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Hell levels?

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Sean Lowe

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Oct 23, 2001, 6:13:38 AM10/23/01
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I keep seeing the term and was wondering what has been a Hell level for
others.
I just hit 23 after at least a week at 22. I must have died a dozen times
at least. I stopped counting to tell you the truth. That was definitely
the worst level I have encountered yet.

Sharad Sharad
Lvl 23 Necromancer
Drinal


Decaillin

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Oct 23, 2001, 6:33:29 AM10/23/01
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Sean Lowe wrote:
> I keep seeing the term and was wondering what has been a Hell level for
> others.
> I just hit 23 after at least a week at 22. I must have died a dozen times
> at least. I stopped counting to tell you the truth. That was definitely
> the worst level I have encountered yet.

You ain't seen nothin' yet :-P

30, 35, 40, 45, 51, 54 and 59 are considered by most to be the real hell
levels, and they get worse as you get higher. 30-40 hells aren't really
that bad; you can beat them in a day or two if you work hard, but 45 and
up will take a lot longer.


--
Decaillin - Level 53 Human Warrior
Shoryu - Level 17 Iksar Monk
Tremonte - Level 10 Wood Elf Druid
Villano - Level 9 Dark Elf Necro
<Legends of Marr>
Zebuxoruk

Berth Ljunggren

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Oct 23, 2001, 6:48:10 AM10/23/01
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In article <mpbB7.147393$vq.34...@typhoon.ne.mediaone.net>,
NHR...@mediaone.net says...
First so called hell level is 30, because of the high xp to get to 31 :(

For me lvl 18 was nasty, took like forever to ding 19, but now i'm at 26
and xp flows rather nice in OT :)

/Regards Berth


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Jim Monk

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Oct 23, 2001, 6:46:20 AM10/23/01
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Hell levels are specific levels, namely 30,35,40,45,and 50 - 59.
In these levels the amount of xp required is about twice as much the
previous level. Thus they take much longer. Many say that 30, 35, and 40
are non issues. Some say that 59 is the only hell level.

The levels after hell levels (31,36,41,46) are often called penalty
levels. This is due to the fact that the xp loss from dieing is based on
the amount of xp required for the *previous* level. Thus if you die in
31 you loos more xp (relitivly) than you would should you die during 32.

From my own clculations for example level 29 requires 7% more kills than
28 while 30 requires 117% more than 29. Thus if level 28 took 100 blue
kills 29 would take 107 and 30 would take about 225 kills.

HTH,

Jim

PS Is this in the FAQ ?

Tim Fitzmaurice

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Oct 23, 2001, 7:04:06 AM10/23/01
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On Tue, 23 Oct 2001, Jim Monk wrote:

>
> From my own clculations for example level 29 requires 7% more kills than
> 28 while 30 requires 117% more than 29. Thus if level 28 took 100 blue
> kills 29 would take 107 and 30 would take about 225 kills.
>

This and damage calculations are something I have not been able to find a
decent guide to amongst the various EQ guides...if its not in the FAQ is
there a sensible guide people can recommend...if class specificity is
needed to give an answer, then I'd be looking for ranger.

Thanks
Tim
When playing rugby, its not the winning that counts, but the taking apart
ICQ: 5178568

Freeman

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Oct 23, 2001, 8:13:00 AM10/23/01
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"Sean Lowe" <NHR...@mediaone.net> wrote in message
news:mpbB7.147393$vq.34...@typhoon.ne.mediaone.net...

> I keep seeing the term and was wondering what has been a Hell level for
> others.
> I just hit 23 after at least a week at 22. I must have died a dozen times
> at least. I stopped counting to tell you the truth. That was definitely
> the worst level I have encountered yet.

Hell levels are an "accident" of programming, the formula for how much exp
you require to level (and lose to die) changes as you increase in levels,
when one of these jumps takes place it causes a hell level.
I did find this info on a site that used ShowEQ to gain the info but I can
no longer find it. I believe I posted a link to hit here once...ahh, deja
news, knew it'd be usefull for something one day.

http://www.eqguide.com/articlesold/showeq.html

As everyone has said, 30, 35, 40, 45 are the big ones to look for,
50...isn't (prolly coz when the code was written you couldn't level passed
it so there was no reason to change the multiplier, but 51 is...I have
heard that all the levels passed 51 feel like hell but as others have said,
54 and 59 are considered worse of the bunch)

The figures on this link are out of date in some respects, no data above
50th and the exp penalties for hybrids was lowered but it gives an idea of
how hell levels came about.

Sorry to bring this up but, DAoC has promised to have no hell levels as exp
is on a constant formula...Now it may have been a bug of the programming but
I just feel hell levels actually gave something to the game, when you ding
46 it certainly feels much better than when, say, you dinged 20 (big jump
for a melee, end of damage cap) Oh well, maybe I'm a VAK for liking some of
the little quirks that make EQ the game it is.
Although I fully intend playing DAoC the more I hear about it the more it
sounds like EQ without challenge.

Lance

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Oct 23, 2001, 9:27:58 AM10/23/01
to

Decaillin wrote:

> Sean Lowe wrote:
> > I keep seeing the term and was wondering what has been a Hell level for
> > others.
> > I just hit 23 after at least a week at 22. I must have died a dozen times
> > at least. I stopped counting to tell you the truth. That was definitely
> > the worst level I have encountered yet.
>
> You ain't seen nothin' yet :-P
>
> 30, 35, 40, 45, 51, 54 and 59 are considered by most to be the real hell
> levels, and they get worse as you get higher. 30-40 hells aren't really
> that bad; you can beat them in a day or two if you work hard, but 45 and
> up will take a lot longer.

The reason these are "hell" levels is not that you die a lot, or that mobs
suddenly stop giving good exp.

Rather, its due to a quirk of the exp to level calculation.

You'll have noticed that exp to level has been gradually increasing. This
means that (numbers made up, too lazy to go to the page that gives real ones)
while you might have leveled by killing ten level one mobs at level one, it
took eleven level two mobs at level two, and twelve level three mobs at
level three...

Well, this exp to level curve is fairly smooth up till you hit level thirty, at
which point you suddenly require twice as much exp as you might have
expected to hit 31. Then the curve settles back down, it actually takes
less exp to go from 31 to 32 than it did to go from 30 to 31.

Up till 50, you see this repeat, a normal gradually increasing curve with
spikes every fifth level of double proportion. From 50, every level
is on that steeper curve, as though they were all "hell"... but 51, 54, and 59
are twice again -that- outlandish.

A side effect of this: While in a "hell" level, a death seems to cost half
the exp loss. Actually it costs the normal amount, but your exp bar
represents a double portion, so the loss is only half its normal size in
appearance.

A side effect to the side effect: If you die in the level immediately after
a "hell" you will appear to lose twice as much exp as usual. Again,
its the usual amount, but that amount is very large proportional to your
current exp total

In both cases, the phenomenum is really an illusion.

Bergh

Jeremiah Kristal

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Oct 23, 2001, 10:10:40 AM10/23/01
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Ummm, actually, dying is more painful in a penalty level. The death
penalty is a percentage of the exp required for the previous level and
from the numbers posted at http://eq.stratics.com/crmaps/eqexp.shtml
and my own experience, it appears that this means the experience only
in the previous level, not cumlative.
Anyway, that link is pretty good, but you can ignore the class
penalties. When you're bored and waiting for a patch you can also
figure out how many solo kills it will take you to get to the next
level.

Arolpin Lorespinner
only 71 cold-shades away from 58

>
>Bergh

jaZZmanian Devil

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Oct 23, 2001, 10:33:02 AM10/23/01
to
Jeremiah Kristal wrote:
> Ummm, actually, dying is more painful in a penalty level. The death
> penalty is a percentage of the exp required for the previous level and
> from the numbers posted at http://eq.stratics.com/crmaps/eqexp.shtml
> and my own experience, it appears that this means the experience only
> in the previous level, not cumlative.
> Anyway, that link is pretty good, but you can ignore the class
> penalties. When you're bored and waiting for a patch you can also
> figure out how many solo kills it will take you to get to the next
> level.
>
> Arolpin Lorespinner
> only 71 cold-shades away from 58

*sigh*
Only 184 more Elder Wurms to 52, minus a few. No wonder I'm playing with
a baby necro.
/em sighs, clearly disappointed
--
jaZZ md
- - - -
"With every passing hour our solar system comes forty-three thousand
miles closer to globular cluster M13 in the constellation Hercules, and
still there are some misfits who continue to insist that there is no
such thing as progress. "
-- Ransom K. Ferm

Kilmir

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Oct 23, 2001, 10:41:05 AM10/23/01
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"Freeman" <packe...@btinternet.com> wrote in message
news:3bd55ecd$0$8508$ed9e...@reading.news.pipex.net...
<snip>

> Sorry to bring this up but, DAoC has promised to have no hell levels as
exp
> is on a constant formula...Now it may have been a bug of the programming
but
> I just feel hell levels actually gave something to the game, when you ding
> 46 it certainly feels much better than when, say, you dinged 20 (big jump
> for a melee, end of damage cap) Oh well, maybe I'm a VAK for liking some
of
> the little quirks that make EQ the game it is.

I thought initially it was a sort of "help" for the casting classes. Some
extended time to test the newly gotten spells a level before so to say.
Usually by the time I leave a hell level I am pretty sure of the
capabilities of my new spells (and pets in my case).

Also, whenever I have about 1 yellow in hell, I tend to start doing some
quests. Deaths only seem to take a small portion of your exp so I don't
worry about it too much.

Kilmir
--
Rhand, lvl 47 High Elf Mage, Vazaelle
Mahrim, lvl 23 Dwarf Warrior, Vazaelle
Thundervoice, lvl 6 Half-Elf Bard, Vazaelle


Drake

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Oct 23, 2001, 11:41:13 AM10/23/01
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"Sean Lowe" <NHR...@mediaone.net> wrote in message
news:mpbB7.147393$vq.34...@typhoon.ne.mediaone.net...
> I keep seeing the term and was wondering what has been a Hell level for
> others.
> I just hit 23 after at least a week at 22. I must have died a dozen times
> at least. I stopped counting to tell you the truth. That was definitely
> the worst level I have encountered yet.

I was going to give an explanation of my experiences with the 'hell' levels
thus far, being level 40 (oh, and this one is the worse so far for the love
of god I don't think I'll ever see 41 the way its going,
grouped/solo/whatever) - but instead, I think I should offer condolences =/


Matt Frisch

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Oct 23, 2001, 10:07:52 PM10/23/01
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On Tue, 23 Oct 2001 10:10:40 -0400, Jeremiah Kristal <jere...@bbi.com>
scribed into the ether:

>On Tue, 23 Oct 2001 13:27:58 GMT, Lance <emp...@dejazzd.com> wrote:


>>A side effect to the side effect: If you die in the level immediately after
>>a "hell" you will appear to lose twice as much exp as usual. Again,
>>its the usual amount, but that amount is very large proportional to your
>>current exp total
>

>Ummm, actually, dying is more painful in a penalty level.

Incorrect.

> The death
>penalty is a percentage of the exp required for the previous level and
>from the numbers posted at http://eq.stratics.com/crmaps/eqexp.shtml
>and my own experience, it appears that this means the experience only
>in the previous level, not cumlative.

And?

The amount of xp you lose when you die is based on how much was required to
gain the previous level. Making numbers up: If it takes you 20 million xp
to go through level 45, and 15 million to get through level 16, you die at
46, assuming that the death penalty is 10% (made up numbers, remember), you
lose 2 million xp. If level 44 takes 10 million, then a death in 45 would
cost you 1 million xp.

This is why death at 60 is such a pain in the ass, because 59 is the most
horrendous hell level of all hell levels, you lose a FULL YELLOW BUBBLE in
60 when you die. No other level has a death penalty anywhere near that
severe.

Jeremiah Kristal

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Oct 24, 2001, 9:37:31 AM10/24/01
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On Wed, 24 Oct 2001 02:07:52 GMT, matu...@yahoo.spam.me.not.com (Matt
Frisch) wrote:

>On Tue, 23 Oct 2001 10:10:40 -0400, Jeremiah Kristal <jere...@bbi.com>
>scribed into the ether:
>
>>On Tue, 23 Oct 2001 13:27:58 GMT, Lance <emp...@dejazzd.com> wrote:
>
>
>>>A side effect to the side effect: If you die in the level immediately after
>>>a "hell" you will appear to lose twice as much exp as usual. Again,
>>>its the usual amount, but that amount is very large proportional to your
>>>current exp total
>>
>>Ummm, actually, dying is more painful in a penalty level.
>
>Incorrect.

In what way? Dying costs more raw exp in a penalty level AND it takes
a bigger percentage of your exp bar. So, yes, it is more painful.

>> The death
>>penalty is a percentage of the exp required for the previous level and
>>from the numbers posted at http://eq.stratics.com/crmaps/eqexp.shtml
>>and my own experience, it appears that this means the experience only
>>in the previous level, not cumlative.
>
>And?
>
>The amount of xp you lose when you die is based on how much was required to
>gain the previous level. Making numbers up: If it takes you 20 million xp
>to go through level 45, and 15 million to get through level 16, you die at
>46, assuming that the death penalty is 10% (made up numbers, remember), you
>lose 2 million xp. If level 44 takes 10 million, then a death in 45 would
>cost you 1 million xp.

This is exactly what I said. Assuming that you are a human druid,
that the numbers in the link I posted are relatively close, and that
the death penalty is 10% of the experience required for the previous
level, lets look at the numbers. Dying in level 45 costs you about
738,000 exp, which is about 4.3% of the exp required to get to 46, or
a bit more than a single blue bubble. Dying in level 46 costs you
about 1,683,000 exp, which is very close to 20% of your level, or one
full yellow bubble. Dying in level 47 costs you about 870,000 exp,
which is about 10% of the experience required for the level, or 1/2 a
yellow bubble.

>This is why death at 60 is such a pain in the ass, because 59 is the most
>horrendous hell level of all hell levels, you lose a FULL YELLOW BUBBLE in
>60 when you die. No other level has a death penalty anywhere near that
>severe.

Actually, the reason that death in 60 is such a bitch is because 60 is
really a gimp level, it takes less exp to fill up 60 than it takes to
fill up 56. Were 60 to follow the general exp progression and take
70,000,000 or so exp to fill, a 60 death would be about the same as
any other penalty death.

Arolpin
can loan int gear if this is too tough

Des Herriott

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Oct 24, 2001, 8:38:21 AM10/24/01
to
On Tue, 23 Oct 2001 13:27:58 GMT, Lance <emp...@dejazzd.com> wrote:
>
> You'll have noticed that exp to level has been gradually increasing. This
> means that (numbers made up, too lazy to go to the page that gives real ones)
> while you might have leveled by killing ten level one mobs at level one, it
> took eleven level two mobs at level two, and twelve level three mobs at
> level three...

XP needed to get to a level is (level^3 * 1000 * multiplier). It's
those levels where the multiplier changes that causes hell levels: 30,
35, 40, 45, 51-59.

Here's some real numbers for a Human Cleric (pretty baseline class &
race). Notice the big numbers in the "Need" column (how much you need
to get through the level) for the aforementioned hell levels. Also,
even though 54 is said to be very bad (and it is significantly worse
than 51-53), every level after 54 is bad too, culminating in the huge
90-odd million XP needed in 59. Interesting also that it takes about
the same XP to get from 1-55 as it does for 55-60.

L Start End Need
1: 0 1000 1000
2: 1000 8000 7000
3: 8000 27000 19000
4: 27000 64000 37000
5: 64000 125000 61000
6: 125000 216000 91000
7: 216000 343000 127000
8: 343000 512000 169000
9: 512000 729000 217000
10: 729000 1000000 271000
11: 1000000 1331000 331000
12: 1331000 1728000 397000
13: 1728000 2197000 469000
14: 2197000 2744000 547000
15: 2744000 3375000 631000
16: 3375000 4096000 721000
17: 4096000 4913000 817000
18: 4913000 5832000 919000
19: 5832000 6859000 1027000
20: 6859000 8000000 1141000
21: 8000000 9261000 1261000
22: 9261000 10648000 1387000
23: 10648000 12167000 1519000
24: 12167000 13824000 1657000
25: 13824000 15625000 1801000
26: 15625000 17576000 1951000
27: 17576000 19683000 2107000
28: 19683000 21952000 2269000
29: 21952000 24389000 2437000
30: 24389000 29700000 5311000
31: 29700000 32770100 3070100
32: 32770100 36044800 3274699
33: 36044800 39530700 3485900
34: 39530700 43234400 3703700
35: 43234400 51450000 8215600
36: 51450000 55987200 4537200
37: 55987200 60783600 4796400
38: 60783600 65846400 5062800
39: 65846400 71182800 5336400
40: 71182800 83200000 12017200
41: 83200000 89597300 6397300
42: 89597300 96314400 6717100
43: 96314400 103359100 7044700
44: 103359100 110739200 7380100
45: 110739200 127574999 16835799
46: 127574999 136270400 8695400
47: 136270400 145352200 9081800
48: 145352200 154828800 9476600
49: 154828800 164708600 9879800
50: 164708600 175000000 10291400
51: 175000000 198976500 23976500
52: 198976500 224972800 25996300
53: 224972800 253090900 28118100
54: 253090900 299181600 46090700
55: 299181600 349387500 50205900
56: 349387500 403916799 54529299
57: 403916799 462982500 59065700
58: 462982500 526802400 63819900
59: 526802400 616137000 89334599
60: 616137000 669600000 53463000

--
Des Herriott
des.he...@oracle.com
- speaking for myself, not my employer

Vladesch

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Oct 24, 2001, 11:51:39 AM10/24/01
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> A side effect to the side effect: If you die in the level immediately
after
> a "hell" you will appear to lose twice as much exp as usual. Again,
> its the usual amount, but that amount is very large proportional to your
> current exp total

I think this part of your post is wrong. You lose a whole yellow in "after
hell" levels, and since these represent "normal" levels, this really *is* a
bulb of yellow.
XP loss is proportional to the xp for last level, so obviously you lose
twice as much.
Only losing 1/4 of a yellow in "hell" however is an illusion. It would be
1/2 a yellow normally, but only looks like 1/4 of a yellow because of the
scaling.


Jim Monk

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Oct 24, 2001, 12:48:08 PM10/24/01
to

An even better way to look at it is the number of kills required to get
back to where you were before death. (Figures below assume Soloing Even
con mobs in a zone with a ZEM of 100, very unlikely, but the ratios will
be the same for any circumstances)

A death at level 29 takes 2.70 kills to recover
A death at level 30 takes 2.71 kills to recover
A death at level 31 takes 5.53 kills to recover !
A death at level 32 takes 3.00 kills to recover

A death at level 44 takes 3.64 kills to recover
A death at level 45 takes 3.64 kills to recover
A death at level 46 takes 7.96 kills to recover !
A death at level 47 takes 3.94 kills to recover

Again remember that these numbers assume Soloing Even con mobs in a zone
with a ZEM of 100 (and no race/ class penalties / bonuses)

Note at 59 it is 18.33 (SOLO EVEN KILLS) at 60 it is 24.82 !! (level 60
mobs solo!)

HTH,

Jim

T. Rose

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Oct 24, 2001, 1:13:45 PM10/24/01
to
45th is lovely...

/say This damn thing is stuck I'm telling you!
/em kicks experience bar


"Sean Lowe" <NHR...@mediaone.net> wrote in message
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