Two-way video phone calls in a conferencing systemīuilding management devices such as gate or door controllers With a higher power of up to 60W, PoE Type 3 switch provides power for: Remote-controlled pan, tilt, and zoom (PTZ) surveillance camerasīiometric sensors that collect biological characteristics IP telephones that offer fax, text messaging, and voice calls PoE switch with 30W output can power Type 2 devices, such as: Stationary security cameras without pan, tilt, and zoom Two-antenna wireless access points for small networks PoE switches lie in their working mode and power supply, which reflect in their applications.Īn 802.3af switch, aka PoE Type 1 switch, is usually used to support devices that require a power delivery of less than 15.4W:īasic VoIP phones operating across the public internet PoE SwitchĮvidently, the major differences among PoE vs. Consequently, you need to calculate the power requirements for all the powered devices that you plan to connect to the switch and select corresponding patch cables for your PoE design. For instance, if you have a switch with all PoE Type 4 ports, it does not mean you will use all of them at maximum load 24×7. Looking at the below chart, level 95->96 will take about 8.41% of the total time, and once you are complete with that level (in other words, base level 96), you will be 23.58% complete with progress towards level 100.Note: the presented figures are just valuable in theory, while the total power capacity of PoE series switches in the application will be oversubscribed with more ports for many devices using less than maximum power. In other words, if a level 94 were to gain X million experience in tier 10 maps in one hour, then it would take the level 99 about 3 hours and 50 minutes to gain that same X million experience if they were going at the same pace.Īs an example using only tier 10 content as a guideline, the penalties for level 90 and above, expressed with the amount of time relative to leveling up from level 90 to 91 (using level 90->91 as a baseline), we can come up with a table showing what share of total time from level 90 to 100 a given level will take, as well as the cumulative progress towards level 100. This means that if a level 94 and 99 were to theoretically do the same tier 10 content (separately from each other), it would take the level 99 approximately 3.84 times longer doing the same content to gain the same absolute amount of experience. For example, tier 10 content at level 94 gives 9.6% experience, but at level 99 only gives 2.5% experience. Bear in mind that this changes with player level and with the density of monsters in a map as well.Īn additional consequence can be seen by the difference in XP multiplier across different levels. And if they can clear tier 10 content at most 31.5% slower than tier 8 content, then they are better off clearing tier 10 content (because 2.5% is 31.5% more than 1.9%). In practical terms, this means that if the player can clear a tier 8 more than twice as fast as a tier 15, they will be much better off clearing tier 8 content when looking at experience efficiency per hour (because 4.0 is a bit more than two times 1.9). So a level 99 player will be earning 1.9% experience for clearing tier 8 content, 2.5% experience for clearing tier 10, and 4% experience for clearing tier 15. SafeZone = ⌊ 3 PlayerLevel 16 ⌋ \color -144.9Ĭombining together the experience penalty for high level characters and the adjustment of monster level, here are some example sets of experience penalties, one for tier 8 (Effective monster level 74.10), one for tier 10 (Effective monster level 75.32), and one for tier 15 (Effective monster level 77.32). There is a safe level range where no penalty is applied, which is equal to three plus one for every sixteen complete player levels: The player suffers a penalty to experience gained if the player is too far above or below the monster's level. Likewise, a hardcore character that dies in PvP will not be lost.Įxperience penalties at varying character and monster levels. In player-versus-player battles, the experience penalty does not apply. Losing experience in this way will not cause you to lose a level. 5% loss after the Act 5 Kitava battle, until killing Kitava in Act 10.No loss prior to the Kitava battle in Act 5.The penalty is a percentage of the total required for the next level and is applied as follows: In default leagues, loss of experience is incurred upon death. The number shows how much total experience is necessary to reach the level.ĭeath occurs when the player's Life reaches 0. The amount is the same for every character in every league. The total experience required to reach each level, displayed in a graph.
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