DDO: If a problem cannot be solved by the application of DPS, you're not applying enough.
Optionals never increased the rpx, although it is something that was suggested before it arrived in Lammania years ago. What does increase is ransack, trap bonus, conquest.
There were two changes from what they told us about what affects the rpx, at start of the system: one is the BB (this can be a ninja nerf or a bug, I don't know) and the % they put to adjust the xp according to the length of the dungeons (announced and well explained by the devs).
Might be confusing it with the infamous "Chest Looted Bonus" that Sev thought applied to bonus experience from the Original Reaper Thread (edited out but can read it in some of the quotes)
You can also see that Bravery and Bravery Streak are not mentioned only the 200% First time (which people assumed at the time was 120% +30% +50%)
Some context with my perspective: I've completed more than 80 heroic/racial past lives and 50 epic past lives across several characters, and my main toon has 50 reaper points (0 from Amber Temple farms). I absolutely fall within the "optimize XP per minute" camp. Time is my most limited resource.
Temple of Elemental Evil (both halves) - The idea that 10-20% more XP would make ToEE2 even remotely competitive with other quests shows a lack of understanding about how we actually play. You'd have to double the XP to get people to go there for XP.The following quests will have a MAJOR increase (10-20%) to their XP:
Precious Cargo - 42 minute duration is the reason people don't run this quest for XP. The XP needs to be competitive to other XP/min quests, and it's going to take much more than 20% XP to do that.
Tethymar Mines chain - I never run this for epic XP; I only run it for reaper XP. Even after this change, you're incentivizing me to save this for first time bonuses to maximize RXP.
Black and Blue - Even with a 20% XP bump, it's too long to consider for epic XP. I'll run this at cap for first time RXP bonus.
The Newcomers - Slugfest. Case in point: Conquest bonus is 286 or more monsters killed. I might run this at level cap for first time RXP bonus, but never again until first time bonuses are reset.
Carnival chain - The base XP of this entire chain is low. Big Top used to be worth running back in the day before invisible walls were added to prevent short cuts. I haven't run this in years, and have zero plan to do so even if you bump the chain by 10%.The following quests will have a MINOR increase (5-10%) to their XP:
Highroads chain - It's decent XP but I'm not a fan of it. I ran this into the ground years ago when it was fresh. I only run it when I need favor.
Slavelords chain - People run this for mats; the epic XP and reaper XP is garbage. 10% more XP doesn't change this.
Tower of Frost - Same as TOEE2 above.
LShroud flagging - I usually run these at cap for RXP. I might do these for epic XP with the changes.
Against the Demon Queen/Chains of Flame - ADQ is already great heroic XP. The problem is two fold: The run to and length of CoF. Bumping CoF XP by 10% is not enough to get me to run this in heroic. You need to look at this at how players look at this: XP/min. It's not in the same ballpark as other quests. Either bump CoF XP by a much larger amount, or remove flagging requirements from ADQ. Similar to how Litany was, ADQ/DQ is a double flagging quest. You removed the chokepoint for Litany by adopting a "one and done" approach with the sigil. Implement a cross-life sigil equivalent for ADQ. But I know you won't, because it's been asked for years. TLDR: Increase CoF XP by 40% and you'll see people run it once every heroic and epic life. Remove ADQ flagging and you'll see people running it without an XP change.
The Dreaming Dark - People run this for favor or ioun stones, not XP. Especially with U43 Sharn quests being level 17, and elite streak rules (level +2) applying for reaper XP, I won't ever run IQ again. Not unless you up the XP of the entire chain.
Eveningstar chain 1+2+misc - This is a welcome change. +5% XP is anemic though, since this will become "mandatory" for epic past lives.
Made to Order - Never ran it.
The Cursed Crypt - Haven't run this in years since there's little point to maximizing Silver Flame favor anymore. There are way better XP/min quests at this level.
Memory Lapse/The Price of Freedom - I recently ran these once for the first time, ever. I dislike the quest design and won't be running them again, ever.
Reaver's Refuge - ETK and Monastery is already great XP and has been a leveling staple for many years. An XP buff really isn't needed for those two, but if it means more people will run them, then go for it. Prey XP is a bit lackluster unless you kill the dragons at the end (10k optional). I haven't run Stealer of Souls in seven years, because flagging for it is burdensome. That's a shame, because I like the quest design. Change the flagging to "once and done forever" like Litany, or remove it entirely, and I'd consider running SoS each life again.
Bargain of Blood chain - I already run heroic and epic for first time bonuses. The other quests in the chain are garbage XP.
Archon’s Trial chain - Already decent XP.
The Haunted Halls of Eveningstar/extended - Ran these once. Never again. I hate the quest design with a passion.
Through a Mirror Darkly (Epic Only) chain - Mirror XP is already great.
Stormhorns chain - WGU XP is already great. All of the prereqs need more than a 10% XP boost.
Red Fens chain - Fathom the Depths was already decent XP. The rest are mediocre at best, and this minor XP bump won't change that.
The Palace of Stone chain - I ran this into the ground when it was released for the no ML +6 stat items. After they were nerfed, I never stepped foot back in there. Plenty of better heroic XP/min options, even when you consider this proposed XP boost. You'd have to jack up the XP more for it to be better than other options at this level.
Last edited by Carpone; 07-29-2019 at 11:58 AM. Reason: typos
Khyber: Ying-1, Kobeyashi, Nichevo-1 | 75 million Reaper XP
Yep, that changes will stick we arguing about it or not.
Looks like the DEVs want people ranting and leaving the game. It's is an agenda, I imagine the first lines of a development meeting:
"We don't need NEW or RETURNING players, how do we kick out the few last ones to close this cash cow?"
So comes those pre-patches!
I've made a post about giving Individual Monster Killed EXP por those long quests, but was bashed as an animal... Some quests are not worth running at all.
Last edited by Potatofasf; 07-29-2019 at 10:32 AM.
No Signature...
I am going to go against the tide here. If you open the XP report, scroll down to the RXP section and complete an optional, you will literally see the RXP number go up. I have checked it many times and it seems to stick. So I am going with yes, optionals do indeed increase RXP. But these changes are so complex, I would not be at all surprised if that breaks in the process.
Thanks for the replies +1s where possible.
So, reading thru this quote below, there is zero mention of bravery in the xp calculations if they are correct.
This is likely why one of the closer math by me, left bravery not apply even though I did not believe thus.
IF SO, then the changes outlined at beginning of this thread are terrible and a big nerf to reaper experience.
As I have said before rxp is far more important for a toon than experience even though it might not seem so for a long time.
Step 1: Add a 100% first time bonus to optionals instead of a ransack penalty to later runs.
Step 2: Where needed, decrease the xp of the particular optionals that give to much xp for their effort. Step 1 will keep them kind of interesting the first time.
The quoted post makes it sound like reaper xp should be unchanged except by the daily change. It got it's own 200 and never saw the 120 first time and bravery. The changes outlined read as is they only affect normal xp. I wish I had been able to log in and complete some quests to check. The only thing I saw posted compared normal xp only.
Did anyone actually complete some quests to see what the rxp was? I was on vacation and couldn't log.
Last edited by Cantor; 07-29-2019 at 11:28 AM.
Going by your garrisons run... 235/56= 4.2 so you are getting a 320% boost. So we just have to work that out. I only see 200 from the above quote +10+10+10 From the in quest bonus + daily run bonus. It doesn't add up. We just need to figure it out.
Fix: It's also listed as long so should have a 1.1 multiplier. 4.2/ 1.1 = 3.8. Which means it's a 280% boost not 320.
When I get home I'll go run it on live and see what it gives.
Last edited by Cantor; 07-29-2019 at 11:59 AM.
My test server figures, along with flaw and confusion in figuring out this new system:
Pardon there were not more.
I could not copy my main (guild leader).
I think this one, I stepped in, killed 10 monsters then looked at the xp report.
This level 19 toon has Greater tome and 50% pot on this toon, vip
This one stepped in killed 10 monters and looked at xp report I think.
The level four toons have No tomes, no xp pots, vip
Thanks!
Last edited by Silverleafeon; 07-29-2019 at 11:55 AM.
It seems that if you want to get people to run a wider variety of quests, you could do things like update the older named loot, add teleporters to quests that are way out, add tokens of the twelve to more quests, update loot and drop rates of Scroll/Seal/Shard variety, reduce flagging requirements for some of the older content, etc.
By all means, increase the xp on the quests that need it (some need WAY more than 20%), and make the changes to reaper level runs, etc.
Then all you have left is to change the opt xp in maybe TWO quests rather than change the whole system for the worse.
My take on "the grind": https://www.ddo.com/forums/showthrea...=1#post6220972
Ordinary humans have inhibitions that serve as a buffer against what we know is bad behavior.
However, some people, by blaming others for their own bad behavior, develop a thought pattern that allows them to override self-control in order to achieve a selfish end.
- My opinion on exploiters and cheaters blaming SSG for unfair punishment.
There might be enough data with what you completed to figure out what is going on. At least we can compare to live and see if it's a nerf or not. If the only change actually affecting it is the daily increase then it's a buff.
Thank you.
Please tell me you had a lesser tome of learning on the garrison run... that makes it work.
4.20/1.1= 3.8
Minus base is 280. 200 first time plus 10+10+10 in quest +25 daily +25 tome adds up.
I checked against your second garrisons and it is consistent if you have the tome. Yeah, I think we have it figured out.
Last edited by Cantor; 07-29-2019 at 12:37 PM.
The main concern I have is that it becomes easier, not harder to get on the reaper ladder.
At the moment the game is designed in such away that the gap between hardcore players and others is ever expanding. You get more reaper points you get tougher you do higher skulls you get more points and the gap between me and you gets bigger. I try to lead groups on elite or sometimes even R1 but most players are well beyond that already Even in the last year the average difficulty seems to have crept up to R3/4. If I do joing a group like that I generally eat their Rez scrolls
We need something that allows more grouping across difficulty. Don't suppose we could do scaled damage based on PLs and Reaper points? Mixed ability groups (or any at all) would be ace.
Hap
Thanks![/QUOTE]