Discussion: VIP Head Start - Patch Notes for Build 2100.201109170227.1
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1st my examples were theoretical for the sake of expressing a point and I stated myself it was grossly simplified.
You're wrong if you're talking XP. Cash doesn't change nearly that much, since level 50-54 mobs all drop the same things at the same probability, and most of your cash comes from selling drops. The table below has much more realistic numbers for cash. Fighting higher level mobs for cash is a very bad idea. But it is better for XP up to +3. At +4 the extra XP doesn't outweigh the extra time due to reduced damage. If it takes twice as long to defeat +4 mobs, you're doing it wrong. Probably not enough Accuracy or ToHit to softcap at 95%.
+0 mobs, 100% damage, 12 min, 1.124M XP, $38M, 0.937M XP/min, $3.17M/min +1 mobs, 90% damage, 13.3 min, 1.52M XP, $39M, 0.114M XP/min, $2.93M/min +2 mobs, 80% damage, 15 min, 2M XP, $40M, 0.1333M XP/min, $2.67M/min +3 mobs, 65% damage, 18.46 min, 2.66M XP, $42M, 0.144M XP/min, $2.28M/min +4 mobs, 48% damage, 25 min, 3.45M XP, $43.9M, 0.138 XP/min, $1.75M/min But wait! I'm not done yet! Ambush farms are based on fighting massive numbers of mobs for a few minutes, then resetting the mission and doing it again. Due to the fixed overhead of zoning and such, you want to spend as much time fighting as possible. Fighting 1/5 as many mobs as above (taking 1/5 the time) and adding the overhead of one minute to zone, +3 mobs are 0.1134M XP/min, while +4 mobs are 0.115M XP/min. |
2nd you yourself agreed with me by saying higher level foes are bad for cash and hence bad for farming. PLing is something altogether different yet related. We were discussing farming and the in game economy. In that case not only are lower mobs vastly better but also makes farming rather easy.
3rd there are a large amount of variables that can change the particular effectiveness of what you have posted. Not every farmer is the exact same build. There are many many farming builds with varying degree's of effectiveness. Load time overhead is also heavily dependent on computer speed and to a lesser extent server load. As well the extra burst of red inspirations could very well make up for lost time or even exceed output of the sustained damage, again depending on the build leveraging it. Custom enemy types can also have an effect on this, some farms are slightly less efficient. Again as well more time spent using defensive only powers is less time fighting and some builds face this more than others.
4th There is a seriously major difference in talking about darn near professional farmers and twinked out characters farming missions and your average farmer. The relative EXP efficiency of +4 very quickly nose dives when you leave the top % of this range as ACC, global recharge, DEF, and RES are generally lowered and the effect of the lowering is multiplicative.
I wasn't trying to go into uber detail, just give a light pass over the concept of rewards size vs rewards over time amount.
+0 mobs, 100% damage, 12 min, 1.124M XP, $38M, 0.937M XP/min, $3.17M/min
+1 mobs, 90% damage, 13.3 min, 1.52M XP, $39M, 0.114M XP/min, $2.93M/min
+2 mobs, 80% damage, 15 min, 2M XP, $40M, 0.1333M XP/min, $2.67M/min
+3 mobs, 65% damage, 18.46 min, 2.66M XP, $42M, 0.144M XP/min, $2.28M/min
+4 mobs, 48% damage, 25 min, 3.45M XP, $43.9M, 0.138 XP/min, $1.75M/min
But wait! I'm not done yet! Ambush farms are based on fighting massive numbers of mobs for a few minutes, then resetting the mission and doing it again. Due to the fixed overhead of zoning and such, you want to spend as much time fighting as possible. Fighting 1/5 as many mobs as above (taking 1/5 the time) and adding the overhead of one minute to zone, +3 mobs are 0.1134M XP/min, while +4 mobs are 0.115M XP/min.
Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304