Archive for February 22nd, 2012

Leveling vs. SP farmingⅡ

Wednesday, February 22nd, 2012

It might then appear prudent to play the whole game with no mastery gap, using skills from tree, and farming the entire necessary SP for your capped build one time you reach the cap. However, there remains the issue of grinding quickly and safely. Of equipping your character with the skills is necessary to be able to grind at a reasonable speed. You’ll have a much simpler time doing a one star trade at level 25 with no gap than you would with a 9 gap.

Silkroad Online is a process to a finish, which is to say that it’s a purpose but that purpose is not merely to have a powerful end-game character. The purpose is to have fun. Some people desire a lot to be the strongest, to have an ideal end-game character, that reaching that becomes their obsession.

But is that fun? Entertaining? Or is it merely satisfying? & in the event that they cannot be the strongest, are they still satisfied? In the event you have no satisfaction & no fun, there is no more reason to play. The only things that keep people here after they have exhausted satisfaction & fun are inertia, addiction, boredom, escapism, or feelings of loyalty or debt. For most people, the most fun is likely to be had when you can grind moderately well & job moderately well. It is not as important to PvP well until you get in to 4x at the least, & the general public are not there yet. Those who are ought to have been playing long to think about what I have said with their own experience, & make their own conclusions.

Avoid a 9 gap like the plague until you reach level 64 and your end-game weapon. In case you limit your skills to the necessities, you can get SP with a 0 gap for a main tree at your level as well as a sub tree ~10 levels behind. A two gap will give you SP for both trees to be maxed, or for maxed and ten behind but more skills used.

And it is perfectly reasonable to keep a higher gap at lower levels, because you have lots of quests at those levels and they go by quickly. When you get to levels without quests, raise your mastery to get through them faster; when you get to levels with more quests, let your mastery stay low for a bit. And in the event you get tremendous bored, raise a single mastery up to 0 gaps without getting any skills, rush several levels, and then use the cursed heart quest to return to whatever gap you like while you explore a brand spanking new area of the map.

Leveling vs. SP farmingⅠ

Wednesday, February 22nd, 2012

Although the amount of experience necessary to level is always the same for a given level, the amount of skill experience is not; therefore one exp does not have value equal to one sxp. That is how tripling your experience at a tiny loss of skill experience can be an equal exchange.

Since you would be gaining less than half as much experience per kill, you’d have to kill a little more than double the number of a particular enemy to level.

First of all, you are not “losing” anything; the numbers show that your gains will be the same, merely weighted in direction of the other. If it will take you slightly over double the time to level, and you will get slightly over double the SP, think about the following situation.

Character A and character B start from 42 with 0 SP and grind at the same rate. A has a 9 gap, while B has an 8 gap. They keep going until a reaches level 43. B reached that level in slightly less than half the time, and at that point they had 8149 SP, but they continues grinding as long as A is grinding, now also at a 9 gap.

When A reaches level 43, they probably have roughly the same amount of SP, but B is a good 30-40% of the way to level 44. So what’s the difference?

Ignoring the fact that character B has higher mastery and thus has spent more SP historicallyin the past than character A, the difference is that character A can make use of his SP to have more skills relative to his level, while character B can make use of his EXP to have a higher level relative to actual time spent on the game.

But character A’s lower mastery makes it more difficult for him to kill and to survive. Character A spends two times as much time at a given enemy, with great potential to go nucking futs because of it. Character A has less HP and inferior equipment due to his level, which makes life harder when they do things other than grinding.

Character A’s common drops are worth less when selling to players or NPCs, and if by some chance he gets a rare drop, it will be worth exponentially less. There is always the cap to think about. This is not an open-ended game as far as level is concerned, and you can reach your objective.