Most MMORPG's make the fighting ability of a high-level player vastly greater than that of a low-level player. This makes it almost impossible for people at the opposite ends of the spectrum to group together. Is Ryzom any different in this regard? I have yet to leave the starter island so I've no experience yet with mixed-level grouping.
If mixed-level grouping is impossible is it because of xp distribution, item wear, or simply the fact that lower level players will die too quickly when attacked by high-level monsters?
Can someone estimate the average number of hitpoints and damage dealing ability for players with combat skills of level 50, 100, 150, 200, and 250?
I realize that combat is in a state of flux at the moment, but any observations and opinions you can offer would be appreciated.
question about mixed-level grouping
Re: question about mixed-level grouping
Being a higher level gives you a better chance to hit the enemy. Other than that there is litttle if any diffrence between higher and lower characters at the moment.
Just about everyone wears jewelry so I'll post the adjusted hp accordingly.
level 50:
1000 hp
304 maximum damage
level 100:
1400 hp
504 maximum damage
level 150:
1700 hp
704 maximum damage
level 200:
1950 hp
noone can make weapons this high yet but its probably around
~920 damage max
level 250:
2200 hp
1100 max damage
Those are pretty big differences in levels. I truly beleive that you dont becoem powerful fast enough for two reasons.
`You barely gain any more hp
`You don't dodge any better at higher levels since patch 1
I also don't think you do enough additional damage but that can be argued alot, especially since the mob hp has dropped recently in many cases.
Just about everyone wears jewelry so I'll post the adjusted hp accordingly.
level 50:
1000 hp
304 maximum damage
level 100:
1400 hp
504 maximum damage
level 150:
1700 hp
704 maximum damage
level 200:
1950 hp
noone can make weapons this high yet but its probably around
~920 damage max
level 250:
2200 hp
1100 max damage
Those are pretty big differences in levels. I truly beleive that you dont becoem powerful fast enough for two reasons.
`You barely gain any more hp
`You don't dodge any better at higher levels since patch 1
I also don't think you do enough additional damage but that can be argued alot, especially since the mob hp has dropped recently in many cases.
Re: question about mixed-level grouping
Frankly, it seems to depend very much on what you "do" in a team. For instance:
1) If you are a healer, you will always be valuable and be able to get XP. Your heal spells never miss and they are never resisted by players. Hence for every encounter that your party wins you will advance. Your level in healing is more or less inconsequential, so long as its lower than the highest level in the team. If you are the highest level in the team then XP is "capped" relative to your level. A level 1 healer grouped with a level 90 team will get better XP against a level 100 mob than a level 100 healer grouped with a level 90 warrior.
Hope that made sense.
2) If you are melee, then you have two things to keep in mind: If you can avoid aggro (and not die) and can still hit something (even one time mind you) then you will get XP if you win the encounter. Hitting things in this game is not very hard and you can reasonably assume that you will get atleast a single hit against something 40-50 levels higher than you. Especially if you use the accurate attack stanza (increases accuracy of course).
3) If you are a mage who casts afflictions or attacks you are pretty limited by what you can do currently. Monster resistances are very strong right now and there are "Gaps" with afflictions where your highest level affliction will usually be below the power of any team you are fighting in... which means prepare for a bunch of resists. The problem with this is if you get resisted for the entire fight (happened to me several times yesterday unfortunately) then you get no experience at all. If you desperately need experience your best bet is just to spam the fastest casting affliction you have for the cheapest cost and then hope one lands. Even then its a crap shoot. I was unable to reliably level any of my offensive powers or defensive afflictions yesterday and I was in a team comprised mostly of people lower than me to boot.
I would have to say that before patch 1 mixed level grouping was very possible and done quite well. A couple of minutes of people tossing levels back and forth and you could all settle on something to hunt for XP. Now post patch 1 there are definately areas of the game where certain specialties become quite useless. For instance, I can no longer hunt in full teams anymore because the things full teams hunt are so significantly higher than my level that none of my spells will land. Even if I am the highest (or in my case last night, the second highest) person in the party.
Hope that was informative.
1) If you are a healer, you will always be valuable and be able to get XP. Your heal spells never miss and they are never resisted by players. Hence for every encounter that your party wins you will advance. Your level in healing is more or less inconsequential, so long as its lower than the highest level in the team. If you are the highest level in the team then XP is "capped" relative to your level. A level 1 healer grouped with a level 90 team will get better XP against a level 100 mob than a level 100 healer grouped with a level 90 warrior.
Hope that made sense.
2) If you are melee, then you have two things to keep in mind: If you can avoid aggro (and not die) and can still hit something (even one time mind you) then you will get XP if you win the encounter. Hitting things in this game is not very hard and you can reasonably assume that you will get atleast a single hit against something 40-50 levels higher than you. Especially if you use the accurate attack stanza (increases accuracy of course).
3) If you are a mage who casts afflictions or attacks you are pretty limited by what you can do currently. Monster resistances are very strong right now and there are "Gaps" with afflictions where your highest level affliction will usually be below the power of any team you are fighting in... which means prepare for a bunch of resists. The problem with this is if you get resisted for the entire fight (happened to me several times yesterday unfortunately) then you get no experience at all. If you desperately need experience your best bet is just to spam the fastest casting affliction you have for the cheapest cost and then hope one lands. Even then its a crap shoot. I was unable to reliably level any of my offensive powers or defensive afflictions yesterday and I was in a team comprised mostly of people lower than me to boot.
I would have to say that before patch 1 mixed level grouping was very possible and done quite well. A couple of minutes of people tossing levels back and forth and you could all settle on something to hunt for XP. Now post patch 1 there are definately areas of the game where certain specialties become quite useless. For instance, I can no longer hunt in full teams anymore because the things full teams hunt are so significantly higher than my level that none of my spells will land. Even if I am the highest (or in my case last night, the second highest) person in the party.
Hope that was informative.