| 8. level-up concepts . Q: for what are level-up concepts needed? A: this way you try to level up your PCs / party as fast as possible to the final planned build via several (as powerfull as possible) steps. Q: what is the general idea behind all level-up concepts? A: getting more EXP from combat then you should Q: what are the major level-up concepts? A: there a 3 different concepts:
- party with less then 6 PC
- level squatting
- muling Q: How do you get EXP in IWD2? A: there are 3 different ways:
1. Combat EXP - shared among the party per head
2. Quest EXP - given per head
3. you can buy a book in the monastry (one in normal and a 2nd one givining more EXP in HOF) - giving EXP to only one party member Q: How does IWD2 calculate combat EXP? A: Depends on several factors:
- generally each killed enemy gives an amount of EXP shared among the party per head
- the amount of EXP a monster gives, depends on the delta between the average party level and the set difficulty rate of the monster
- if the average party level is to high you get less or even no EXP for a kill, if it's lower you get (much) more EXP from a kill
- there is one exception: until your party reaches ~level 6 or 7 - you get a preset amount of EXP for each kill Q: How does IWD2 calculate the average party level? A: the levels of all party members will be added, divided through the number of party members and then rounded down - some examples:
6 PCs all level 6: 6 x 6 / 6 = 6
5 PCs all level 8: 5 x 8 / 5 = 8
5 PCs level 10 one PC level 9: (5 x 10 + 1 x 9) / 6 => 59 / 6 => 9,83 => 9
so it absolutely makes sense to keep at least one PC one level lower then the rest of the party!
At this point ECL races could be very handy: one aasimar alone keeps your average party level one level lower, 3 drows and one aasimar even 2 levels!
All muling & level-squatting strategies use this effect!
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Last edited by silverdragon72; 07-21-2005 at 02:12 AM.
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