wreckognize
Grandmaster
I can't say for sure, but it seems like EXP gains happen when a player swings their weapon, weather or not they hit, and each swing has a chance for gains. EXP gain amount then depends on the tier of the mob being attacked,
Now if this is true, I would point out that with a 2 handed weapon (or other larger damage/slower swing speed weapon) it takes less hits to kill the mob, and so sometimes the mob dies before giving the total amount of EXP that is capped for each mob.
Now I will say that there is also a weapon class which doesn't have much scale for a high swing speed. Archery starts with a slow swing rate weapon and then just gets slower. So it's difficult to gain talisman EXP using an archer.
Now I suppose it stands to reason that a player could just switch to a faster weapon class to get the gains, but there might be a way to change the way EXP gains function that benefits all classes/styles and that might be a better route overall.
What if when the mob dies, if a player does more than half of the total damage AND lands the final blow, they would automatically get the total remaining EXP amount possible to be gained off of the creature?
OR
make it so that hits landed that are over a certain amount of damage (taking slayer damage bonus into account) could grant a bonus EXP of a set amount, which could also be capped per mob. So basically then every mob would have two types of EXP that can be given, the amount that already exists and then another amount for large damage hits?
Thoughts? Ideas?
Now if this is true, I would point out that with a 2 handed weapon (or other larger damage/slower swing speed weapon) it takes less hits to kill the mob, and so sometimes the mob dies before giving the total amount of EXP that is capped for each mob.
Now I will say that there is also a weapon class which doesn't have much scale for a high swing speed. Archery starts with a slow swing rate weapon and then just gets slower. So it's difficult to gain talisman EXP using an archer.
Now I suppose it stands to reason that a player could just switch to a faster weapon class to get the gains, but there might be a way to change the way EXP gains function that benefits all classes/styles and that might be a better route overall.
What if when the mob dies, if a player does more than half of the total damage AND lands the final blow, they would automatically get the total remaining EXP amount possible to be gained off of the creature?
OR
make it so that hits landed that are over a certain amount of damage (taking slayer damage bonus into account) could grant a bonus EXP of a set amount, which could also be capped per mob. So basically then every mob would have two types of EXP that can be given, the amount that already exists and then another amount for large damage hits?
Thoughts? Ideas?