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Old 07-20-2005, 08:08 AM
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silverdragon72 silverdragon72 is offline
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8. level-up concepts

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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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