Experience & Talent Points

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Revision as of 16:31, 8 August 2023 by Vyk (talk | contribs) (some corrections; might come back later and look at the section at the end)
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Last updated for version 1.0.7.0
The current game version is 1.5.9.1


Experience is gained by journeying through Europa, and can be used to pick Talents, powerful buffs that are unique to each Job.

Experience can be gained in three ways:

Experience per Talent Point

Required experience begins at 450 points for 1 talent, then increases by 500 experience for each point earned, as can be seen in the following table:

XP per level table
Talent
Points
Required
Experience
Total Required
Experience
1 450 450
2 950 1400
3 1450 2850
4 1950 4800
5 2450 7250
6 2950 10200
7 3450 13650
8 3950 17600
9 4450 22050
10 4950 27000
11 5450 32450
12 5950 38400
13 6450 44850
14 6950 51800
15 7450 59250
16 7950 67200
17 8450 75650
18 8950 84600
19 9450 94050
20 9950 104000
21 10450 114450
22 10950 125400
23 11450 136850
24 11950 148800

Missions

At the end of a level, all members of the crew will gain experience from any completed missions. Experience gain from completing missions depends on how much money the mission gives, and the difficulty of the level. Level missions - such as reactivating a beacon station or killing an abyss creature - give experience just the same as a mission from an outpost.

The formula for experience gain is as follows: Experience = Money * 0.09 * (1 + (Level Diff. / 100))

Commendations & Medals

These are consumable items which give experience when used. Only the recipient of the medal receives the experience.

Commendations give 275 experience, while Medals give 550 experience.
These items are given to captains with the Commendations and Figurehead talents, or can be purchased from some outposts at level difficulties above 40 and 65 respectively.

Talents

Each Job has several Talents that can increase experience. Some talents give an instant experience boost, and others increase experience gained by a percentage amount.


Talent Tree Description

Mailman
ID: mailman
Assistant
General
Tier 1
Gain 25% bonus XP and 250 bonus money when completing a Cargo mission.

Playing Catchup
ID: playingcatchup
Assistant
General
Tier 1
If you are 2 or more levels behind your most highest-leveled crewmember, gain an additional 100% mission experience.

Peer Learning
ID: peerlearning
Assistant
General
Tier 2
When completing a mission, give the lowest level crew members 50% bonus XP.

Bounty Hunter
ID: bountyhunter
Captain
General
Tier 1
Gain 15% bonus XP and 15% bonus money when completing a Monster or Nest mission.

Logistics Expert
ID: logisticsexpert
Captain
General
Tier 1
Gain 20% bonus XP and 20% bonus money when completing a Cargo or Personnel Transport mission.

Camaraderie
ID: camaraderie
Captain
General
Tier 2
While no crew member has died during a mission, gain 10% bonus XP and 5% Physical Damage Resistance.
The deaths of assistants do not count.

Junction Junkie
ID: junctionjunkie
Engineer
General
Tier 1
Gain one-time rewards for repairing a certain amount of electrical devices:

- 30: Gain +10 Bonus Electrical Skill and +500 XP
- 50: Upgrades the submarine's junction boxes to level 1.
- 100: Permanently repair electrical devices +50% faster.


Station Engineer
ID: stationengineer
Engineer
General
Tier 1
Gain 30% bonus XP when reactivating a Beacon Station.

Also gain +50% Repair Speed and +50% Hull Repair Speed while on a Beacon Station.


Machine Maniac
ID: machinemaniac
Mechanic
General
Tier 1
Gain one-time rewards for repairing a certain amount of mechanical devices:

- 30: Gain +10 Bonus Mechanical Skill and +500 XP
- 50: Upgrades the submarine's pumps to level 1.
- 100: Permanently repair mechanical devices +50% faster.


Salvage Crew
ID: salvagecrew
Mechanic
General
Tier 1
Gain 30% bonus XP when completing a Salvage mission.

Also gain +50% Swimming Speed and +10% Physical Damage Resistance while inside Wrecks.


Health Insurance
ID: healthinsurance
Medical Doctor
General
Tier 1
If your health has dropped below 30% during a mission, gain 100 mk.

Medical items can be bought 10% cheaper.


Nobody Important Dies
ID: nobodyimportantdies
Medical Doctor
General
Tier 1
Medical items you apply are +10% more potent when applied to non-assistants.

Treating assistants is 20% less effective.


Protect and Serve
ID: protectandserve
Security Officer
General
Tier 1
Gain 30% bonus XP and 100% more reputation when completing a Escort mission.

War Stories
ID: warstories
Security Officer
General
Tier 1
At the end of each round, if you killed any enemies, create a Art of Submarine Warfare in your inventory. Reading it gives Weapons skill to the reader; the skill gain is determined by the amount of enemies killed during the round.

Bootcamp
ID: bootcamp
Security Officer
General
Tier 2
Gain an additional 50% experience, until you have obtained 5 talent points.

When you have 5 or more talent points, gain +15 Bonus Weapons Skill instead.


By the Book
ID: bythebook
Security Officer
General
Tier 2
Whenever you finish at least one mission, your crew gains an additional 1250 marks and 200 experience for each captured, live enemy human on board your ship, up to a maximum of 2500 marks and 400 experience.

Talent practicality

XP boosting talents themselves cost a talent point, so they should be seen as an investment that should pay off later. However, one should ask themselves whether they will pay off at all?

Let's consider a Protect and Serve talent that gives an extra 15% experience upon completion of an escort mission (the exact mission type eligible for the boost does not matter). Taking this talent would increase the cost of all further talents by 500XP, so for the talent to be worth it, it needs to provide at least 500XP *per level*. If we assume - very optimistically - that we would only do Escort missions, and thus all the experience would enjoy a 15% boost, then we would need experience for level up / 1.15 > experience for level up - 500, or experience for level up > 500 *1.15/0.15 = 3,884. Looking up 3884XP in the table above we conclude that the talent starts being profitable at level 8.

Of course, this assumes that 100% of our experience was coming from escort missions. If we only half of our missions are esocrts, then the level of profitability roughly doubles and becomes 16. If we spread evenly across 3 mission types, the profitability threshold rises to level 24 (the maximum one), and even worse after that

The latter concern does not apply to xp boosts not dependent on mission type such as Nobody Important Dies or Bootcamp, however with their bonus XP factor at only 7.5% they still pay off only after level 16.

However, in the above we neglected to account for the initial XP required get the original skill point. And the "talent starts becoming profitable" phrase only means that future levels would be positives on XP balance, but neglects to account for the "debt" accumulated to getting there.

A bit more careful math shows that 15% bonys talents "pay off" their investment only by level 15 in ideal circumstances, and 7.5% bonus ones - by level 28. Which implies that none of those are probably worth taking in practice. See the following table for illustration, and note that total xp + bonus needs to be higher than the *next* level without bonus to be "worth it":

expanded XP per level table
Talent
Points
Required
Experience
Total Required Experience Total Required Experience
with +15% bonus
Total Required Experience
with +7.5% bonus
1 450 450 391 418
2 950 1400 1217 1302
3 1450 2850 2478 2651
4 1950 4800 4173 4465
5 2450 7250 6304 6744
6 2950 10200 8869 9488
7 3450 13650 11869 12697
8 3950 17600 15304 16372
9 4450 22050 19173 20511
10 4950 27000 23478 25116
11 5450 32450 28217 30186
12 5950 38400 33391 35720
13 6450 44850 39000 41720
14 6950 51800 45043 48186
15 7450 59250 51521 55116
16 7950 67200 58434 62511
17 8450 75650 65782 70372
18 8950 84600 73565 78697
19 9450 94050 81782 87488
20 9950 104000 90434 96744
21 10450 114450 99521 106465
22 10950 125400 109043 116651
23 11450 136850 119000 127302
24 11950 148800 129391 138418
25 12450 161250 140217 150000
26 12950 174200 151478 162046
27 13450 187650 163173 174558
28 13950 201600 175304 187534
29 14450 216050 187869 200976
30 14950 231000 200869 214883
31 15450 246450 214304 229255
32 15950 262400 228173 244093
33 16450 278850 242478 259395
34 16950 295800 257217 275162
35 17450 313250 272391 291395



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