Entertainer Experience (Game Mechanics)
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Game Mechanics - Mechanics Category
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System MessagesGame MechanicsMusic and dancing experience can be obtained anywhere so long as the player is performing a flourish. This means that a player can perform outside or in the field and still earn experience. The base xp you get per "tick" depends on either the song/dance level or the instrument level, whichever is higher. A tick is an interval of 10 seconds that recycles. Playing Starwars 1 on a Kloo horn (Musicianship IV instrument) gives you the same xp as playing Starwars 3 (Musicianship IV song) on a slitherhorn. Musicians are allowed to have up to 2 flourishes within the tick cycle to be counted for purposes of experience. Dancers are only allowed 1 flourish to be counted within the 10 second cycle. After a player executes a flourish they receive the maximum amount of XP possible. After that, if no more flourishes are done, they will continue to get XP per tick, but at 1 less XP per tick. So if you did a flourish for 8 XP and didn't flourish again, the next tick would give 7 XP, the next 6 XP, etc. This experience will count down until it hits 1 and then stop will coming in unless the player executes another flourish.
Note: The exact system for how bonuses work is unknown but some player accounts offer some clues so these will be used and interpreted to provide a scenerio for us to use. Group Size BonusGroup size bonus is presumably a 5% bonus added to the base experience value for each group member that is actively playing by the time the experience tick cycle comes up. The bonuses are tallied cumulatively, thus a 20 player group would have a group bonus multiplier of 1.95. If the base experience for a player in that group was 100, then the experience they get at the next tick cycle will be 195.
Audience Size BonusAudience Size Bonus is presumably a 5% bonus added to the base experience value for each player that is watching or listening to a member of the group by the time the experience tick cycle comes up. The bonuses are tallied cumulatively, thus players watching or listening to the group would have an audience bonus multiplier of 1.95. If the base experience for a player in that group was 100, then the experience they get at the next tick cycle will be 195.
Then you get an extra xp per tick for each additional performer (dancer or musician) who is actively dancing/playing in your group. Then you get extra xp for each audience member watching the group. Emotes such as /cheer, /applaud, /clap from the audience will occasionally give you an extra boost for a tick or two. For each additional person in the group playing the base XP is increased by 5%. For each player that is watching the group, there is an additional 5% added to the base experience per tick.
A. As you may have noticed, XP is distributed by ticks, which occur about every 10 seconds. After you do a flourish you receive the maximum amount of XP possible. After that, if no more flourishes are done, you'll continue to get XP per tick, but at 1 less XP per tick. So if you did a flourish for 8 XP and didn't flourish again, the next tick would give 7 XP, the next 6 XP, etc. You must also take into account double flourishes and other band members. Q. Double Flourishes? A. Yes, if you do two flourishes (not actually execute them, just get the message) within one tick, you will get roughly double the XP for that tick as if you'd only done one flourish. That "double rule" is subjective though. Sometimes it will give 1 extra XP over double, sometimes two less.
Basics of the affects of flourishing on exp gain: 1> A Musician flourish lasts 5 seconds, so even though you can hit the key twice in succession, it'll still take 10 seconds to actually play the notes. Source References
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