Farming alone or with others?
My best farms are when I use a tank to herd/kill and a kin to buff/kill. I use 2 accounts on the same computer. I herd the baddies to their doom. The more people I have on the map the less infl/xp I get... but I really just do the whole thing for fun.
When I want infl I use both accounts with either 2 fire/kins OR 1 fire/kin and 1 spine/dark scrapper. I then kill -1/8s till I get a few purples. I clear the map fast with all the damage and I do as many runs as I can I an hour. Sadly the price for a purples is dropping. I got other ways to farm that can make even more infl.... but if I put it on here they will find a way to nerf it.
Check out this!!!! http://www.youtube.com/user/LastRoninCoH/featured
Yes and no. There are modifiers that exist that increase the reward given by foes based on the team size. The experience rewarded from enemies is divided among team members.
Basically, it depends on a toon's capabilities solo and a team's capabilities. You've got to run herostats and see which is more efficient. |
So as I am soloing a spawn set for 8, the risk/reward is considered less than if I was doing it with a full team of 8? Thats kinda borked.
Either way, I'd still prefer to run solo unless I am going a bit stir crazy and want someone to chat with... Global chans are good for that anyway.
http://paragonwiki.com/wiki/Experien...d_Team_Bonuses
I should have been more specific. By "reward" I only meant Inf and Experience.
Not a math guy, so please bear with me...
On a team of 8 50's fighting +4's You take the base XP/Infl multiply that by the level bonus of 1.9 for the +4's, and then multiply that again by the team size bonus of 2.5 and divide by 8?
Or do you do the calculations seperately and add them together and then divide by 8?
Or do you not divide by 8 at all... heh... told you I suck at maths.
Edit: Or.... Would the game do all the calculations separately(In case of lvl difference) and then divide as nessesary?
.... So much easier to just flip out and kill stuff.
I believe your example of the 8 50s is accurate though I didn't read it too closely.
What's relevant to this discussion is the Team Multiplier. Let's pretend one level 50 Fire/Kin solo farms at a speed of 400,000 Inf per minute. Clone him, team up, assume the two mow down enemies at the same speed, and go two directions and instead of 800,000 per minute (double 400) each receives...
800,000 * team size multiplier / team size.
800,000 * 1.25 (2 players) / 2 = 500,000
The problem is people don't all go the same speed. Often the gap between fast and slow people is so big that one person is more of a burden then a help.
Also, when most people mean "team farm" they mean work together. Surprisingly, working together is often, though not always, less efficient than two people going two different directions. So in our example above, if the two cloned Fire/Kins worked together instead of going two different directions they might each only receive 300k Inf a minute, instead of 400k alone, or 500k teamed and going separate ways.
All of this, obviously, is way too complicated. Get on your character and run herostats. Then get on a team and run herostats. Then you simply get an answer and don't have to do any math or theory.
I believe your example of the 8 50s is accurate though I didn't read it too closely.
What's relevant to this discussion is the Team Multiplier. Let's pretend one level 50 Fire/Kin solo farms at a speed of 400,000 Inf per minute. Clone him, team up, assume the two mow down enemies at the same speed, and go two directions and instead of 800,000 per minute (double 400) each receives... 800,000 * team size multiplier / team size. 800,000 * 1.25 (2 players) / 2 = 500,000 The problem is people don't all go the same speed. Often the gap between fast and slow people is so big that one person is more of a burden then a help. Also, when most people mean "team farm" they mean work together. Surprisingly, working together is often, though not always, less efficient than two people going two different directions. So in our example above, if the two cloned Fire/Kins worked together instead of going two different directions they might each only receive 300k Inf a minute, instead of 400k alone, or 500k teamed and going separate ways. All of this, obviously, is way too complicated. Get on your character and run herostats. Then get on a team and run herostats. Then you simply get an answer and don't have to do any math or theory. |
You know, that bit of math seems a tad suspect. I have never gotten more xp/inf from fighting a +4 mob while teamed then I did fighting the same +4 mob solo. Granted, I don't fight +4 mobs too often when solo, but it has happened. If a mob of level X were to give me 100 xp when fighting it solo, fighting the same mob at the same enemy level in a team still gives me 100 xp. The difference is that the team can handle higher level threats, and more of them. While I might be able to handle a +1/x4 mission on my own, forming a team can let me handle a +4/x8 mission. Or we could do that +1/x4 mission and run it faster then I could if soloing.
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
You know, that bit of math seems a tad suspect. I have never gotten more xp/inf from fighting a +4 mob while teamed then I did fighting the same +4 mob solo. Granted, I don't fight +4 mobs too often when solo, but it has happened. If a mob of level X were to give me 100 xp when fighting it solo, fighting the same mob at the same enemy level in a team still gives me 100 xp. The difference is that the team can handle higher level threats, and more of them. While I might be able to handle a +1/x4 mission on my own, forming a team can let me handle a +4/x8 mission. Or we could do that +1/x4 mission and run it faster then I could if soloing.
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Solo:
A boss gives 10,000 Inf at +0 when solo. Solo, you can defeat 1 boss per minute. We'll pretend the map is only these bosses.
Per kill = 10,000 Inf gained
Per minute = 10,000 Inf
Duo:
We clone you. You team with yourself. Your clones go in different directions. As a duo, you now defeat 2 bosses per minute. When either you or your clone defeats a boss you receive 10,000 * 1.25 / 2 = 6,250 Inf.
Per kill = 6,250 Inf gained
Per minute = 12,500 Inf (Double above)
8 of you:
We make more clones. You are on a full of you. Your clones all go in different directions. As a team of 8, you now defeat 8 bosses per minute. When either you or any clone defeats a boss you receive 10,000 * 2.5 / 8 = 3,125 Inf.
Per kill = 3,125
Per minute = 25,000 Inf (8 times above)
However, often you work as a team with players going in the same direction. Whether the per minute solo (which above was 10,000) is better or worse than when teamed with 8 others depends on many factors. For many players, though not all, the team of 8 is less effective than solo. Run herostats to find out how it works for you.
That's just it. Your math assumes just teaming multiplies the reward. That isn't what I've seen. What I've seen is this:
Solo: 10,000 inf per kill
Teamed : 10,000 inf per kill but we kill them faster, thus can defeat more enemies in the same period of time.
Let's say it takes me a minute to kill each boss and get 10k inf per kill. When I team I'm still getting 10k inf per kill, but now we might only be taking 30 seconds to kill each boss. Add a third person, and the boss still gives the same inf/kill. We now take it out in 15 seconds though. Add a fourth person, and now we're starting to fight 3 or 4 of these bosses, but the amount each gives stays the same.
No, wait it doesn't. The bosses are now a level higher due to team size. THAT increases how much they give.
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
That's just it. Your math assumes just teaming multiplies the reward. That isn't what I've seen. What I've seen is this:
Solo: 10,000 inf per kill Teamed : 10,000 inf per kill but we kill them faster, thus can defeat more enemies in the same period of time. Let's say it takes me a minute to kill each boss and get 10k inf per kill. When I team I'm still getting 10k inf per kill, but now we might only be taking 30 seconds to kill each boss. Add a third person, and the boss still gives the same inf/kill. We now take it out in 15 seconds though. Add a fourth person, and now we're starting to fight 3 or 4 of these bosses, but the amount each gives stays the same. No, wait it doesn't. The bosses are now a level higher due to team size. THAT increases how much they give. |
That's just it, I haven't seen this event your describing. I've seen getting identical amounts of xp/inf from let's say a level 36 rikti boss solo as I do from a level 36 rikti boss when on an eight man team.
What I have seen is that when teaming you tend to get more xp/inf then you would solo on the same difficulty. This is because the larger the team, the more enemies there are and the higher the enemy levels. For teams of 2 to 3 players, xp stays the same per defeat. But your defeating more enemies at a faster rate. From 4 players on up there's more enemies at higher levels. Thus more xp per defeat and per minute (assuming you can handle it).
By your math, once I add a second person to the team, each enemy should now be giving more xp. Correct? Then why aren't they doing so until the level of the enemy goes up?
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
... This is because the larger the team, the more enemies there are and the higher the enemy levels. For teams of 2 to 3 players, xp stays the same per defeat. But your defeating more enemies at a faster rate. From 4 players on up there's more enemies at higher levels. Thus more xp per defeat and per minute (assuming you can handle it).
By your math, once I add a second person to the team, each enemy should now be giving more xp. Correct? Then why aren't they doing so until the level of the enemy goes up? |
Well not until the leader goes "This is too easy now, visiting a Herocorp / Fateweaver".
In the same mission? No, they don't. Sort of. I'm level 16 and have my mission set to +0/x0. When I enter a mission, the mission's peramiters state every enemy will be the same level. So every enemy is level 16. If I form a 3 man team before starting the mission, the enemies are still level 16. If I were to form a eight man team first, we might enter and find level 18 enemies. Because the mission scaled for team size the enemies are a higher level. After that mission three party members leave. The next mission is also coded to have everything at the same level. We enter the mission, and now the enemies are level 17. In both missions there are more enemies too.
This is why an eight man team of level 50's running missions on invincible use to be able to encounter level 54 enemies in random missions.
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
By your math, once I add a second person to the team, each enemy should now be giving more xp. Correct?
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Solo:
... Per kill = 10,000 Inf gained Duo: ... Per kill = 6,250 Inf gained 8 of you: ... Per kill = 3,125 |
Also, as others have stated enemies do NOT level up based on team size.
In the same mission? No, they don't. Sort of. I'm level 16 and have my mission set to +0/x0. When I enter a mission, the mission's peramiters state every enemy will be the same level. So every enemy is level 16. If I form a 3 man team before starting the mission, the enemies are still level 16. If I were to form a eight man team first, we might enter and find level 18 enemies. Because the mission scaled for team size the enemies are a higher level. After that mission three party members leave. The next mission is also coded to have everything at the same level. We enter the mission, and now the enemies are level 17. In both missions there are more enemies too.
This is why an eight man team of level 50's running missions on invincible use to be able to encounter level 54 enemies in random missions. |
*EDIT* Barring any other factors that specifically change an individual mission (meaning rare exceptions, meaning unusual, meaning not normal), enemies should spawn at the level set by the mission holder's difficulty and a level +1 higher than that. So if you are level 50 and at +2, enemies should be 52 and 53. Team size is not a factor in level settings.
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
They do scale enemy level and spawn size by team size. Or at least they were as of 3 or 4 months ago. Unless they removed teams causing mission scaling when they changed the difficulty settings it should still be the same.
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No, they don't and never did. You're simply wrong about this (again).
The Team Leader must have been sneaking off and upping the diff via a Fateweaver / Hero Corp (which is what tends to happen to any PuGs I join from inception as we get more bodies)
Solo: 10,000 inf per kill
Teamed : 10,000 inf per kill but we kill them faster, thus can defeat more enemies in the same period of time. |
Going to have to second Smurph's request for a screenshot.
No, they don't and never did. You're simply wrong about this (again).
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Hence the mission padding and painting that went on before SSK'ing was introduced.
Is it currently that way? No idea, haven't been on many 8 man teams to test it lately.
Actually, yes they did. Not positive if that was changed when the SSK system was introduced, but missions spawns levels and difficulty would scale depending on team size.
Hence the mission padding and painting that went on before SSK'ing was introduced. Is it currently that way? No idea, haven't been on many 8 man teams to test it lately. |
Mission Padding was simply about getting the number of individual enemies up so there'd be more drops I thought?
Actually, yes they did. Not positive if that was changed when the SSK system was introduced, but mission spawn levels and size would scale depending on team size.
Hence the mission padding and painting that went on before SSK'ing was introduced. Is it currently that way? No idea, haven't been on many 8 man teams to test it lately. |
http://paragonwiki.com/wiki/Notoriety
Heroic Villainous +0 or +1 Challenge Level 1 Bosses downgraded to Lieutenants when solo, Heroes/Archvillains downgraded to Elite Bosses in teams of 5 or less Tenacious Malicious +0 or +1 larger spawns Challenge Level 2 Heroes/Archvillains downgraded to Elite Bosses in teams of 4 or less Rugged Vicious +1 or +2 Challenge Level 3 Heroes/Archvillains downgraded to Elite Bosses in teams of 3 or less Unyielding Ruthless +1 or +2 larger spawns Challenge Level 4 Heroes/Archvillains downgraded to Elite Bosses in teams of 2 or less Invincible Relentless +2 or +3 Challenge Level 5 Heroes/Archvillains remain even when solo |
That's just it. Your math assumes just teaming multiplies the reward. That isn't what I've seen. What I've seen is this:
Solo: 10,000 inf per kill Teamed : 10,000 inf per kill but we kill them faster, thus can defeat more enemies in the same period of time. |
If what you say is happening, is really happening and not just misremembering on your part, then you've discovered a heck of a bug.
Currently, and under the previous notoriety system, the numbers of enemies spawned increases with team size. Level has always been set by the mission holder's difficulty settings. Level is not affected by team size now and was not affected under the previous system.
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The system is completely different now, and if it is not working as expected, you should bug it.
Not possible. XP/Inf rewards are divided by the number of team members. As your team size increases, the rewards per kill will decrease, even with factoring in the modifier for team size.
If what you say is happening, is really happening and not just misremembering on your part, then you've discovered a heck of a bug. |
So wouldn't you get more Exp when farming in a group than farming solo?
Basically, it depends on a toon's capabilities solo and a team's capabilities. You've got to run herostats and see which is more efficient.