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Thread: Mission Experience Data - A Guide

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    Post Mission Experience Data - A Guide

    This guide is obsolete.
    Check out this guide instead: http://www.spacetimestudios.com/show...akdown-A-Guide
    -----------------------------------

    Basically, I wanted to know how much experience I could expect per point of energy. I've made a spreadsheet with the results of every mission, but you can see the top performers in this list:

    12.5 - Red Light District - Investigate Werewolf Situation (*43.75 gold per energy)
    11.67- Marshwood - Locate the Source (*50 gold per energy)
    10.83- Marshwood - Read Ancient Diary (*50 gold per energy)
    9.67 - Marshwood - Feed on the Victims (*50 gold per energy, 116.0/174.0 exp/hour)
    9.00 - Red Light District - Scout Ghoul Hangout
    8.75 - Gallows Alley Slum - Find Shelter From The Sun (*43.75 gold per energy)
    8.75 - Gallows Alley Slum - Rescue Vampire (*41.25 gold per energy)
    8.75 - Gallows Alley Slum - Ambush Thugs (*41.25 gold per energy)
    8.75 - Downtown Suburbs - Trick the CPD (*43.75 gold per energy)
    8.75 - The Outskirts - Search McCandless' Remains
    8.40 - Red Light District - Breach the Lord's Mansion
    8.36 - Dark Hollow - Crack the Mansion Safe
    8.36 - Gallows Alley Slum - Feed on Lookouts
    7.50 - Downtown Suburbs - Find the Traitor CPD (*41.25 gold per energy)
    7.50 - Downtown Suburbs - Stalk the Werewolves (*41.25 gold per energy)
    7.36 - Dark Hollow - Breach Hunter Hideout
    7.34 - Red Light District - Visit Lee's Flat (*84.77/254.32 exp/hour)
    7.34 - Red Light District - Sniff Out Werewolves (*84.77/254.32 exp/hour)
    7.00 - Market Subway - Track the Horde
    6.69 - The Outskirts - Research Marcella Dupree
    6.47 - Red Light District - Visit the Vampire Lord (*74.77/230.44 exp/hour)
    6.47 - Red Light District - Find the Vampire Lord (*74.77/230.44 exp/hour)
    6.38 - Marshwood - Scout the Grounds
    6.38 - Marshwood - Enter Surgery Facility
    6.38 - Marshwood - Examine Warlock
    6.38 - Marshwood - Search the Asylum
    6.36 - Downtown Suburbs - Observe From Above
    6.09 - Marshwood - Enter the Asylum
    6.09 - Marshwood - Track the Wailing
    6.09 - Marshwood - Glamour the Preacher
    6.00 - The Outskirts - Breach Cult Checkpoint
    6.00 - Market Subway - Breach Magic Barrier

    2 Dark Hollow
    3 The Outskirts
    2 Market Subway
    4 Downtown Suburbs
    4 Gallows Alley Slum
    7 Red Light District
    10 Marshwood

    Those numbers are the average you would net given the percentage chance you'll get bonus energy or bonus experience in the mission (if it's available.)

    Obviously, I will update this with new missions as I reach them, but that's the list for the ones I can reach. (Update: using Shakespeare's numbers, I've added ones I haven't reached and will verify as I get to them.)

    If you'd like to see the full data, here's the link:
    https://docs.google.com/spreadsheet/...nljVjRSZDdzdlE

    The third sheet is just my calculations to make it easy to use the first sheet. If you are interested in how I'm coming up with the number feel free to take a look at that, but here's the explanation of what you see on the first sheet which is labeled "experience details":



    Mission - This is pretty straightforward. This is the mission name including which campaign it appears in. I did not bother with the 3D missions, only the cutscene missions, since those ones are their own thing and pretty similar one to another and require more active play.

    Requirements for Mission - This is also pretty straightforward. How much energy does the mission cost, how much experience are you guaranteed to get, and how long will it take (in hours:minutes:seconds).

    Experience Per Energy - The amount of experience you get for each point of energy by default is what you are guaranteed to receive if you have no bonuses. The average takes into account how likely you are to get some of your energy back or earn extra experience. Buffs and gold are ignored. If the number is red, then you get more than 7 experience per point of energy. If it's blue, then you get more than 5 experience per point of energy.

    Max Runs Per Hour - How many times could you run this (without platinum) in one hour? Limiters are how long the mission takes, and how much energy it costs, assuming you start with a full energy bar and don't do any other missions and run the mission as soon as possible once you complete it or get enough energy to run it again. Not very realistic situation, but that's what it shows.

    Experience Per Hour - Given the criteria above, it tells you how much experience you can make from this mission by concentrating on it for an hour. For those that take more than an hour then obviously you are limited to what fraction of it finishes in that hour. For those that you can run more than once per hour, you're limited by the energy and time required. The default is how much you'd get with no bonuses, the average is how much you'd earn with bonus energy/experience taken into account.

    Experience Per 100 Energy - In this case, for every 100 energy you spend, you can see how long it would take you to blow through 100 energy on that mission and how much you could expect to earn in experience. The default again is how much you'd get w/no bonuses, and the the average takes into account bonus and experience drops.

    Obviously, in all cases where I use averages, those aren't guaranteed, but in a large sample should be pretty representative.

    The second sheet I have added thanks to Shakespeare's data and that lists the same fields as above except that it deals with gold per energy rather than experience, if that's what you are interested in.

    If there is an orange background on a field, it means that I haven't personally reached that area yet so I don't know if the numbers are accurate or not yet, just going on what I was told. As of right now, it also means that there's no average return since I don't know about what bonuses are available. I'll fill those in and add those to the top of this list up above as I reach each mission personally.

    Hope that's helpful to you all.
    Last edited by Websterfatu; 07-02-2012 at 01:57 PM. Reason: Adding Last Marshwood Missions

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    Found a typo with one mission that actually got 7.5 experience per energy point instead of 10...so still a good one but that's fixed. Also added another one to the top of hte list as I advanced a little further into downtown suburbs. Will start adding Gallows Alley Slum missions tomorrow.

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    There are more 8.75s coming and they are all 9 hours long. I have found I enjoy the 4 energy tasks more as they generally run only about a half hour longer than it takes to rebuild the energy. There is another task coming, too, that has a pretty short timer. All my data is on my home PC but I will post it if I remember. I calculated gold efficiency, too. After all, getting to L20 (or even L21 before cap) is not an issue so much as getting 300K for an awesome outfit.

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    Maybe I should add the gold data in too then.

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    This post edited post-nerf. The wait times were altered on May 2, 2012.

    only 1 cycle!!!! Due to the reduction of all the 9 hour waits to 30 minutes, it is no longer necessary to have multiple rotations. The sequence below gives the best XP and GP. (It is true that is you sort by gp/e redlight 7 goes further down the list, and market 8 (Breach Magic Barrier) gets you 5 more gold, but I think that's splitting hairs. If you just want one rule of thumb to memorize and apply every two hours (and 5 minutes), then here it is.

    Personally, I don't do both Marshwoods. I only do one of them and make one run because I like to play and because you can make 2-5K on a pink item, which you can only get by playing the 3D zones.

    Gallows 4 & 10, Redlight 9, Marshwood 3 & 7


    Marshwood 7 - Read Ancient Diary 6/65/300 1:00
    Marshwood 3 - Feed on Victims 6/58/300 0:20
    Redlight 9 - Scout Ghoul Hangout 5/45/170 1:00
    Gallows 4 - Ambush Thugs 4/35/165 0:30
    (Gallows 10 - Rescue Vampires 4/35/165 0:30) or 1 run...



    Last edited by Snakespeare; 05-03-2012 at 11:00 AM. Reason: Wait time nerf

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    Every mission I've gotten to so far in the Gallows Alley Slum has been 5+ (the 7 pointers are 5.32 xp/pt) and since I've stopped using the missions worth less than 6 xp per energy I took them off the shortcut list here (you can still find them ones in the 5-6 range on the spreadsheet of course.)

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    THIS DATA IS OUT-OF-DATE... Scroll down


    Don't know if this will work...

    map action energy experience gold time gold per e xp per e
    Kain's Feed on Humans 5 3 40 0:00 8 0.6
    Kain's Search Kain's Crest 5 3 40 0:00 8 0.6
    Kain's Track Stolen Ambulance 4 3 45 0:01 11.25 0.75
    Kain's Glamour Franz Lecroix 5 4 40 0:00 8 0.8
    Kain's Follow the Horde 3 3 35 0:02 11.66666667 1
    Kain's Glamour Thomas Berg III 3 3 50 0:03 16.66666667 1
    Kain's Investigate Ghoul Attack 3 3 50 0:03 16.66666667 1
    Kain's Track Down Ghouls 3 3 45 0:02 15 1
    Kain's Glamour Det. Harris 3 3 50 0:03 16.66666667 1
    Kain's Break Into Blood Bank 4 3 45 0:01 11.25 0.75
    Kain's Apply for Kill Permission 3 5 50 0:05 16.66666667 1.666666667
    OQ Find Vampire Sven 8 10 45 0:00 5.625 1.25
    OQ Talk to Sven's Fledgling 8 10 45 0:00 5.625 1.25
    OQ Break Into Sven's Lair 6 8 50 0:01 8.333333333 1.333333333
    OQ Glamour Wounded Hunter 6 9 55 0:03 9.166666667 1.5
    OQ Inform the Vampire Nation 6 9 55 0:05 9.166666667 1.5
    OQ Search Dr. Karkus 6 9 55 0:05 9.166666667 1.5
    OQ Ambush the Hunters 5 11 70 1:30 14 2.2
    OQ Interrogate the Hunter 5 9 65 0:10 13 1.8
    OQ Sneak Past CPD 6 9 60 0:06 10 1.5
    Dark Deal With hunter Guards 8 25 90 0:00 11.25 3.125
    Dark Interrogate Hunter 8 25 90 0:00 11.25 3.125
    Dark Break Into the Mansion 6 20 80 0:03 13.33333333 3.333333333
    Dark Visit Arkuz' Penthouse 8 25 90 0:00 11.25 3.125
    Dark Search for Arkuz 5 26 95 1:30 19 5.2
    Dark Track Arkuz' Ghoul 6 20 100 0:05 16.66666667 3.333333333
    Dark Chase Down Hunter 5 20 80 0:08 16 4
    Dark Breach Hunter Hideout 4 28 100 3:00 25 7
    Dark Save Arkus 7 20 85 0:05 12.14285714 2.857142857
    Dark Crack the Mansion Safe 4 28 100 3:00 25 7
    Dark Search Fox's Corpse 5 20 90 0:09 18 4
    Outskirts Follow Rumors of De 8 25 125 0:00 15.625 3.125
    Outskirts Glamour a Police Offi 8 25 125 0:00 15.625 3.125
    Outskirts Scout Cultish Building 7 23 75 0:05 10.71428571 3.285714286
    Outskirts Interrogate a Cultist 8 25 125 0:00 15.625 3.125
    Outskirts Research Marcella Dup 5 30 75 2:30 15 6
    Outskirts Scout Cultish Tunnels 7 26 100 0:10 14.28571429 3.714285714
    Outskirts Investigate Ritual Rem 7 20 75 0:05 10.71428571 2.857142857
    Outskirts Breach Cult Checkpoint 5 30 100 9:00 20 6
    Outskirts Search McCandles' Re 4 35 125 23:59 31.25 8.75
    Outskirts Track Marcella Dupree 7 26 75 0:10 10.71428571 3.714285714
    Market Talk to CPD Informant 8 25 150 0:00 18.75 3.125
    Market Feed on Victims 8 25 150 0:00 18.75 3.125
    Market Pinpoint the Carnage 7 23 125 0:05 17.85714286 3.285714286
    Market Reach the Horde 6 30 150 2:30 25 5
    Market Devour Barricaded CP 7 25 150 0:10 21.42857143 3.571428571
    Market Use Your Vampire Sen 7 27 150 0:10 21.42857143 3.857142857
    Market Track the Magic Sourc 6 30 175 3:00 29.16666667 5
    Market Breach Magic Barrier 5 30 150 12:00 30 6
    Market Track the Horde 5 35 175 23:59 35 7
    Market Trap the CPD 7 23 125 0:05 17.85714286 3.285714286
    Downtown Research Werewolf Att 7 30 150 0:05 21.42857143 4.285714286
    Downtown Breach Police Perimet 7 30 155 0:00 22.14285714 4.285714286
    Downtown Escape CPD Pursuit 6 25 150 0:05 25 4.166666667
    Downtown Observe From Above 5 28 150 0:10 30 5.6
    Downtown Distract The CPD 7 30 155 0:00 22.14285714 4.285714286
    Downtown Find The Traitor CPD 4 30 165 9:00 41.25 7.5
    Downtown Research Sargeant For 6 25 150 0:05 25 4.166666667
    Downtown Avoid Werewolf Pack 6 25 150 0:05 25 4.166666667
    Downtown Stalk The Werewolves 4 30 165 9:00 41.25 7.5
    Downtown Feed On The Werewolf 7 30 150 0:00 21.42857143 4.285714286
    Downtown Trick the CPD 4 35 175 23:59 43.75 8.75
    Downtown Reach the Werewolf Pa 6 25 150 0:00 25 4.166666667
    Gallows Investigate Murder Sce 7 35 155 0:00 22.14285714 5
    Gallows Track Vampire Murder 7 35 155 0:00 22.14285714 5
    Gallows Stalk the Streets 7 35 155 0:00 22.14285714 5
    Gallows Ambush Thugs 4 35 165 9:00 41.25 8.75
    Gallows Glamour Gang Leader 6 25 150 0:05 25 4.166666667
    Gallows Scout Gang Warehouse 7 35 155 0:00 22.14285714 5
    Gallows Feed on Lookouts 4 30 145 1:45 36.25 7.5
    Gallows Warn your Kin 6 25 150 0:05 25 4.166666667
    Gallows Search for Survivors 7 35 155 0:00 22.14285714 5
    Gallows Rescue Vampire 4 35 165 9:00 41.25 8.75
    Gallows Find Shelter From The 7 35 175 23:59 25 5
    Gallows Locate Gang 6 25 150 0:05 25 4.166666667
    Red Light Visit New Fang Club 8 43 165 0:00 20.625 5.375
    Red Light Talk to Lee 8 43 165 0:00 20.625 5.375
    Red Light Stay at Lee's 8 43 165 0:00 20.625 5.375
    Red Light Visit the Vampire Lord 6 35 165 0:05 27.5 5.833333333
    Red Light Breach the Lord's Mans 5? 42 170 9:00 34 8.4
    Red Light Find the Vampire Lord 6 35 165 0:00 27.5 5.833333333

    well... I will have to find a better way...
    Last edited by Snakespeare; 05-03-2012 at 10:10 AM. Reason: new posts, see below

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    Snake - that looks a little like a memory dump, but thanks for the good info!

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    Quote Originally Posted by Snakespeare View Post
    Don't know if this will work...
    well... I will have to find a better way...
    Very cool, thanks - I was able to get it all into a spreadsheet and set up the gold on my spreadsheet and the missions I don't have access to yet. One thing your list is missing is the bonus opportunities...would you mind telling me the percent chance of a rare drop for glamour gang leader in the gallows on to the end?

    It should be one of the following for each mission:

    95.9% Rare (no common available)
    90.9% Rare (no common available)
    22.3% Rare (common is 31.8%)
    14.2% Rare (common is 20.2%)

    If I know that, then I can make accurate projections for the average you can expect rather than just the guaranteed default. If there's a rare percent chance other htan those, then I'll need to get to that mission to see what can be dropped as a bonus, but those are hte only 4 options I've seen to this point. If you don't want to gather that info then I'll just keep updating as I reach each mission.

    Gold info isn't in the spreadsheet yet but I'll add that in the near future.

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    Okay, the spreadsheet now has a tab that lists gold per energy that's laid out the same as the experience per energy.

    I've added the sections I can't reach yet and marked them as italics until I've verified them. Note also that I don't know what the bonuses available for those missions are so those ones only show the minimum you'll get. Their overall rank might change once I know what the bonuses are.

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    I've verified through the end of Gallows Alley Slum.

    One thing to note, Shakespeare, is you had the find shelter from the sun mission has the wrong energy in your spreadsheet, so it's better than yours gives it credit for.

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    Okay, I've verified the rest of the data I'd been given. Tomorrow I'll start moving into some new missions (got a 9 hour one baking now and no way I'll stay awake that long...)

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    Found a new high for experience per energy! 12 hours so it could be run twice per day, 9 experience per energy. Will finish off Red Light District tonight before I go to bed and (probably) start on Marshwood tomorrow depending on whether there's a 24 hour mission or not remaining.

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    Experience per energy doesn't matter. You need to calculate according to energy replenishment, which is 0.2 per minute (1 energy every 5 minutes).

    Also, you cannot simply apply a xp/eng ratio and multiply it by the number of times you can play from 25/25 energy. That is only accurate till you burn down the meter (which is only really the first hour). You are not factoring in the replenishment rate of energy from a zero state. Once the energy is zeroed out you are only playing in regard to replenishment of energy. Example, a mission costing 8 energy can only be played once every 40 minutes, after the meter is zeroed out.

    The Marshwood instants yields 55 xp and cost 9 energy. Although, they have a charge time of 45 minutes to play give the allowable time of play in a 24 hour period to be 32 -- yielding 1680 xp in a 24 hour cycle. However, the quests in the Redlight district Visit Lee's Flat and Sniff out Werewolves yield 40 xp and cost 6 energy, their refresh rate from a zero meter is 30 minutes and can be played 48 times in a 24 hour period. Thus yielding 1920 xp in a 24 hour period.

    You cannot simply multiply the amount of plays from a 25/25 meter and multiply it by xp/eng, it will not remotely reflect a meter that is at it's running at a zero state. You have to account for the time it takes to for energy to replenish to re-replay the mission from a zero state, in accordance with the mission's cool down.

    This isn't correct.
    Last edited by Blaquehaaart; 04-29-2012 at 02:38 PM.

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    Also, when you make calculations you have to use the function =floor("number", 1). You cannot use a fraction of energy to play a mission, and you cannot play a fraction of a mission for experience. The calculations all must figure to whole numbers, rounded down. For instance you cannot play 4.63 mission in an hour. You are only playing mission 4 times that hour. This is why you must calculate in accordance to cycles. Xp and gold gains in this game aren't in fractions.

    ...and I don't understand why you are using averages. You can produce hard numbers. The only factors that are random are the xp bonuses, which was omitted from the calculation.
    Last edited by Blaquehaaart; 04-29-2012 at 02:46 PM.

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    Red Light District Data is now complete - starting Marshwood tomorrow after Investigate Werewolf Situation finishes it's day long bake.

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    THIS DATA IS OUT-OF-DATE... Scroll down

    Here is an update from me. It still needs a tiny tweak.

    9-hour: gallows 4&10, downtown 6&9, red-light 5 +1 run
    2-hour: gallows 7, downtown 4, red-light 7&12 +1 run
    3-hour: dark 8&10, Market 4&7, Outskirts 5 (this really is not better than the two-hour cycle, but is useful when you are leveling up to gallows and red-light)

    As you can see I am trying to leave enough energy to make at least 1 run in a 3-D zone because there is simply NO WAY to reach that elusive 300k by farming gold. You'd be fortunate to get 4k gold a day this way, which is better than buying gold for plat, but is not the path to riches. Only selling drops in CS will get you that best bling.

    In this table, the actions are sorted first by energy cost ascending, then by xp/e descending. You can use it to create different cycles. Sorry for the overlap, but I had to use two screenshots to display it all.

    Last edited by Snakespeare; 05-03-2012 at 10:11 AM.

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    THIS DATA IS OUT-OF-DATE... Scroll down

    One more view of the spreadsheet. Sorted by time then xp. This is the good one!





    P.s. I already verified that energy cost... Forgot to edit that out
    Last edited by Snakespeare; 05-03-2012 at 10:11 AM.

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    Quote Originally Posted by Blaquehaaart View Post
    Experience per energy doesn't matter. You need to calculate according to energy replenishment, which is 0.2 per minute (1 energy every 5 minutes).

    Also, you cannot simply apply a xp/eng ratio and multiply it by the number of times you can play from 25/25 energy. That is only accurate till you burn down the meter (which is only really the first hour). You are not factoring in the replenishment rate of energy from a zero state. Once the energy is zeroed out you are only playing in regard to replenishment of energy. Example, a mission costing 8 energy can only be played once every 40 minutes, after the meter is zeroed out.

    The Marshwood instants yields 55 xp and cost 9 energy. Although, they have a charge time of 45 minutes to play give the allowable time of play in a 24 hour period to be 32 -- yielding 1680 xp in a 24 hour cycle. However, the quests in the Redlight district Visit Lee's Flat and Sniff out Werewolves yield 40 xp and cost 6 energy, their refresh rate from a zero meter is 30 minutes and can be played 48 times in a 24 hour period. Thus yielding 1920 xp in a 24 hour period.

    You cannot simply multiply the amount of plays from a 25/25 meter and multiply it by xp/eng, it will not remotely reflect a meter that is at it's running at a zero state. You have to account for the time it takes to for energy to replenish to re-replay the mission from a zero state, in accordance with the mission's cool down.

    This isn't correct.
    Actually, I am including energy replenishment. The calculations are simply to allow for sorting in the spreadsheet. By taking several actions in timed patterns, as Aculeas and morfic have already demonstrated, you can get better XP and not have to wake up every 45 minutes all night.

    Really, saying you can do 36 45-minute actions in 24 hours isn't realistic. Maybe you can do 24 of them... and when you do go to sleep, be sure to do the 9-hour cycle.

    Also, your two 6-point tasks takes 60 minutes to refresh the energy, so you can't do them that often either.

    Your Marshwood instants, once every 45 minutes (or two every 90 minutes is better) yields 1440 in a 16 hour period. My system gets equal xp and I only have to go on when I want (waking, lunch break, coffee breaks, when i get home, and before bed.)

    Your Redlight 6-pointers, once every 30 (or two every hour) yields 1280 in a 16 hour period, which is less than my system.

    here again is my system... which was created to generate gold, actually...


    9-hour: gallows 4&10, downtown 6&9, red-light 5 +1 run 212 xp /810 gp twice a day = 424 xp /1620 gp
    2-hour: gallows 7, downtown 4, red-light 7&12 +1 run 138 xp /500 gp up to six times a day = 826 xp /3000 gp

    24-hour: 2nd last action of Outskirts, Market Subway, Downtown, Redlight, and Marshwood for 225 xp / 875 gp.
    Last edited by Snakespeare; 05-01-2012 at 01:44 PM.

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    Quote Originally Posted by Snakespeare View Post
    Actually, I am including energy replenishment. The calculations are simply to allow for sorting in the spreadsheet. By taking several actions in timed patterns, as Aculeas and morfic have already demonstrated, you can get better XP and not have to wake up every 45 minutes all night.

    Really, saying you can do 36 45-minute actions in 24 hours isn't realistic. Maybe you can do 24 of them... and when you do go to sleep, be sure to do the 9-hour cycle.

    Also, your two 6-point tasks takes 60 minutes to refresh the energy, so you can't do them that often either.

    Your Marshwood instants, once every 45 minutes (or two every 90 minutes is better) yields 1440 in a 16 hour period. My system gets equal xp and I only have to go on when I want (waking, lunch break, coffee breaks, when i get home, and before bed.)

    Your Redlight 6-pointers, once every 30 (or two every hour) yields 1280 in a 16 hour period, which is less than my system.

    here again is my system... which was created to generate gold, actually...


    9-hour: gallows 4&10, downtown 6&9, red-light 5 +1 run 212 xp /810 gp twice a day = 424 xp /1620 gp
    2-hour: gallows 7, downtown 4, red-light 7&12 +1 run 138 xp /500 gp up to six times a day = 826 xp /3000 gp

    24-hour: 2nd last action of Outskirts, Market Subway, Downtown, Redlight, and Marshwood for 225 xp / 875 gp.
    Your calculation is incorrect.

    The marshwood instants don't yield 1440xp in 16 hours they yield 1155xp.

    It takes 45 minutes to replenish the 9 energy it takes to play the mission. In 16 hours (960 minutes) the max times you can play the mission 21 times. 45*21=945 minutes (keep in mind we can only work in increments of 45 because we cannot play missions and use energy in fractions).

    The amount of xp you make off of the MW instants are 55xp per play. 55*21=1155xp gained in a 16 hour period.

    Now if you are factoring in the a 25/25 bar played in the first hour the MW instant would yield 1265xp, which still wouldn't surpass the 6en/40xp missions played starting from a zero'd meter, in the same time cycle.

    Your need to double check the formulas in your spreadsheet the aren't outputting the correct numbers

    Also, I'm comparing time to energy gained for to each mission. Playing the 6en/40xp mission will yield xp faster than any other non-playable mission in any given time cycle from a meter's zero state.
    Last edited by Blaquehaaart; 05-01-2012 at 03:22 PM.

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