Then I tried killing one slow, it was a lot smoother, and at the end i got more SP for the kill.
As far as I understand it, SP doesn't work like exp. It's just showing you the total of your individual Skillups gained in that fight. Which explains why one kill will be 60SP and the next might be 140SP. It's showing how many skillups you got by random luck while hitting.
Putting 2&2 together, It clicked: It doesn't matter how fast I kill these, I'm punching just as often in the same span of time. Killing 2 moles in 2 minutes might give me 2x60SP fast, but killing 1 mole in that time, will grant me 120SP too. You can 1 shot Tough mobs all day, if you don't get a skillup on that shot, you'll get 0 SP to show for them.
Point being, with this system, it all evens out, no matter how fast or slow you kill. The important thing is you kill it and claim that SP you built up. (Unless there's a very low SP cap per monster, which I'm not sure if there is).
Tacky Visual Aid: Fast kill method: |-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-| 1 hour mark: 10,000SP Slow kill method: |-----|-----|-----|-----|-----|-----| 1 hour mark: 10,000SP *|---| = 1 battle/kill.
The main difference is : One way of exping is stressful, one is laid back. They both should average the same SP over 1 hour no matter how fast you kill. SP doesn't rise with kills, it raises with attack rounds. Grinding mobs fast does nothing to change this, hitting harder mobs does.
The implication to parties is exciting. It means the idea of a party would be "Go hit tough things together" and would have absolutely no pressures to "Kill faster, shut up and kill faster!!!". You could be wailing on a crab for 15 minutes, you're getting 5000SP when it finally dies. Wouldn't it be fun to try this way to party, instead of grinding endless fast-paced pulls? It seems as if this system encourages that "calm down you're getting the same SP/hr no matter how slow you kill" state of mind. Because it's the fact. It also means you don't need a massive camp, you can use just 3 reallly slow-kill tough enemies and go all day.
In FFXI, The key to fast exp was speeding up kills.
In FFXIV, The key to fast SP is surviving/hitting higher level enemies.
If we can get everyone to these realizations, we will have an awesome time partying in this game.
The sooner we understand this new mentality as a group, the sooner we can start having the real fun.
I really hope I explained this well because it's been like an awakening for me that i really want to share with the whole player base. As the Japanese say "Sho ga nai.", can't change how fast the exp for a certain mob comes in, so might as well enjoy the ride.
This system is genius for SE. It means they know the maximum SP/hr you will get no matter how fast you kill. This system is immune to people squeezing out more SP/hr than they predicted. They know the average SP gain per hour of every level range of mobs. The only way to get more SP per hour is to move up a level range to get the higher SP per skillup 'proc' and higher 'proc' frequency. You see what I'm saying? It's a controlled system, we will never get more SP/hour than they planned as a maximum (besides exploits like the recent one). Although I don't love this kind of control on possible 'moving forward in an hour'.
It's an elegant, almost too invisible system. The more I play the game the more I'm noticing these kind of elegant 'controls' here and there. As far as controling player progress in a MMO, it's clever (in a sinister way).
But I do as mentioned above, think it's got an awesome payoff of being able to relax and know your exp is coming as long as you're hitting a mob.
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Edited, Oct 3rd 2010 2:31am by RattyBatty