XP nerf testing results


Aura_Familia

 

Posted

The results of my testing of the ally XP nerf:

What counts as an "ally"?
All "Ally" mission objectives, all "Release Captive" objectives, all "Defend an object" objectives, and all "Escort" mission objectives.

What does not count?
Allied patrols and fights where one side is an ally, "Fight a Boss" objectives where the boss is an ally, as well as the obvious ones: "destroy an object", "fight a boss", etc.

Does it matter if the ally objective is mandatory or not?
No.

Does it matter if the ally is a custom mob or not?
No.

Does the difficulty of the ally matter?
No.

Do the powers of the ally matter?
No.

How much is XP reduced?
Each additional ally removes 10% of the XP for a defeat, so the formula is: RewardXP = BaseXP * (0.9 ^ NumAllies). For example, having five allies would reduce the XP for defeating an opponent by 41%.

Are ticket drops reduced?
I haven't tested this, but I assume so. I expect the formula used gives the same results as the XP reduction formula.


 

Posted

Here's some testing that I did:

Character used: a level 7 archery/nrg blaster on default difficulty.

Control: killed a +0 Skull minion outside the Kings Row AE. 16xp.

Story arc used: #67335

Mission 1: 4 combat allies, 4 noncombat hostages, player SK'd up to level 15
+0 Vahzilok (non-custom) minions solo'd by my character consistently earned 7xp (43.75% normal exp).
If allies helped, the exp was further reduced proportional to the damage inflicted by the allies.

Mission 2: 3 combat allies, 3 noncombat hostages, player SK'd up to level 15
+0 Clockwork (non-custom) minions solo'd by my character consistently earned 9xp (56.25% normal exp).
If allies helped, the exp was further reduced proportional to the damage inflicted by the allies.

Mission 3: 2 combat allies that are gradually spawned as triggered objectives as the mission progresses, 0 noncombat hostages, player SK'd up to level 20.
+0 Freakshow (non-custom) minion solo'd by my character before any allies were spawned earned 16xp (100% normal exp; low sample size though).
+0 Freakshow (non-custom) minion solo'd by my character after 1 ally was spawned earned 14xp (87.5% normal exp; low sample size though).
+0 Freakshow (non-custom) minion solo'd by my character after 2 allies were spawned earned 13xp (81.25% normal exp; low sample size though).
If allies helped, the exp was further reduced proportional to the damage inflicted by the allies.



You really found that "release captive" objectives penalize exp? That seems nuts. Your theory is consistent with my data though.


@PW - Police Woman (50 AR/dev blaster on Liberty)
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=VICE= "Give me Liberty, or give me debt!"

 

Posted

I love how they utterly screw over the atrsy types who've been their biggest supporters all along - why should mish writers have to experiment to figure this out? Why can't the devs at least TELL those of you tryiing to be writes in AE when the rules change and in what ways.

Nope, you have to go figure it out for yourselves. Big help, devs, to those who have been supportnig you all along. (Not me, them.)


For Great Justice!

 

Posted

This has killed both of my story arcs.

One was designed to be soloable by anyone (with the aid of two captives who can be released and help). The second was designed to be a TF. So release captives (who then run away); items to destroy etc.

* Heard in game from a farmer "pfft, I don't need allies so devs failed".





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Posted

remove exp fully from AE = problems solved :P


 

Posted

Thank you, Katie V for testing this "fix." Too bad it couldn't be tested thoroughly by people who are knowledgeable about and truly care about MA before it was slammed through to the live servers. Obviously after almost a year of use this exploit had to be squashed immediately and there was no time to test it to minimize the collateral damage.


Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper

Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World

 

Posted

Quote:
Originally Posted by Predatoric View Post
remove exp fully from AE = problems solved :P
No remove ALL rewards from the AE=problem solved.


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Posted

Quote:
Originally Posted by Aura_Familia View Post
No remove ALL rewards from the AE=problem solved.
if all the rewards were removed from the system then i would never use it.

i dont mind the story arcs and stuff, but it would feel like im running every story on test mode, essentially wasting my time, because i feel the story is only half the arc, the other half is how fun the mishs are and no rewards would kill the fun of the AE for me at least.

i understand that removing rewards would be the easy fix, but then 3/4 of the pop that uses AE currently would just never play stuff there unless they were extremely bored

if they just removed xp and left in inf/prestige/tickets, i would prolly be fine with that


 

Posted

Quote:
Originally Posted by Necrotech_Master View Post
if all the rewards were removed from the system then i would never use it.

i dont mind the story arcs and stuff, but it would feel like im running every story on test mode, essentially wasting my time, because i feel the story is only half the arc, the other half is how fun the mishs are and no rewards would kill the fun of the AE for me at least.

i understand that removing rewards would be the easy fix, but then 3/4 of the pop that uses AE currently would just never play stuff there unless they were extremely bored

if they just removed xp and left in inf/prestige/tickets, i would prolly be fine with that
Sure, until the NEXT time an exploit is fine that increases the number of tickets you can get via some stupendous exploit, then the devs rush a patch out that kills not only it but ONCE again causes problems for others, then the exploiters ind another one, and so on.

I'd prefer they just stop wasting time and keep it for what many of the "the ae is for storytelling purposes only" folks have been saying.


Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
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Posted

Quote:
Originally Posted by Aura_Familia View Post
Sure, until the NEXT time an exploit is fine that increases the number of tickets you can get via some stupendous exploit, then the devs rush a patch out that kills not only it but ONCE again causes problems for others, then the exploiters ind another one, and so on.

I'd prefer they just stop wasting time and keep it for what many of the "the ae is for storytelling purposes only" folks have been saying.
i havent hardly run any AE mishs in months because i prefer to get actual drops over tickets (no purples from tickets), i honestly dont care about merits either (since merits cant get purples either)

most of the reason i hardly touch AE is because of the bad rewards, i already dislike running AEs because of no drops other than tickets, but less than 80% xp/inf/prestige of a normal mob makes it extremely annoying, especially when the custom enemy group is also 4x harder than a normal mob

when that last exploit was out, with the mm pets and whatnot, i tried it once to see what poeple were talking about and instantly /bugged it and then did a "report for content" on the mish then exited and never touched it again because i knew that was over the top


 

Posted

Big thanks to KatieV for doing some datamining on this (I'm still interested to see if Arcanaville gets in on this as well). Looks like the problem is about as bad as I originally feared when I read the notes, but focused on different (less logical) allies than I originally thought.

Quote:
Do the powers of the ally matter?
No.
So does this also count "person-class" critters, those with no power or other value to them? I assume it would, since it sounds like a code-flag issue rather than something that based on critter type.


"...his madness keeps him sane.": My Profile on VirtueVerse
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Task Force Mutternacht #349522 <-- 1st AE Challenge

 

Posted

Quote:
Originally Posted by Aura_Familia View Post
Sure, until the NEXT time an exploit is fine that increases the number of tickets you can get via some stupendous exploit, then the devs rush a patch out that kills not only it but ONCE again causes problems for others, then the exploiters ind another one, and so on.

I'd prefer they just stop wasting time and keep it for what many of the "the ae is for storytelling purposes only" folks have been saying.
There is a distinct problem with this: your story may be "great," but some players would not like it and think it's drivel due to personal taste. Rewards incentivize the player created content, help them see it through to the end to get their rewards and (hopefully) be a better judge of your story.

This perspective is also forgetting a major part of the game: character progression. Whatever content it is, the character is leveling up and/or gaining assets. This is intrinsic to the gameplay experience of all of this game.


 

Posted

Quote:
What does not count?
Allied patrols and fights where one side is an ally, "Fight a Boss" objectives where the boss is an ally, as well as the obvious ones: "destroy an object", "fight a boss", etc.
Unfortunately, that's not correct. It seems to be counting either every single allied spawn, or barring that, every single allied detail. I have a mission in my arc Drakule vs. The Werewolf Bikers From Hell where the only "allies" are grey conning "civilians", and the mission is giving out practically nothing.


 

Posted

Quote:
Originally Posted by Capa_Devans View Post
* Heard in game from a farmer "pfft, I don't need allies so devs failed".
qft. when im mowing down 4-5 consecutive ambushes (?/+8) or 19 to 20 patrols on a small map (?/+8) allies kinda get in the way. lol, TBH its maybe im capped off godmode from the ridiculous amounts of candy i get from non-stop mobs.

if u solo farm for tix/imfamy, nothing to worry about.


 

Posted

Okay guys, we're starting to go OT here. We can rehash all the old AE drama in other threads. Can we try to keep this one to data and findings based on what is appearing in the missions?

Kvetch about the nerf here.

Opine about Killing Rewards Here


"...his madness keeps him sane.": My Profile on VirtueVerse
Can You WIN the Internet? MA Arc #85544
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Task Force Mutternacht #349522 <-- 1st AE Challenge

 

Posted

Quote:
Originally Posted by LaserJesus View Post
Unfortunately, that's not correct. It seems to be counting either every single allied spawn, or barring that, every single allied detail. I have a mission in my arc Drakule vs. The Werewolf Bikers From Hell where the only "allies" are grey conning "civilians", and the mission is giving out practically nothing.
How did you put the civilians in? If you used an Escort, Ally, or Rescue Captive objective to do it, they reduce XP. It doesn't matter what the allies are, only how you added them.


 

Posted

Quote:
Originally Posted by Katie V View Post
How did you put the civilians in? If you used an Escort, Ally, or Rescue Captive objective to do it, they reduce XP. It doesn't matter what the allies are, only how you added them.
Boss spawns of renamed Crazed. They're the only allied critters in the mission. The mission does have a battle, but both groups are set to enemy.

Keep in mind, the mission has about 8 or so of these allied boss spawns in it. If you want to check it out for yourself, the arc's name is Drakule vs. The Werewolf Bikers From Hell.


 

Posted

ive also done some more datamining too, and i tested battles with an ally and patrols with allies and both of them reduce xp as well

this blanket fix of an exploit is affected EVERY allied thing in the mish (as i stated earlier but hadnt done enough datamining)


 

Posted

I did some testing. On my test, Even the first ally reduces XP by 10%, every additional Ally reduces by 10% of the previous number. It's exact down the the last integer.

XP(1) = 0.90 * XP(0)
XP(2) = 0.90 * XP(1)
XP(3) = 0.90 * XP(2)

Code:
L50 Freak Tank		
XXXXX     	XX/BB	Last/Next
15007		
13507	90.00%	90.00%
12156	81.00%	90.00%
10941	72.91%	90.00%
But I did have a clicky objective (search the desk).
Tested without the clicky objectives, same results.


 

Posted

Quote:
Originally Posted by Necrotech_Master View Post
ive also done some more datamining too, and i tested battles with an ally and patrols with allies and both of them reduce xp as well

this blanket fix of an exploit is affected EVERY allied thing in the mish (as i stated earlier but hadnt done enough datamining)
I've done some more testing of patrols, and they're complicated:
When you enter the mission, enemies give full XP. Once you get close enough to hear the patrol dialog, XP starts to be affected by the ally nerf. As members of the patrol are defeated, XP goes back up towards normal.

Battles and allied boss fights are similar, but the XP drop starts sometime before the dialog.


 

Posted

Ok here's another question: Since the number of critters in an allied patrol or battle is determined by the player's difficulty setting, does that affect the xp reduction? Is the reduction per critter or per detail?

Since patrols and battles seem to only affect xp while they are physically present on the map, does this work the same way for actual allies? If an ally is defeated, does it continue to reduce xp? Does an ally reduce xp if it is a chained objective, and hasn't spawned yet?

And I'm guessing this affects Dev's Choice missions as well, but it doesn't hurt to make sure.


Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper

Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World

 

Posted

Quote:
Originally Posted by Eva Destruction View Post
Does an ally reduce xp if it is a chained objective, and hasn't spawned yet?
I tested this case (using mission 3 of arc 67335). Objectives are daisy-chained together as follows: Collectible object triggers Boss 1 triggers Ally 1 triggers Ally 2 triggers Boss 2.

The allies did not appear to reduce exp until they were spawned. Once Ally 1 spawned, exp was reduced 10% (presumably, for 1 ally). Once Ally 2 spawned, exp was reduced another 10% (well, really by a factor of .9*.9, for 2 allies).


@PW - Police Woman (50 AR/dev blaster on Liberty)
TALOS - PW war journal - alternate contact tree using MA story arcs
=VICE= "Give me Liberty, or give me debt!"

 

Posted

Quote:
Originally Posted by Katie V View Post
I've done some more testing of patrols, and they're complicated:
When you enter the mission, enemies give full XP. Once you get close enough to hear the patrol dialog, XP starts to be affected by the ally nerf. As members of the patrol are defeated, XP goes back up towards normal.

Battles and allied boss fights are similar, but the XP drop starts sometime before the dialog.
This is valuable information. A small change can give you a fast overal normal xp then. Make youre prisoners run towards the door after rescue.

The moment they leave the map the xp will be normal again.

For now the best thing to do.. until the real fix


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