Tree of Savior Forum

[suggestion] base exp curve lvl 1 to 300

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As we all known, ToS EXP curve isn’t the best. IMC tried something new, but I think their idea of non-linear progression hurt the game more than they predicted.

I’m here today to show some data using sources as TOSBASE and WIKI, to understand how base lvl progression work on ToS and propose some ajustments with backup data, calculated by myself.

DOWNLOAD: BASE EXP - TREE OF SAVIOR * For better understanding, use Notepad++
GOOGLE DOC: BASE EXP - TREE OF SAVIOR

NOTES:

  • EVERY RESULT IS ROUNDED UP.
  • OUR CBT2 WAS USING 3x RATES, AND IT’S NOW AT 6x RATES BECAUSE OF THE EVENT. ( KEEP THAT IN MIND )
  • I’M NOT ARGUING ABOUT GAME DIFFICULT, HARDCORE NOR CASUAL PLAYERS.
  • NO ONE IS SAYING THE GAME IS HARD THE WAY IT IS, JUST SLOW.
  • I’M NOT SAYING I KNOW HOW TO MAKE A GAME BETTER THAN IMC, JUST TRYING TO IMPROVE THE GAME BY OFFERING BETA-PLAYER PERSPECTIVE.

PS: I will try to do the same about Class EXP, since I think it needs the most.

  • I post it on Feedback, because I think it’s a solution to a issue rather than a simple suggestion.

If its just a text file, why don’t you toss it up on google doc so we don’t have to do silly things like download an extra program?

Ty for your reply. I’m kind a busy right now, but I’ll upload at google docs as soon as possible.

G. doc version is out, enjoy!

BASE EXP - TREE OF SAVIOR

Base EXP chart is meant to mirror the class EXP chart which resets from 1-15 constantly. If you are arguing to change one you would have to change the other.

I like the current method since it breaks up the monotony every once and a while and gives you a feeling of progression.

This. I also think the curve isn’t the problem but how poorly the monsters xp goes up in lvls. The play side of things seems fine to me.

1 Like

That may be a ploy to get more people interested in running instanced dungeons where the mob EXP is much higher, but who knows what things will be like past lvl 300.

I understand that, and I’m already making one for Class XP, as I already mentioned.

Ty for replying

I disagree with you, I think the curve is a big issue, since it increase on a absurd rate, than drops at random. Combining those two factors you give to the player a sensation of unrewarding experience, and slow progression.

And it’s easier and faster to change a single Table on the Database, rather than changing every EXP reward of every mob in the game.

Ty for replying btw.

I looked at your chart, I don’t understand how this would be a reasonable change though considering that the total EXP needed to get to 300 is currently 1,053,406,464.

If you are going to make a comparable chart you would have to use that in mind, since I highly doubt they have plans to change the entire fundamentals of the game.

My objective is to change the fundamentals of the game, lvl 300 is still “low lvl” for Tree of Savior standards, probable will be the threshold for Guild creation, Hidden Classes and huge stances.

With that in mind, making the game “faster” at least until lvl 300 is a better aproach, since you can give players the taste of high lvl content, making your playerbase less likely to give up or burn out before they can enjoy the game.

If IMC see fit, they can increase the EXP curve beyond lvl 300 making it more like their live version. What I disagree is the fact that they expect players to commit a lot of time and energy to a game that don’t give them the feeling of progression.

If you observe my calculations, you’ll see that takes a lvl 1 player 23.760 Zolems ( which is impossible, since it’s a lvl 100 mob ) to get to lvl 100. Bear in mind that lvl 100 is a disgusting low lvl, without access to any major content.

Still using this data, let’s assume this players is using some kind of exploit or it’s just the best farming player in the word. With that set, let’s put some numbers, let’s say he/she can kill 2 Zolems per minute, and let’s forget about walking time, refilling potions, put attributes to lvl up and even class progression.

2 Zolems = 1 minute, 23.760 Zolems = 11.880 minutes = 198 hours.

Let’s say he/she plays 5 hours a day ( Average playing time per day of mmo community is 2~3 btw ), It would take 40 Days NON-STOP to this monster of a player to achieve a ridiculous low lvl ( 100 ) with grinding alone. ( Just for comparison, using the same logic, would take only 14 days non-stop on my new exp chart. )

  • Sure I know there are a lot of quests, EXP cards and Bosses to decrease the time needed to get to lvl 100, but still I need some kind of measure to compare the charts.

I think you should use a better example than 2 kills per minute, as that is a bit of a joke. For a smart player, farming in the zone they should be farming it should be more like 2 kills every 10 seconds. For some areas you can reach a rate of a couple kills every 5 seconds.

I had to use 2 kills a minute because I was using a player 1 vs lvl 100 mob. Unless you can show me a footage of a lvl 1 char killing 10 Zolems in less than a minute, I think it’s a good average.

If you want to use a less absurd calculation, you can compare lvl 1 ~ 10.

IMC: Takes 917x Keppa to get from lvl 1 to 10, using a average of 10 mobs per minute, it takes a Hour and a Half of farming.

NEW: Takes 144x Keppa to get from lvl 1 to 10, using a average of 10 mobs per minute, it takes 15 minutes.

Right I think that is a poor example since it is not based on reality. You should look at the mobs that are available for certain levels and calculate exp/hr like it was done in RO.

In RO you could grind for 2 million exp per hour pretty easily, on enemies that gave less than 3000 a pop. A level 1 would be stupid to kill 100s, when they could grind on kepas/red kepas and kill like 1 per second.

If you really want to influence change you have to use realistic examples based on what optimal players would actually do.

I wont use optmal players as a base for balacing, since you need to use average player as a measure.

If you can create a accurate EXP/Min formula, I would love to use it.

As a realistic number of mobs per lvl I already did:

001-010|IMC: 0014662 NEW: 0002300 | IMC:0917xKEPA | NEW: 144xKEPA |
010-020|IMC: 0086708 NEW: 0015250 | IMC:1522xPOKB | NEW: 268xPOKB |
020-030|IMC: 0233203 NEW: 0115100 | IMC:1654xSHRD | NEW: 817xSHRD |
030-040|IMC: 0462545 NEW: 0266500 | IMC:2268xLEAF | NEW:1307xLEAF |
040-050|IMC: 0778997 NEW: 0470500 | IMC:2886xRODE | NEW:1743xRODE |
050-060|IMC: 1186716 NEW: 0532000 | IMC:3630xULTA | NEW:1627xULTA |
060-070|IMC: 1690243 NEW: 0611000 | IMC:4775xVELW | NEW:1726xVELW |
070-080|IMC: 2292792 NEW: 0709000 | IMC:5271xHOGM | NEW:1630xHOGM |
080-090|IMC: 2994862 NEW: 0772000 | IMC:6441xKARA | NEW:1661xKARA |
090-100|IMC: 3802351 NEW: 1225000 | IMC:6671xZOLM | NEW:2150xZOLM |

I would kinda have to wait for release or some kind of confirmation on what the rates will actually be on release.