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Calculated Stat - Experience per Hour (XP/hr)


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Hi everyone. I was looking at my own profile and noticed something about my weapons. I can see hours played and XP earned with each turret. This is old news, but it just occurred to me that simple division will give me XP per hour. More importantly, that's not a DPS or other theoretical max for a turret, rather it's directly indicative of HOW GOOD I AM with a given weapon. Turrets with higher XP per hour numbers are important to me for a couple of reasons.

 

Foremost - you'll rank up fast using turrets with high XP per hour. This is good or bad depending on your point of view, but that's a discussion for another thread.

 

Next - you'll have more fun with turrets with a higher number since you're actually doing more in the game. There's room for some debate here due to different turrets being better suited to CTF, CP, and DM formats, but again, that debate can be had elsewhere. A swath as broad at XP per hour should not be swayed by battle format. And even if they are - so what? You're still getting great XP per hour. Exploit that!

 

Finally, my main reason for posting - your highest XP per hour weapons are a key indicator as to where YOU should invest in the following resources

-MUs - buff what works best for you - you'll get the best return for your crystals

-Alterations - think carefully, and spend wisely, but there may be an add-on feature which makes your best turret even better for you

-time - practice makes perfect - try various maps and modes and maybe you can push that number even higher with your mad skilz

 

Case in point:

I'll share my numbers, they're public on my profile, so no secrets. I grew up on Rico Viking and always thought that was the best combo in the game. Of course I'm wrong - keep reading.

 

XP per play hour - In order of my hours used

Ricochet M4 614442/382 = 1609

Hammer M4 368430/216 =1706

Twins M4 184253/91 = 2005

Smoky M4 115164/63 = 1828

Thunder M4 93326/45 = 2074

Vulcan M3 46453/27 = 1720

Freeze M4 43675/23 = 1899

Striker M3 36051/17 = 2121

Railgun M3 12208/12 = 1017

Isida M3 18106/12 = 1509

Magnum M3 8048/6 = 1341

Firebird M3 6610/3.3 = 2003

Shaft M3 930/2.1 = 443

 

In order of the calculated stat - XP per Hour:

Striker M3 36051/17 = 2121

Thunder M4 93326/45 = 2074

Twins M4 184253/91 = 2005

Firebird M3 6610/3.3 = 2003

Freeze M4 43675/23 = 1899

Smoky M4 115164/63 = 1828

Vulcan M3 46453/27 = 1720

Hammer M4 368430/216 =1706

Ricochet M4 614442/382 = 1609

Isida M3 18106/12 = 1509

Magnum M3 8048/6 = 1341

Railgun M3 12208/12 = 1017

Shaft M3 930/2.1 = 443

 

Caveats:

-Those Twins hours are pretty much entirely pre-Self/Splash damage, then the rest played after I bought the alteration to remove that damage.

-Those Vulcan hours are almost all before the 30% nerf last year. Play now is almost certainly worse, and I am not inclined to pursue the experience.

 

First impressions:

-I truly suck with Shaft and Rail - if you see me using either one, find another battle or join against me, lol :D

-The turrets with low utilization (Magnum, Isida) may see better numbers if I practice with them more.

-Finally aside from the above my numbers across turrets seem pretty close, all in the 1500-2000 range. Better tankers will have higher numbers, lower skilled players will have lower numbers, 'nuff said.

 

Some surprises:

-my beloved Ricochet is only a low to mid rage performer despite it being my most used turret :( Mind=blown and not in a good way.

-M4 helps but my M4s are spread all over this list, with some low M3s doing well.

-Striker takes the top spot despite being a new turret, not well MUd, and being a weapon I haven't used much.

-Smoky beats Hammer - WTF? Maybe Hammer's absurd reload? IDK.

-Thunder and Twins are solid performers for me, with high numbers, over 2000 despite common protection modules.

-Firebird tops 2000 despite the fact that I barely use it and have only a few MUs in it

 

My conclusions

-Thunder and Twins are perfectly usable, despite protections. Thunders' splash and Twins' infinite ammo make good counters to protection modules.

-M4 does not guarantee better performance over other turrets.

-Striker and Firebird may be my diamonds in the rough

 

My takeaways:

-Right now and going forward-MU and practice with Striker and Firebird - check if the numbers remain high

-Later, experiment with Magnum and Shaft to see if I get any better

-Wait for game designers to buff Vulcan before putting any more of my crystals or time into it

*and RECALCULATE these stats every few weeks to see what adjustment I need to make

 

All of this is subjective to a given player. Your mileage WILL vary and your conclusions will not be the same. My point is each tanker should run this kind of analysis. It's eye-opening.... seriously.

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If you did play in parkour mode, then the hour are registered but not the xp per equipment you used. Be aware that his will affect you calculation.
Have a look at Swiftsmoky profile then you will see what I'm talking about (especially Thunder and Wasp, his preferred parkour combo).

Edited by Viking4s

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If you did play in parkour mode, then the hour are registered but not the xp per equipment you used. Be aware that his will affect you calculation.

Have a look at Swiftsmoky profile then you will see what I'm talking about (especially Thunder and Wasp, his preferred parkour combo).

yes parkour... also the exp gained from mines also gets counted for the turret you had equipped when your enemy steps onto it. so if you manage to mine your enemy's base with a couple thousand mines in a drug war without cool down you'd be able to get a lot of exp within a short time without even shooting your turret. and then there are people who cheat with premium. and also i know some people who have a lot of exp in a short time on firebird and wasp. Edited by GuidoFawkes

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One thing to note is that the stats do not just cover the current M level of the turret.

So if for instance you mentioned that you had come up through the ranks using Rico - your stats would affect the entire life of the turret in all M guises.  This may mean that you were underpowered for some time using it and overpowered at other depending on your rank etc.

 

This may skew the results slightly for certain turrets.

 

Thanks

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One thing to note is that the stats do not just cover the current M level of the turret.

So if for instance you mentioned that you had come up through the ranks using Rico - your stats would affect the entire life of the turret in all M guises. This may mean that you were underpowered for some time using it and overpowered at other depending on your rank etc.

 

This may skew the results slightly for certain turrets.

 

Thanks

Thank you. You're exactly right. While low rank play definitely skews crystals intake, there is also the time spent learning a turret as well as the generally slower pace of lower rank battles.

 

Good catch. I'll be watching my Rico number to see if it improves over time. My other turrets really weren't used before I bought them at M3. Smoky is the other exception since like all of us, I started the game with it.

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Another suggestion: different turrets have different maximum damage rates (DPS), so the theoretical maximum amount of EP/hour is inherently different for the various turrets..For instance, max DPS of Rail m4 (300 hitpoints per sec) is lower than Thunder m4 (367 DPS) and much lower than Twins m4 (774 DPS).

 

So another interesting stat could be if you "normalised" the calculated EP/hour for each turret. For instance, if max DPS of turret A is twice as high than turret B, you should multiply the EP/hour of turret B with 2 in order to really compare your performance with those turrets. This is assuming most of your EP come from kills - in case you play as a caper with some of the turrets, it might skew those stats.

 

Btw I don't think 1000 EP/hour with Rail is that bad, since you're not drugging a lot..

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Good idea. I'll have to crunch some more numbers. As you said higher DPS turrets should return higher numbers, but part of what I set out to prove or disprove is whether or not DPS actually yields XP and thus crystals. Might be worth a quick look just to see how misleading DPS actually is :D

 

I do know this - splash damage is not counted in DPS but those turrets are clearly the path to superior returns.

 

I'm also realizing that an hour is just too imprecise a denominator. I need that number in minutes. When I recalculated Striker, my xp/hr dropped a lot. I'm assuming this is because I crossed from 17 hours to 18 hours, but not a full 18 hours. That could represent a change in time as little as one minute to as much as 119 minutes in which I'm earning XP. My calculation assumes all hours are 60 minutes worth of XP, which is just not true.

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I don't think the exp/time ratio is as important as you describe it to be. I mean, yeah - it mostly shows an accurate representation of which turrets you are most effective with and which turrets are best for getting exp fast, but it doesn't take into account any change of play style that you possibly had. Like, if you used Hammer a lot only for parkour all the time for a couple years and only now started actually playing in battles with it, no matter how much exp you get, the indicator in Ratings will always show a terrible result since the time you spent in parkour mode will stay.

 

And I wouldn't say that you just have to take the turret with the highest ratio and use that. Just use the one you enjoy most or one that you want to play with at the time. Unless of course you don't care even a little bit about your personal satisfaction and simply want to get experience fast, which is weird since it's like you're working in a job rather than playing the game.

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Hi everyone. I was looking at my own profile and noticed something about my weapons. I can see hours played and XP earned with each turret. This is old news, but it just occurred to me that simple division will give me XP per hour. More importantly, that's not a DPS or other theoretical max for a turret, rather it's directly indicative of HOW GOOD I AM with a given weapon. Turrets with higher XP per hour numbers are important to me for a couple of reasons.

 

 

Foremost - you'll rank up fast using turrets with high XP per hour. This is good or bad depending on your point of view, but that's a discussion for another thread.

 

Next - you'll have more fun with turrets with a higher number since you're actually doing more in the game. There's room for some debate here due to different turrets being better suited to CTF, CP, and DM formats, but again, that debate can be had elsewhere. A swath as broad at XP per hour should not be swayed by battle format. And even if they are - so what? You're still getting great XP per hour. Exploit that!

 

Finally, my main reason for posting - your highest XP per hour weapons are a key indicator as to where YOU should invest in the following resources

-MUs - buff what works best for you - you'll get the best return for your crystals

-Alterations - think carefully, and spend wisely, but there may be an add-on feature which makes your best turret even better for you

-time - practice makes perfect - try various maps and modes and maybe you can push that number even higher with your mad skilz

 

Case in point:

I'll share my numbers, they're public on my profile, so no secrets. I grew up on Rico Viking and always thought that was the best combo in the game. Of course I'm wrong - keep reading.

 

XP per play hour - In order of my hours used

Ricochet M4 614442/382 = 1609

Hammer M4 368430/216 =1706

Twins M4 184253/91 = 2005

Smoky M4 115164/63 = 1828

Thunder M4 93326/45 = 2074

Vulcan M3 46453/27 = 1720

Freeze M4 43675/23 = 1899

Striker M3 36051/17 = 2121

Railgun M3 12208/12 = 1017

Isida M3 18106/12 = 1509

Magnum M3 8048/6 = 1341

Firebird M3 6610/3.3 = 2003

Shaft M3 930/2.1 = 443

 

In order of the calculated stat - XP per Hour:

Striker M3 36051/17 = 2121

Thunder M4 93326/45 = 2074

Twins M4 184253/91 = 2005

Firebird M3 6610/3.3 = 2003

Freeze M4 43675/23 = 1899

Smoky M4 115164/63 = 1828

Vulcan M3 46453/27 = 1720

Hammer M4 368430/216 =1706

Ricochet M4 614442/382 = 1609

Isida M3 18106/12 = 1509

Magnum M3 8048/6 = 1341

Railgun M3 12208/12 = 1017

Shaft M3 930/2.1 = 443

 

Caveats:

-Those Twins hours are pretty much entirely pre-Self/Splash damage, then the rest played after I bought the alteration to remove that damage.

-Those Vulcan hours are almost all before the 30% nerf last year. Play now is almost certainly worse, and I am not inclined to pursue the experience.

 

First impressions:

-I truly suck with Shaft and Rail - if you see me using either one, find another battle or join against me, lol :D

-The turrets with low utilization (Magnum, Isida) may see better numbers if I practice with them more.

-Finally aside from the above my numbers across turrets seem pretty close, all in the 1500-2000 range. Better tankers will have higher numbers, lower skilled players will have lower numbers, 'nuff said.

 

Some surprises:

-my beloved Ricochet is only a low to mid rage performer despite it being my most used turret :( Mind=blown and not in a good way.

-M4 helps but my M4s are spread all over this list, with some low M3s doing well.

-Striker takes the top spot despite being a new turret, not well MUd, and being a weapon I haven't used much.

-Smoky beats Hammer - WTF? Maybe Hammer's absurd reload? IDK.

-Thunder and Twins are solid performers for me, with high numbers, over 2000 despite common protection modules.

-Firebird tops 2000 despite the fact that I barely use it and have only a few MUs in it

 

 

My conclusions

-Thunder and Twins are perfectly usable, despite protections. Thunders' splash and Twins' infinite ammo make good counters to protection modules.

-M4 does not guarantee better performance over other turrets.

-Striker and Firebird may be my diamonds in the rough

 

My takeaways:

-Right now and going forward-MU and practice with Striker and Firebird - check if the numbers remain high

-Later, experiment with Magnum and Shaft to see if I get any better

-Wait for game designers to buff Vulcan before putting any more of my crystals or time into it

*and RECALCULATE these stats every few weeks to see what adjustment I need to make

 

All of this is subjective to a given player. Your mileage WILL vary and your conclusions will not be the same. My point is each tanker should run this kind of analysis. It's eye-opening.... seriously.

Striker might be high due to being a new turret. You won't find many tankers with Protection Modules, so each hit really counts.

 

I'm surprised Isida does not get you more xp/hr.  Just find a "fatty" and heal away... preferably a Vulcan/Mammoth.

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I don't think the exp/time ratio is as important as you describe it to be. I mean, yeah - it mostly shows an accurate representation of which turrets you are most effective with and which turrets are best for getting exp fast, but it doesn't take into account any change of play style that you possibly had. Like, if you used Hammer a lot only for parkour all the time for a couple years and only now started actually playing in battles with it, no matter how much exp you get, the indicator in Ratings will always show a terrible result since the time you spent in parkour mode will stay.

 

And I wouldn't say that you just have to take the turret with the highest ratio and use that. Just use the one you enjoy most or one that you want to play with at the time. Unless of course you don't care even a little bit about your personal satisfaction and simply want to get experience fast, which is weird since it's like you're working in a job rather than playing the game.

 

 

 

 

Yeah, I've already been shown the light on parkour. Doesn't affect me since I don't play parkour, but anyone who does won't be able to use these numbers.

 

And yes, all work and no play makes TO a dull game.

 

 

Striker might be high due to being a new turret. You won't find many tankers with Protection Modules, so each hit really counts.

 

I'm surprised Isida does not get you more xp/hr. Just find a "fatty" and heal away... preferably a Vulcan/Mammoth.

Oh, I suck with Isida, I admit it.

Edited by austen_pierce

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In case you are relying on DPS figures, you should take into account that there are multiple ways to calculate them. In general I would take the average damage (of max.dmg. and min.dmg.) and divide it by the reload number. Some turrets only have a reload time (like Thunder) and some have a reload and a consumption time (like the energy turrets or shaft's sniping mode = 8 sec. reload and 4 sec. charge). One might take the average damage divided by sum of reload and consumption (which is the time of a cycle), to get the cycle DPS. The DPS of Twins is much higher than of Rail, because there the damage decreases over range a lot and it is not so easy to hit enemies with all Twins shots.

 

I agree with Maf, and I also think that the XP/h ratio is a good indicator to see how effective you are with certain weapons. But this ratio is also influenced by the point in time when and with which MU level you used which weapon, because it also shows if you can compete with others or not. Another thing which influences it, is on which maps you play. Maps that are smaller or a have a specific design (like polygon CP) offer a higher fight intensity and lead to higher XP/h numbers.

Regarding balance changes, Hazel said, that there won't be any as long as the matchmaking system is not released yet.

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You have most probably played with striker a lot during your premium period, which gives it high exp/hour ratio.

%#%@#!!!!

 

Riddler, that is an excellent observation. Can anyone confirm this? Does the profile page include the bonus experience earned from Premium? If so, these numbers are absolute rubbish.

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Can anyone confirm this? Does the profile page include the bonus experience earned from Premium? If so, these numbers are absolute rubbish.

Yes it does. Experience points (x1.5) and crystals (x2) earned through premium are included.

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What you have is an average. Not all battles will earn the same amount of XP/Hr. and not all battle modes earn the same amount of XP. 

 

If you enter a TDM with only half teams or less, you won't earn as much XP as you would if there were full teams the entire battle. If you end up on a team that is getting spawn killed, you won't get as much XP. Not all battles are created equal and not all results are static. 

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Expletives omitted.

 

Okay, there's too much skew in the numbers for me to recommend my turret choices to anyone else. There is also too much skew for me to draw valid conclusions about which is even best for me.

 

The problem is that this shows me what I've earned, not what I am capable of earning. I thought the two were the same, but they are not.

 

I'm not quite ready to throw out the baby with the bath water. I do think there are some directional data here.

 

Riddler, to your point about Premium and Striker - sure, Premium may have buffed my numbers - BUT why didn't Premium buff Magnum? Or did it, and Magnum is just terrible in my hands.

 

Need to think about this more.

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I'm surprised Isida does not get you more xp/hr.  Just find a "fatty" and heal away... preferably a Vulcan/Mammoth.

this definately works. especially with overdrive, i can imagine if you help a vulcan fire on and on he's get his overdrive charged really quickly and he'd share it with you because you're just right there.  whenever i got a mission where i have to earn 500 exp and i don't have much time i get my friend to equip mammoth vulcan, but instead of his regular fire protection he uses striker+shaft+magnum protection. This is so he doesn't get killed before i can heal him and he suffers more over heating so i get to heal him more. he got that module during the magnum challenge and he never used it in battles unless he's there to help isidas get exp. for the whole match his vulcan wouldn't stop  firing and i'd make 1000+exp that match, this was before overdrive  i assume i'd have overdrive activated at least 8 times on me from just me and my friend based on the score we got. and i could get a lot more exp had my isida been m4 with the m2 alteration. and of course had i drugged. had i done these my overdrive probably would have charged even quicker and i'd be able to share with my friend who would be able to kill more and charge his overdrive quicker and share it back with me. i think it'd be possible to get 2000 exp just from healing a vulcan mammoth for a whole match.

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