I determined these values a couple months ago and I just happened to come across my document again. Most people say things like red giving 2x xp without actually testing it... so these are how much xp you get per enemy without elixirs.
gray - 0 xp
green - 0 xp
(usually 3 levels above recommended level)
light blue - 0.5 xp/kill
(usually 2 levels above recommended campaign levels)
blue - 0.76 xp/kill
(usually 1 level above recommended)
white - 1 xp/kill
yellow - 1.29 xp/kill
red - 1.39 xp/kill
These were determined by soloing maps at different levels and different mob threats...
Things to note:
The XP bar shows a rounded value (so it's very unlikely to be at a whole number xp value at any given time... unless you are like level 1 or 2) which is also why i had to kill a couple hundred enemies.
Threat level (color) has to do with your level compared to the level of the enemies.
Maps further in the campaign have higher level enemies... so higher threat levels.
ex. map 1 might have white threat level while map 5 has red... useful for pve kill farmers
More players in the party = higher mob levels. So there is a "full party xp bonus" indirectly.. no actual bonus.
The higher level your teammates are, the higher level the enemies will be. (so if there is a really high level in your party who isn't helping... it would be wise to boot that player to make the run easier for yourself)
^ these were true before the update that changed how items scale (used to be the highest level in the party determined the level of your loot).. not sure if these have changed or not and I cannot test it because I don't play anymore.
Also note that threat level can go down in the same dungeon without leveling up by killing a certain amount of enemies. I can't explain why it occurs but just know that it does happen.
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