From the first day I came back to these servers I have seen that the exp cards, pet exp, premium, etc, all the "bonus" exp that we should get is broken. You get 30-40% of what you really should get. For example, I just grinded in LLGC to level up. Without any exp card I got 0.02%, then I used a 15x card and when I really should be getting 0.3 per mob(because that is 0.02x15), I got 0.07. How can you actually say that it is a 15x card when it clearly isnt? I have experienced it also with 2x cards, 3x cards, 5x and 7x. Every exp item in this game is broken. Either fix it, or dont come up with bs about that it's much more exp than it actually is. These are things that should be fixed!
It's not true. "x15" means +1400% exp. So if the x2 event is on (+100%), it makes +1500%. So it's not x15x2 = x30, but x(100% base +1400% card +100% event) = x16. Not every bonus is multiplicative, some (like exp) are additive.
Alright, lets say thats the case, that means with base exp and and the event its 200% = 0.02, 100% = 0.01% then right? 1600% should then be 0.16% not 0.07%, it is still broken. There is no logic to the exp system.
It's true only if you don't have any other exp boost on yourself - mastery, deco, epithet, premium, buffs, other stuff... There's a lot of things. You could've been lucky with 0.02% (sometimes the exp is rounded up, so the actual exp received could be 0.01% @ 200% -> 0.005% @ 100%, and that would be way closer to the reality.
And also, x is shortcut for multiplicative, not additive, they cant go on with stuff like this. The bugs we see daily are already enough
That's just naming convention, the actual effect is in the description. I agree it's causing more issues, naming it like that, but it comes from the times where x3 was the max bonus and they were multiplicative.
Events increase base rate, they don't add up with the other bonuses. All bonuses add up with each other and then they apply on the base rate. The only exception to this rule is the 10x skill xp pill.
When I first read the title I thought the topic was "broken" as in "OP" or "game breaking". Technically I think the cards work as they should (not bugged) and that the explanation is that your reference value of 0,02 was an already boosted value from other sources that stacks additiv I personally think the various buffs, multipliers, boosts and equipment with no requirements are way too busted and too many. It makes the game unbalanced and it's unpredictable what players are going to experience. When the gaps are so extreme it's rare for somebody to experience a balanced gameplay.
Ok stop adding and go from base. Like refinement the same way. Heres a good way of saying this. Base is lets say 1% ok. Add 3 x card so thats only 300% so 300% of 1% = 3% now everytime you use a card it applies the same way. Base % + boost % = ending % but can only base everything off base % If you use deco, band, event, cards, etc its not add all that up(I.e. 1400% + 200% + 50% + etc then thats you ending % no. Its base + your boost EACH TIME! So its like this. 100%(base) + 1400% if broke down its only 14% 100%(base) + 50%(band) so thats .5% Get it yet. So card 14%, band .5%, keep adding and you will get your actual amount. Plus are alm you forgetting we went thru this when SRS got revamped. Cap exp you can achieve. Read that again CAP EXP in areas. Why you think dungeons give more exp then outside in areas. Go test on outside mobs compared to dungeon mobs. You will see
It is not broken, it is old coding where they add a new complicated system with new adds on and does not work how it is suppose. Before was very simple : GMs event and exp cards + party. Now is a pig pie, with many ads on and no real equation to calculate. I tried with functions. This is an e.g. of you calculate exp in other games with formulas : LUA function in other game : function CalcXp() t = UnitLevel("target"); p = UnitLevel("player"); if ( t == -1 ) then return 0; end if ( t == p ) then xp = ((p * 5) + 45); end if ( t > p ) then xp = ((p * 5) + 45) * (1 + 0.05 * (t - p)); end if ( t < p ) then -- need gray level "g" if (p < 6) then g = 0; end if (p > 5 and p < 40) then g = p - 5 - floor(p/10); end if (p > 39) then g = p - 1 - floor(p/5); end if (t > g) then -- need zero difference "z" if (p < 8) then z = 5; end if (p > 7 and p < 10) then z = 6; end if (p > 9 and p < 12 ) then z = 7; end if (p > 11 and p < 16 ) then z = 8; end if (p > 15 and p < 20 ) then z = 9; end if (p > 19 and p < 40 ) then z = 9 + floor(p/10); end if (p > 39) then z = 5 + floor(p/5); end xp = (p * 5 + 45) * (1 - (p - t) / z); else -- t <= g, mob is Gray xp = 0; end end xp = floor(xp+0.5); -- result is rounded before calculating rest bonus if ( GetRestState() == 1) then xp = xp * 2; end if ( UnitClassification("target") == "elite" ) then xp = xp * 2; -- what about "worldboss", "rareelite"... not sure how the XP scales end if (xp > 0) then return xp; else return 0; end end