Post by Tim SmithPost by Lance BergThe reason that this is illogical is that it makes both occur somewhat
later, rather than one soon and one much later... which sounds like what
you said, but the difference is that getting an AA or a level will make
getting exp easier, so that "soon + much later" = 1.5 later while "both
somewhat later = 2 later.
Not quite: there is no "much later". E.g., suppose you need 1000 XP for
an AA, and 3000 XP to level. (Numbers totally made up, but they illustrate
the point).
Let's say you can earn 1000 XP per hour.
If you go 25% AA, then after four hours, you get an AA ding and a level
ding.
If you go 100% AA until AA ding, then 100% XP, then after one hour, you get
your AA, and then (assuming the AA doesn't change things), after three more
hours you get the level. So, at the end of four hours, you have both the AA
and the level, just like the 25% case.
If you went 100% regular XP, then AA, it would be three hours to level, then
one hour for the AA. Again, after 4 hours, you are right where the 25%
person would have been.
So, compared to the 25% setting, the 100% settings get one thing sooner, and
the other things at exactly the same time...not "much later". (And, as you
point out, getting the one thing sooner might speed up getting the other).
But OP is at level 51, where he'll need 1000 xp for a level or 1000 xp
for an AA. We'll assume that due to his low level it takes him twice as
long to get 1000 xp as it would at your hypothetical level.
Thus, at 50%, it still takes 4 hours for him to get both... but at 100%
AA he'll get that first AA, and then perhaps he'll be able to use that
AA to get XP 10% faster (whether because it helps him that much, or just
because he doesn't die with it as much so it saves him that much lost
XP); now it will only take him 108 minutes to level.
Or he could put 100% into real xp, and level in two hours, when he'll
probably get xp half again as fast, so it will only take him 80 minutes
to get the AA... unless he leaves off AA again and goes for 53 instead,
which will still take 2 hours (because he needs more xp to level to 53);
now he'll be able to get that AA in 60 minutes due to leveling faster.
This is why people end up waiting on AA; because the amount of effort
needed to get an AA drops as your level goes up.
The only problem with this theory is that some AA are really worth the
extra effort needed to get them; I'd count Run amongst those for many
classes, as its cheap, has no prerequisites, and represents a paradigm
shift; now you are faster than almost every mob without worrying about
whether a buff has run out or been dispelled; running away or kiting a
mob around till its under control become constantly available options.
I'm not sure I'd count any other AA as worthwhile in this way for most
classes; pure melee might find the regen one handy, or the one that
improves Bind Wounds, if they solo a lot. Barring that, the rest of the
ones you can get under level 61 all require you spend those three extra
points (the ones above and beyond Run 3) plus most require several AA
points per ability. That means to get one ability may cost you 6 AA;
the equivalent of leveling from 51 to 52 6 times over... not many are
really going to change your character as much as simply leveling would have.
The other trouble with this theory is that for many classes, leveling up
may represent a drop in xp gathering rather than a raise; if you solo a
lot, you'll find that the mobs get harder faster than your power
increases. This is a deliberate game design since the early Verant
days; we were supposed to start out solo, then get a partner, then get a
small group, then a full group, and finally end up raiding; in this way
our power would increase exponentially, so mob power levels also
increased exponentially. Sadly, a single player's power tends to
increase only geometrically. Worse, caps to effectiveness of stats or
spells means in some cases player power actually plateaus out; there are
limits to what a bard can charm, for example, so his best xp gathering
method finds his targets being less xp each time he levels up.
If you group regularly and never have trouble finding a group, then that
problem shouldn't apply at all, in fact I've generally found with a good
group that the time per level actually drops each time you level up (and
the rest of the group does), because of the synergistic effect of the
increased power of its components.
Grage