This means it takes 4-5 casts, earning 20-25 xp per cast, when everything else is earning roughly twice that for trace combat, and approximately 60-75 per for normal traces.
edited February 2020#212 February, 2020, 11:52 am.
No, it is not.
All traces are classified into "rarity" groups:
Low
Medium - 100 xp
High - 150 xp + yellow glow on the map
Severe - orange glow on the map
Emergency - 500 xp + red glow on the map
The classification of traces into these groups has been discussed several times before but as you don't seem to care that much, I'll dismantle your argument differently. Your base assumption is that Oddities grant XP depending on their HP and that HP is the only criteria that determins the length of a fight.
The time it takes to defeat an enemy depends on more than just their stamina/HP. For example:
Azkaban Escapees can skip their attack round
Vampires + Werewolves can do double-attacks (attacking twice in a row)
Dragons + the "Three Headed Dog" can do triple-attacks (attacking thrice in a row)
So to me, a (worst case scenario) "long" fight against the 3 Headed Dog looks like this:
I attack - uncritically
It attacks
It attacks
It attacks
I attack - uncritically
It attacks
It attacks
It attacks
I attack - uncritically - and defeat it.
-> 9 Rounds
A best case scenario looks like this:
I attack - critically
It attacks
I attack and defeat it
-> 3 rounds
(3hd: flat average of 6 rounds)
In comparison, the worst case scenario against an Azkaban Escapee looks like this:
I attack - uncritically
It attacks
I attack and defeat it.
-> 3 rounds
A best case scenario looks like this:
I attack critically and defeat it.
-> 1 round
(AE: flat average of 2 rounds)
For me, a Werewolf would be at a worst-case of 4 rounds and best-case of 1 round.
(Disclaimer: I'm a Magizoologist, I do 109 Damage uncritically and 202 Damage critically)
@Lucoire Your rrasoning works well. Have to admit, I had a vampire that attacked 8 times in a row today, which I have never experienced before, but I assume this was a glitch.
@Magpie31 A "glitchy" GPS seems to cause "regular" Traces to flee insantly and Oddity-Traces to attack consecutively as long as it takes for the GPS to recover to a "non-glitchy" state.
@Lucoire similar I'm guessing to repeatedly chugging a potion for up to a minute while in battle? I get that one at a very unstable fortress (which is oddly sponsored).
The classification of traces into these groups has been discussed several times before but as you don't seem to care that much,
I do care. And, it seems you have misunderstood me.
Normally, traces that are harder to return are worth more XP. That is the observed base line. As you point out, the higher the difficulty to return, the more XP.
What does "higher difficulty" mean? Higher "average number of casts needed for success".
That translates directly to "More HP / more casts needed to defeat in combat".
Saying that a really high HP enemy that simply doesn't attack you very much must not be worth much XP? For everything else, the rule is, as you point out, the more spell casting you are expected to do, the more you learn / gain XP.
Incidentally, getting my base damage up to 50 (finally!) has really helped conserve my spell power in combat, but that is neither here nor there. The bottom line is expected (mathematical average) spell casts. Higher difficulty traces means more casts and more XP. For most of the combats, higher HP means more casts and more XP. This one encounter is way off the baseline.
(And my worst two? That green dragon that moves so much that I miss it often enough. It didn't do enough damage to ever be a threat to me. **Should it be reduced in XP because it's not an actual threat?** And of course, pixies because they move around so much.)
Put it another way: If the "threat" is the likelyhood of exposing the secrecy/breaking the masquerade, how likely is an escaped prisoner with a wand and a willingness to use it to cause problems among the muggles? After all, they have nothing to lose if caught, right? They are facing what is nearly a death sentence, and have probably lost all sense of normalicy after being in Azkaban, so chances are good that they will just use their magic ****-nilly. That sounds like a serious risk to secrecy to me.
While I get that difficulty isn’t determined by HP alone, I still don’t like that it’s easier (in terms of number of spells cast) to take down a werewolf or vampire. It doesn’t make sense to me.
@Acumen Would you consider "Increasing the Power (and thereby damage output) of all Oddities by a factor of 10" an appropriate way of fixing the idea that "HP is the only relevant stat"?
Good point as always @Acumen ! For all mid-level oddities except fluffy I have to cast two times. Fluffy takes three casts. The Azkaban escapee takes two casts for less WXP then the werewolf or vampire. Hmmm maybe something was over-looked there. 🤓🧐
Which overall is a nice balance of "rarity". That being said, the combat stats of those oddities isn't really a good representation of their "Danger" - which is why I suggested to increase their Damage by a factor of 10.
So the centaur takes one cast from me and he’s down. Since you and I are about the same strength Magizoologists we have a hit point of 109 so IMO the Azkaban escapee and Centaur should be around the same strength. That is of course just my opinion. Even the horned serpent only takes two casts from me to wipe him out. 😋 Thank you @Lucoire !!
Comments
No, it is not.
All traces are classified into "rarity" groups:
The classification of traces into these groups has been discussed several times before but as you don't seem to care that much, I'll dismantle your argument differently. Your base assumption is that Oddities grant XP depending on their HP and that HP is the only criteria that determins the length of a fight.
The time it takes to defeat an enemy depends on more than just their stamina/HP. For example:
So to me, a (worst case scenario) "long" fight against the 3 Headed Dog looks like this:
-> 9 Rounds
A best case scenario looks like this:
-> 3 rounds
(3hd: flat average of 6 rounds)
In comparison, the worst case scenario against an Azkaban Escapee looks like this:
-> 3 rounds
A best case scenario looks like this:
-> 1 round
(AE: flat average of 2 rounds)
For me, a Werewolf would be at a worst-case of 4 rounds and best-case of 1 round.
(Disclaimer: I'm a Magizoologist, I do 109 Damage uncritically and 202 Damage critically)
If you want saving energy spell, the best is auror for oddities. Fluffy just only spell 2 energy too.
@Lucoire Your rrasoning works well. Have to admit, I had a vampire that attacked 8 times in a row today, which I have never experienced before, but I assume this was a glitch.
@Magpie31 A "glitchy" GPS seems to cause "regular" Traces to flee insantly and Oddity-Traces to attack consecutively as long as it takes for the GPS to recover to a "non-glitchy" state.
@Lucoire similar I'm guessing to repeatedly chugging a potion for up to a minute while in battle? I get that one at a very unstable fortress (which is oddly sponsored).
@Bormacska 🤔
All traces are classified into "rarity" groups:
The classification of traces into these groups has been discussed several times before but as you don't seem to care that much,
I do care. And, it seems you have misunderstood me.
Normally, traces that are harder to return are worth more XP. That is the observed base line. As you point out, the higher the difficulty to return, the more XP.
What does "higher difficulty" mean? Higher "average number of casts needed for success".
That translates directly to "More HP / more casts needed to defeat in combat".
Saying that a really high HP enemy that simply doesn't attack you very much must not be worth much XP? For everything else, the rule is, as you point out, the more spell casting you are expected to do, the more you learn / gain XP.
Incidentally, getting my base damage up to 50 (finally!) has really helped conserve my spell power in combat, but that is neither here nor there. The bottom line is expected (mathematical average) spell casts. Higher difficulty traces means more casts and more XP. For most of the combats, higher HP means more casts and more XP. This one encounter is way off the baseline.
(And my worst two? That green dragon that moves so much that I miss it often enough. It didn't do enough damage to ever be a threat to me. **Should it be reduced in XP because it's not an actual threat?** And of course, pixies because they move around so much.)
Put it another way: If the "threat" is the likelyhood of exposing the secrecy/breaking the masquerade, how likely is an escaped prisoner with a wand and a willingness to use it to cause problems among the muggles? After all, they have nothing to lose if caught, right? They are facing what is nearly a death sentence, and have probably lost all sense of normalicy after being in Azkaban, so chances are good that they will just use their magic ****-nilly. That sounds like a serious risk to secrecy to me.
What does "higher difficulty" mean? Higher "average number of casts needed for success".
Not necessarily. It also means "spawns less frequently".
While I get that difficulty isn’t determined by HP alone, I still don’t like that it’s easier (in terms of number of spells cast) to take down a werewolf or vampire. It doesn’t make sense to me.
@Acumen Would you consider "Increasing the Power (and thereby damage output) of all Oddities by a factor of 10" an appropriate way of fixing the idea that "HP is the only relevant stat"?
Good point as always @Acumen ! For all mid-level oddities except fluffy I have to cast two times. Fluffy takes three casts. The Azkaban escapee takes two casts for less WXP then the werewolf or vampire. Hmmm maybe something was over-looked there. 🤓🧐
But I guess my issue with it really only applies to Professors.
@ClairabusGryff
Which overall is a nice balance of "rarity". That being said, the combat stats of those oddities isn't really a good representation of their "Danger" - which is why I suggested to increase their Damage by a factor of 10.
So the centaur takes one cast from me and he’s down. Since you and I are about the same strength Magizoologists we have a hit point of 109 so IMO the Azkaban escapee and Centaur should be around the same strength. That is of course just my opinion. Even the horned serpent only takes two casts from me to wipe him out. 😋 Thank you @Lucoire !!