close to neutralizing the damage/health increase as you level.

In your case, I think the reason for the curve-breaking performance is due to playing a brute. I mention originally that some ATs aren't as tightly bound to the endurance constraint and brutes are one of them due to fury. What I didn't fully consider that I think your experiment leverages is that by staying exemped, you're able to maximize the proportional effects of fury undiluted by slotting. That's actually worth more than Stamina is at lower levels. Its not at higher levels, which is why I assumed it would not have a strong enough effect to break the curve.

I'll need to review the calculations carefully to see what your leveling experiment tells me overall. Thanks especially for the endurance utilization numbers: those are helpful.


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Posted

Has anyone done the math to figure out how much faster people will be lvling in the 1-20 level span with fitness as an inherent?

I would if I could, but I can't, so I won't.


 

Posted

Really dumb question: didn't they change the damage output and hit points of upper level bosses back around the time they announced ED? Doesn't that make the +2 boss target increasingly more difficult as you level, and if so wouldn't that impact your level time? Would it be significant?


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Posted

Quote:
Originally Posted by SinisterDirge View Post
Has anyone done the math to figure out how much faster people will be lvling in the 1-20 level span with fitness as an inherent?

I would if I could, but I can't, so I won't.
I haven't done the math yet, but its likely to be tens of percent faster on average between the added endurance of stamina and the lower health downtime of Health. But it depends greatly on two factors that this thread originally sidestepped. The first is what percentage of people deliberately seek out teams that have sufficient buffs to eliminate downtime as a major concern, and for what percentage of the time. And the second is what percentage of players deliberately power level themselves through a significant fraction of this level range in the first place.


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Posted

Quote:
Originally Posted by Stealth_Bomber View Post
Really dumb question: didn't they change the damage output and hit points of upper level bosses back around the time they announced ED? Doesn't that make the +2 boss target increasingly more difficult as you level, and if so wouldn't that impact your level time? Would it be significant?
The calculations in this thread were based on the current values for things (but not factoring in the latest announcement of fitness, obviously). Changes from way back then wouldn't have an impact on the numbers in the original post.


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Posted

Quote:
Originally Posted by Spruce View Post
Similarly, there may be better mobs to choose than Vahzilok and Coralax. In particular, the Vahzilok bosses must have had some sort of defense ability, because I would see my hit chance drop to around 60% sometimes. If there's a boss with worse defense and a better xp value, this could increase xp rate by quite a bit.
It would have to depend on your damage type, I suspect. Hydra Man O' War bosses are great for Smashing if they can spawn at level 1 (Culex's spreadsheet indicates this is a possibility but I'm too occupied to confirm at the moment). They give lower XP than the Vahzilok bosses do, but the higher damage done may be enough to offset this (they have -50% Smashing RES).