Difference between revisions of "Experience points"

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'''Experience points''' (''abbreviated XP'') are a measurement of a character's advancement towards a new [[level]]. They are gained by killing enemy [[Artificial Intelligence | AI]], completing [[missions]], or through an [[experience tithe]]. You gain one [[level]] and five [[skill points]] every 1000 experience points, unless you have skill point debt or credit. If you have skill point debt you gain 4 skill points per level until the debt is cleared; if you have skill point credit you gain 6 skill points per level until it is cleared. There are items in the game which allow you to discover how many experience points are needed for the next level. For the most part, these items are not frequently used, because the distance from one level to the next is not large. Additionally, your event chat tells you how many XP points are needed to level every time you gain XP.
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'''Experience points''' (''abbreviated XP'') are a measurement of a character's advancement towards a new [[level]]. They are gained by killing enemy [[Artificial Intelligence | AI]], completing [[missions]], or through use of [[epiphanies]]. You gain one [[level]] and five [[skill points]] every 1000 experience points, unless you have skill point debt or credit (more about this in [[Skill points}}). There are items in the game which allow you to discover how many experience points are needed for the next level ([[Scanners#Miscellaneous_Information_Gatherers|oracles]]). For the most part, these items are not frequently used, because the amount of XP from one level to the next is not large. Additionally, your event chat tells you how many XP points are needed to level every time you gain XP.
  
===Ways to Get XP===
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===Methods of Gaining XP===
 
* The most common way of gaining XP is through defeating AI opponents. If you are equal to their level you will gain 200XP per kill, being below their level gives you more (up to a maximum of 510 per kill, unless you are killing AI from an experience boosted zone like subspace), being above gives you less (as low as 0).
 
* The most common way of gaining XP is through defeating AI opponents. If you are equal to their level you will gain 200XP per kill, being below their level gives you more (up to a maximum of 510 per kill, unless you are killing AI from an experience boosted zone like subspace), being above gives you less (as low as 0).
  
* [[Missions]] have a set level that determines how much experience you receive. If you are below that level you get more, if you are above you get less. Missions do not get bonus XP.
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* [[Missions]] have a set level that determines how much experience you receive. If you are at that level or below you get the maximum XP, if you are above you get less. Missions do not get bonus XP from any source.
  
* Gear can be obtained with Intelligent and Super Intelligent mods that give +?% and +(1.5+.15*techlevel)% XP, respectively.
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* Some items can give you experience when used, most notably [[epiphanies]] from subspace monthly missions. These items are [[neurobound]] and give exactly 1 level when used. They also have a maximum use level beyond which you can no longer use them. They do not get bonus XP from any source.
  
* Some items can give you experience when used, most notably [[epiphanies]] from subspace monthly missions. These items are neurobound and give exactly 1 level when used, and are not affected by XP bonuses. They also have a maximum use level beyond which you can no longer use them.
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===Source of XP bonuses===
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Note: Only AI kills benefit from bonus XP.
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* Gear can be obtained with Intelligent and Super Intelligent [[Modifications|mods]] that give a +(1% + (0.1% * techlevel)) XP bonus. For example a tech 21 piece of gear will give +(1% + (0.1% * 21)) or +3.1% XP bonus. On weapons, only the currently selected weapon will apply the bonus.
  
 
* [[Pan-Universal Neural Artificial Plasticizers]] are an item that, when used, gives a global 5% XP bonus that can stack with other bonuses and other Pan-Universal Neural Artificial Plasticizers. They can be purchased from [[Free Market]] for 1 [[space point]] or very rarely scooped from random spawns in random galaxies.
 
* [[Pan-Universal Neural Artificial Plasticizers]] are an item that, when used, gives a global 5% XP bonus that can stack with other bonuses and other Pan-Universal Neural Artificial Plasticizers. They can be purchased from [[Free Market]] for 1 [[space point]] or very rarely scooped from random spawns in random galaxies.
  
* Some events involve a global XP bonus, usually a double XP bonus. Such events are a good time to level up new characters.
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* Some events involve a global XP bonus, usually a double (100%) XP bonus. Such events are a good time to level up new characters.
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* [[Neurotweaks#Junkyard_Tweaks|Junkyard Revelation Pills]] are a tweak you can buy from [[The Junkyard]] for 25 million credits. They give your ship a 10% XP bonus for 1 hour. This stacks with other XP bonuses except for other XP auras.
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* [[Aura_Generators|Psychic Foresight]] is a [[Seer]] class locked Aura generator that gives a 30% XP bonus. This bonus will override the 10% XP bonus that the Junkyard Revelation Pill gives.
  
===To Calculate Experience Points===
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===Experience Points Formula for AI kills===
 
If in any case the formula gives a number higher than 510, only 510 experience will be gained per ship doing the attacking. The exception is when the AI had an XP bonus attached to it, this increases the cap by the same amount of the XP bonus. For example, [[subspace]] AI have a 5 times XP bonus. The maximum XP you can get from a subspace AI is 2550, not 510.
 
If in any case the formula gives a number higher than 510, only 510 experience will be gained per ship doing the attacking. The exception is when the AI had an XP bonus attached to it, this increases the cap by the same amount of the XP bonus. For example, [[subspace]] AI have a 5 times XP bonus. The maximum XP you can get from a subspace AI is 2550, not 510.
  
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====Squad Experience Bonus====
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===Squad Experience Bonus===
  
The Squad Experience Multiplier is 1x for a group of 1, 1.5x for a group of 2, 1.8x for a group of 3, and 2x for a group of 4 or more. So, for example, if a kill gives 100xp to the highest member of a squad when he is alone, it will give 1.5*100/2 = 75 xp to each him and his squadmate in a group of 2, and will give 2*100/4= 50 xp to each of him and his squadmates in a group of 4.  
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The Squad Experience Multiplier is 1x for a group of 1, 1.5x for a group of 2, 1.8x for a group of 3, and 2x for a group of 4 or more. So, for example, if a kill gives 100xp to the highest member of a squad when he is alone, it will give 1.5*100/2 = 75 xp to each him and his squadmate in a group of 2, and will give 2*100/4= 50 xp to each of him and his squadmates in a group of 4. Note that all squadmates must have contributed to gain XP from the kill, either by dealing damage to the AI that was killed or healing a squadmate that took damage (the damage can be from any source, including self damage).
  
 
This bonus is applied before Intelligent or Super Intelligent gear is taken into account.
 
This bonus is applied before Intelligent or Super Intelligent gear is taken into account.
  
When an AI is killed by multiple people, the shout for experience given is dependent on the percentage of damage dealt by each person. Someone who did over 80% will get "the lion's share", over 50% will get "the bulk", over 20% will get "some", and less than 20% will get "a smidgin".
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When an AI is killed by multiple people, the shout for experience given is dependent on the percentage of damage dealt by each person. Someone who did over 80% will get "the lion's share", over 50% will get "the bulk", over 20% will get "some", and less than 20% will get "a smidgin". This does not affect the actual XP gained by each player, they are given an equal share that is then modified by their individual levels.
  
 
===Mission Experience===
 
===Mission Experience===
Missions can be thought of as giving the xp that a kill of a certain level would give. To get this "level", simply use the experience formual above in reverse.
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Missions can be thought of as giving the XP that a kill of a certain level would give, except using the mission's stated XP instead of 200 in the formula. To get this "level", simply use the experience formula above in reverse. The exception is if the level of the mission is equal to or above your level, in which case you get the stated XP on the mission.
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Example: a level 100 mission that gives 1000 XP. If you are level 100 or less you get 1000 XP; if you are level 120 you get 1000*((100+1)/(120+1))^5 = 405.2 XP; if you are level 200 you get 1000*((100+1)/(200+1))^5 = 32 XP.
  
 
[[Category:Skills]]
 
[[Category:Skills]]

Revision as of 15:05, 1 May 2022

Experience points (abbreviated XP) are a measurement of a character's advancement towards a new level. They are gained by killing enemy AI, completing missions, or through use of epiphanies. You gain one level and five skill points every 1000 experience points, unless you have skill point debt or credit (more about this in [[Skill points}}). There are items in the game which allow you to discover how many experience points are needed for the next level (oracles). For the most part, these items are not frequently used, because the amount of XP from one level to the next is not large. Additionally, your event chat tells you how many XP points are needed to level every time you gain XP.

Methods of Gaining XP

  • The most common way of gaining XP is through defeating AI opponents. If you are equal to their level you will gain 200XP per kill, being below their level gives you more (up to a maximum of 510 per kill, unless you are killing AI from an experience boosted zone like subspace), being above gives you less (as low as 0).
  • Missions have a set level that determines how much experience you receive. If you are at that level or below you get the maximum XP, if you are above you get less. Missions do not get bonus XP from any source.
  • Some items can give you experience when used, most notably epiphanies from subspace monthly missions. These items are neurobound and give exactly 1 level when used. They also have a maximum use level beyond which you can no longer use them. They do not get bonus XP from any source.

Source of XP bonuses

Note: Only AI kills benefit from bonus XP.

  • Gear can be obtained with Intelligent and Super Intelligent mods that give a +(1% + (0.1% * techlevel)) XP bonus. For example a tech 21 piece of gear will give +(1% + (0.1% * 21)) or +3.1% XP bonus. On weapons, only the currently selected weapon will apply the bonus.
  • Some events involve a global XP bonus, usually a double (100%) XP bonus. Such events are a good time to level up new characters.
  • Junkyard Revelation Pills are a tweak you can buy from The Junkyard for 25 million credits. They give your ship a 10% XP bonus for 1 hour. This stacks with other XP bonuses except for other XP auras.
  • Psychic Foresight is a Seer class locked Aura generator that gives a 30% XP bonus. This bonus will override the 10% XP bonus that the Junkyard Revelation Pill gives.

Experience Points Formula for AI kills

If in any case the formula gives a number higher than 510, only 510 experience will be gained per ship doing the attacking. The exception is when the AI had an XP bonus attached to it, this increases the cap by the same amount of the XP bonus. For example, subspace AI have a 5 times XP bonus. The maximum XP you can get from a subspace AI is 2550, not 510.

If you are lower than level 10

  • Killing something lower level than you:
    • 200*((target'slevel+1)/(mylevel+1))^2
  • Killing something higher level than you:
    • 200*((target'slevel+1)/(mylevel+1))^.9

If you are level 10 or higher

  • Killing something lower level than you:
    • 200*((target'slevel+1)/(mylevel+1))^5
  • Killing something higher level than you:
    • 200*((target'slevel+1)/(mylevel+1))^.9


Squad Experience Bonus

The Squad Experience Multiplier is 1x for a group of 1, 1.5x for a group of 2, 1.8x for a group of 3, and 2x for a group of 4 or more. So, for example, if a kill gives 100xp to the highest member of a squad when he is alone, it will give 1.5*100/2 = 75 xp to each him and his squadmate in a group of 2, and will give 2*100/4= 50 xp to each of him and his squadmates in a group of 4. Note that all squadmates must have contributed to gain XP from the kill, either by dealing damage to the AI that was killed or healing a squadmate that took damage (the damage can be from any source, including self damage).

This bonus is applied before Intelligent or Super Intelligent gear is taken into account.

When an AI is killed by multiple people, the shout for experience given is dependent on the percentage of damage dealt by each person. Someone who did over 80% will get "the lion's share", over 50% will get "the bulk", over 20% will get "some", and less than 20% will get "a smidgin". This does not affect the actual XP gained by each player, they are given an equal share that is then modified by their individual levels.

Mission Experience

Missions can be thought of as giving the XP that a kill of a certain level would give, except using the mission's stated XP instead of 200 in the formula. To get this "level", simply use the experience formula above in reverse. The exception is if the level of the mission is equal to or above your level, in which case you get the stated XP on the mission.

Example: a level 100 mission that gives 1000 XP. If you are level 100 or less you get 1000 XP; if you are level 120 you get 1000*((100+1)/(120+1))^5 = 405.2 XP; if you are level 200 you get 1000*((100+1)/(200+1))^5 = 32 XP.