I tried to figure out how exactly the XP and gold distribution when a creep is killed works, because there are a lot of conflicting opinions floating around here. So I got digging in the .lua code and this is what I found out:
http://demigod.wikia.com/wiki/XP_and_Gold_mechanics
This is directly from the game files, and unless I missed something or misread it, should be correct. If you think not, post away
So this means that if you AA, you hit each enemy once, and don't try to kill them until you do that. (though Oozing probably tags all the creeps for me.)
Nice to know!
Snarky side note: You're looking for 'definitive', not 'definite'.
Unhelpful criticism aside, nice guide. Thanks.
A few things that'd be great to add:
What is the formula for getting gold from killing DG's? Assist? What about XP?
I have heard that capping flags or killing buildings get xp and Gold... how much?
etc etc.
That'll definitely make your guide a bit more definitive.
Yeah I can add that np - now that I know where to look
Edit:
Flags are actually a bit more complicated than I thought. There are two ways to get XP/Gold from a flag, actually capturing it, and moving the bar.
Capturing a flag gets you 100 + ( 2 * level ) xp and 25 Gold. Moving the bar by one tick gets you 2 xp and 2 + ( 0.3 * level ) Gold. All this values are also divided by the number of demigods in proximity.
Heroes give (60 * killed level) experience which are shared between local allies. The killer gets (100 * killed level) + 500 gold, every assist gets half that.
Buildings follow the same rules as normal units, towers and forts all give 300 gold and no xp, the rest I was too lazy to look up.
I am not 100% sure if I got the flags right, does that sound okay?
Everything sounds great but the tower thing seems odd. I think I remember tower giving experience.
This is freaking stupid / never checked and did not know.
They don't. You can notice this by pushing a lane with towers but no DGs or creeps.
Edit: I stand corrected, this is true - I must have halucinated when I read the code So, to be clear: Regulus mines do not count as Regulus kills. The damage the mines do does count as coming from Regs "Side", so it does "tag" the units for gold.
So the only effect of this is that you can not farm with mines while you are far away. For XP it doesn't matter if you get the kill as long as you are close. For gold, the damage does count towards the 25% rule, so you also get the gold as long as you are close.
What about summoned minions or Rook towers?
Both give nothing.
Interesting, 25 gold for a flag cap, but 2-8 gold per second per bar tick. You actually get a bit more gold later on in the game for just standing near the flag then you do for capping it. The XP though looks completely wrong. I could sworn I got something like 200 xp for a flag cap at level 1. Either way, 100 +2L is a pathetic amount of variance. A Level 19 gets 38% more than a Level 1? Really?
Hero kills are interesting, how many assists can be awarded per kill, two? This means you actually get more gold by 'ganging up' on someone than by doing it solo (On a per team basis, that is). Seems odd because most times rewards like that are divided amongst recipients. Would think it would make more sense to do:
Solo = 100% of gold
1 Assist 67%/33% of gold
2 Assists 50%/25%/25% of gold.
You can get up to four assists.
As far as I can see there is no limit on the number of assists. So ideally you want your whole team involved in every kill for max gold. But thats not really practical It might be good if you play Reg though to get snipe 1 just for the assist tagging.
Regarding flag xp, maybe you checked that in single player tournament? There are various modifiers in place there depending on difficulty and so on. Flag XP becomes less relevant the later the game goes, because you need more and more XP to level up.
Great guide.
Priests should definately have their XP and gold lowered.
Why?
Because they are a game breaker, they are the one thing that guarantees you lose the game.
They are only "useful" (should be compulsory, not really useful) once you are winning decisively and you want to get giants. If you buy them to help you push (which is what they should be for) then you give your opponent so much more exp and gold per wave it is insane.
5 Mino's - 165 XP, 20 GP
2 Archers - 66 XP, 16 GP
3 Priests - 150 XP, 99 GP
2 Angels - 100 XP, 132 GP
3 Cats - 90 XP, 198 GP
2 Giants - 100 XP, 200 GP
So as soon as you buy priests, you are increasing each wave by over 40% in XP and almost tripling the gold worth. This is way out of line with any other increase, simply too much.
Pretty much every Cit upgrade is beneficial, this is the only upgrade that is detrimental. It creates a harsh and unfair game rule, where you have to save from buying a useful upgrade, because it will lose you the game.
The XP should be lowered to say 33 XP per priest and then gold lowered to 15. This way the advantage of having healing and extra wave power, is not made completely redundant, because the XP and GP gain to the other team is fair (possibly needs to be slightly lower).
It is like buying an item, that everytime you hit someone, gives them 10Xp and 20 GP, but you have to buy it just to get Ashkandor later on. You won't buy it until you need to.
There is no strategy in using this upgrade, there is only a strategy in not using it, which defeats the purpose of it being an "upgrade".
I don't think it is really a big problem - you just have to be aware of the fact. I think it adds an interesting strategic element on when to buy priests and when not. Just don't buy them when the enemy can farm them continuously.
It doesn't add an interesting strategy element at all. You just don't buy them until you want to get the later upgrades. There's no interesting alternative options that make sense.
There is no strategy to the choice, strategy would imply :
My opponents have gone items, shall I bump up my creep wave to support my team indirectly?
We can go early priests with reinforcement upgrades to push towers?
Oh no, our opponents have gone priests, we need to keep up!
These are not scenarios in the game, as priests are just a bad buy. There is no strategy to that, it is just an I lose button.
There is no easy answer, however, to me creep farming should be integral to early game, yet as DGs scale up the creeps should be worth less proportionally to a DG kill. The fun in this game should be aimed around PVP, not farming creeps.
The game allows you to make mistakes, and sometimes those mistakes benefit the enemy team directly. Getting killed would be an another instance of this. Just like you can't move around the map mindlessly, you can't buy citadel upgrades mindlessly. No one forces you to do it, and they're not useless in all contexts.
the priest i lose system is the absolute worst feature in this game.
But this sentance makes no sense, in that this is a purchaseable upgrade. It is like having an item, which gives the other team XP and Gold and gives you +25 DMG only. It is unbalanced, making it outright worthless in the game.
You can't compare buying an upgrade to being outplayed. The whole point is that this upgrade should benefit your team, that is the whole point of it. Not be a n00b trap, because if you purchase it then the game is over.
All apart from currency (which is a must buy in 3v3+), most citadel upgrades are strategic, team benefit over self benefit. Priests are not a strategic play, it is simply an unwritten rule that buying the upgrade means a loss.
Completely agree. This should be adjusted, and it shouldn't be that big of a controversial change, as it affects both sides evenly It does suck that it's a liability instead of an upgrade.
I agree with the priest thing. Whenever I hear "*opposing side* Priests have entered the battle!" I get a little grin on my face and happily march into battle.
The priests heal and attack. You are underestimating them.
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