Partying: Difference between revisions

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Parties allow up to six people to play together. You can create or join public parties by clicking on the Notice Board in town, or by pressing S to open the Social window. You can also invite someone to a party by selecting a player's name in chat, clicking on them in town, or typing <kbd>/invite playername<kbd> in the [[Chat Console]].


The maximum party size is 6 players.
==Effect on Monsters==
 
You can create a party by either selecting a player's name in chat, clicking on them in town, or typing /invite Playername in the chat. In addition, you can create or join public parties by clicking on the Notice Board in town, or by pressing S and looking in the Public Party tab.
 
==Effect on monsters==
Monsters gain 50% extra life for each additional party member after the first. For example, against a party of 3 players, monsters have double life.
Monsters gain 50% extra life for each additional party member after the first. For example, against a party of 3 players, monsters have double life.
The original life amount is used for the purposes of determining the length of [[Stun]]s and [[Status Ailments]] from [[Damage Types|Elemental Damage]] - this means monsters will not be harder to stun/freeze/etc. when fighting in a party.
The original life amount is used for the purposes of determining the length of [[Stun]]s and [[Status Ailments]] from [[Damage Types|Elemental Damage]] - this means monsters will not be harder to stun/freeze/etc when fighting in a party.
 
==Effect on loot==
Each additional player gives the equivalent of +50% item quantity modifier on drops. So a party of three will see twice as many drops as a lone character.
Increased [[Rarity|Item Rarity]] & Quantity modifiers are only counted from the player who lands the killing blow. This sort of item quantity doesn't increase chance of getting more [[map|Map]] drops. Only the item quantity bonus that a [[map|Map]] has (due to its Mods) will affect the drop rate of [[map|Map]] items within that [[map|Map]].


==Effect on experience==
==Effect on Loot==
Experience is split between all members in the party. The amount you get depends on your level relative to party members and monsters.
All party members share the same quantity modifier. Players add their [[Quantity|item quantity]] modifiers together and any modifiers from [[map]]s, and each player after the first adds a bonus +50% to the party. [[Rarity#Increased Item Rarity/Quantity|Increased item rarity]] [[modifier]]s are only counted from the player who lands the killing blow.


Level affects the amount of [[experience]] you gain from killing enemies. There are two penalties that are applied, one when in a party, and another based on the relative level of the player and monsters. Both of these are applied at the same time if you are both in a party, and too far above or below the monster level.
==Effect on Experience==
Experience is split between all members in the party; the amount you receive depends on your level relative to party members and monsters. The usual experience penalty that can come from [[monster level]] applies, but experience is also redistributed to higher level characters. This is intended to balance the high experience requirements at higher levels.  


The multiplier for experience while in a party is players share (Level+10)^2.71 divided by the total of all players shares. For example, if a level 10 player was partied with a level 30 player:
Each player's "share" of the experience gained is (CharacterLevel+10)^2.71. divided by the total of all players' shares. Only party members actually in an area count toward getting XP. Party members in town will not receive experience. For example, if a level 10 player was partied with a level 30 player:


Level 10 player's share: (10+10)^2.71 = 3355
Level 10 player's share: (10+10)^2.71 = '''3355'''


Level 30 player's share: (30+10)^2.71 = 21957
Level 30 player's share: (30+10)^2.71 = '''21957'''


Total Shares: 3356 + 21957 = 25313
Total Shares: 3356 + 21957 = 25313


Level 10 player would receive: 3355/25313 = 0.132 = '''13.2%''' of the XP


Level 10 player would receive: 3355/25313 = 0.132 = 13.2% of the XP
Level 30 player would receive: 21957/25313 = 0.867 = '''86.7%''' of the XP
 
Level 30 player would receive: 21957/25313 = 0.867 = 86.7% of the XP
 
 
The player also suffers a penalty to XP if they are too far above or below the monster's level. There is a safe level range where no penalty is applied, which is equal to three, plus one for every sixteen complete player levels. Any additional level difference in excess of this safe range is called the Effective Difference.


The player also suffers a penalty to XP if they are too far above or below an area's [[monster level]]. There is a safe level range where no penalty is applied, which is equal to three, plus one for every sixteen complete player levels. Any additional level difference outside of this safe range is called the Effective Difference.


The formula then applied is:
The formula then applied is:


((PlayerLevel +5)^1.5) / ((PlayerLevel+5+(EffectiveDifference^2.5))^1.5)
  PercentOfExperienceGained = ((PlayerLevel +5)^1.5) / ((PlayerLevel+5+(EffectiveDifference^2.5))^1.5)


So a level 24 character has a safe band of 3+1=4 levels. From Monster level 20 to 28, there is an effective level difference of 0. At Monster Levels 19 and 29, the Effective level difference is 1. The Effective Difference matters in either direction.


So a level 24 character has a safe band of 3+1=4 levels. So from Monster level 20 to 28, there is an effective level difference of 0. At Monster Levels 19 and 29, the Effective level difference is 1. The Effective Difference matters in either direction.
Finally, being in an area with a party member grants you a 30% experience bonus. Experience is only shared with other players who are near you (roughly two screens of distance). Monsters are always made harder by players anywhere on the level, so players are encouraged to stay together.  
 
 
Only party members actually in the instance count toward getting XP. If one member is in town he gets no XP.
 
 
Experience is only shared with other players who are near you (roughly two screens). Monsters are still made harder by players elsewhere on the level. Being in an area with a party member grants you a 30% experience bonus. ''As of 0.9.13e, monsters no longer give +50% base XP for every party member after the first - therefore, players to need to nearby in order to benefit from being in a party.''


==Effect on flasks==
==Effect on flasks==
Only the character landing the killing blow on an enemy will gain [[Flasks|Flask]] charges. The same is true for all +[[Life]] and +[[Mana]] gained "when you deal a killing blow" modifiers.
Only the character landing the killing blow on an enemy will gain [[Flasks|Flask]] charges. The same is true for all +[[Life]] and +[[Mana]] gained "when you deal a killing blow" modifiers. Flasks have a +75% charge recovery bonus for each party member after the first. Members of a full party would gain 375% more flask charges from killing monsters.
 
Flasks have a +75% charge recovery bonus for each party member after the first.


[[Category:Path of Exile]]
[[Category:Path of Exile]]

Revision as of 04:29, 22 October 2013

Parties allow up to six people to play together. You can create or join public parties by clicking on the Notice Board in town, or by pressing S to open the Social window. You can also invite someone to a party by selecting a player's name in chat, clicking on them in town, or typing /invite playername in the Chat Console.

Effect on Monsters

Monsters gain 50% extra life for each additional party member after the first. For example, against a party of 3 players, monsters have double life. The original life amount is used for the purposes of determining the length of Stuns and Status Ailments from Elemental Damage - this means monsters will not be harder to stun/freeze/etc when fighting in a party.

Effect on Loot

All party members share the same quantity modifier. Players add their item quantity modifiers together and any modifiers from maps, and each player after the first adds a bonus +50% to the party. Increased item rarity modifiers are only counted from the player who lands the killing blow.

Effect on Experience

Experience is split between all members in the party; the amount you receive depends on your level relative to party members and monsters. The usual experience penalty that can come from monster level applies, but experience is also redistributed to higher level characters. This is intended to balance the high experience requirements at higher levels.

Each player's "share" of the experience gained is (CharacterLevel+10)^2.71. divided by the total of all players' shares. Only party members actually in an area count toward getting XP. Party members in town will not receive experience. For example, if a level 10 player was partied with a level 30 player:

Level 10 player's share: (10+10)^2.71 = 3355

Level 30 player's share: (30+10)^2.71 = 21957

Total Shares: 3356 + 21957 = 25313

Level 10 player would receive: 3355/25313 = 0.132 = 13.2% of the XP

Level 30 player would receive: 21957/25313 = 0.867 = 86.7% of the XP

The player also suffers a penalty to XP if they are too far above or below an area's monster level. There is a safe level range where no penalty is applied, which is equal to three, plus one for every sixteen complete player levels. Any additional level difference outside of this safe range is called the Effective Difference.

The formula then applied is:

 PercentOfExperienceGained = ((PlayerLevel +5)^1.5) / ((PlayerLevel+5+(EffectiveDifference^2.5))^1.5)

So a level 24 character has a safe band of 3+1=4 levels. From Monster level 20 to 28, there is an effective level difference of 0. At Monster Levels 19 and 29, the Effective level difference is 1. The Effective Difference matters in either direction.

Finally, being in an area with a party member grants you a 30% experience bonus. Experience is only shared with other players who are near you (roughly two screens of distance). Monsters are always made harder by players anywhere on the level, so players are encouraged to stay together.

Effect on flasks

Only the character landing the killing blow on an enemy will gain Flask charges. The same is true for all +Life and +Mana gained "when you deal a killing blow" modifiers. Flasks have a +75% charge recovery bonus for each party member after the first. Members of a full party would gain 375% more flask charges from killing monsters.