[dev1132] Several adjustments have been made to overall experience point rewards and the current party bonus algorithm.
The following are used to calculate experience point rewards:
The general rule for calculating experience point awards is to divide the amount of experience needed to level up by the number of encounters the current level* is intended to last. The amount of EXP yielded increases proportional to character level.
* The level used in this calculation is either the player's or the enemy's, whichever is lower.
Difference Between Player and Enemy Levels
Higher level enemies will yield more EXP, while lower level enemies will yield less. This revision will not greatly affect the amount of EXP obtainable. However, a cap will be imposed upon the bonus awarded to players for defeating higher level enemies.
Each additional member in the party reduces the amount of experience points yielded. Although the reduction is greater than before, it will be offset by the bonuses granted by EXP chains and linking.
As the variance in strength between enemies has been reduced (see below), enemy type will not influence EXP yield.
* The exception to the above is those enemies deemed extremely weak or strong.
Link Bonus (see below)
Experience point bonuses are now rewarded for defeating enemies which appear together with the initial target.
EXP Chain (see below)
Defeating enemies in quick succession will now earn players experience point bonuses.
Invoking Guardian's Aspect when activating a levequest will grant players an experience point bonus upon quest completion.
There are several pieces of low-level gear which grant their wearers experience point bonuses.
[dev1027] Enemy attributes have been adjusted.
Certain varieties of enemies who were disproportionately strong for their level have been adjusted in order to make an enemy's level a more accurate indication of it's strength. Based on this revision, enemy characteristics such as strong attack or defense will be kept to within the bounds of level.
[dev1030] The distribution of enemies in several areas has been adjusted.
[dev1146] Enemy re-spawn timers have been adjusted.
[dev1026] The system of claiming enemies has been overhauled.
Until now, only players who claimed a target would receive experience points, loot, and fulfill quest objectives for defeating it. Also, the system limited a party to laying claim to only a single target at a time. This meant that if players attempted to engage and defeat groups of enemies, they would not receive the benefits of doing so. In order to address these issues and a number of others, a new claiming system has been implemented.
All enemies can be attacked regardless of claim.* However, only the player or party that first engaged the enemy will earn the rewards.
* Content-specific enemies such as those appearing in levequests and behest can be engaged only by participating players.
Engaging one enemy among an enemy group gives you claim over the entire group.
The color of an enemy's name indicates your eligibility for rewards upon defeating it.
The following changes have been made in conjunction with revisions to the claiming system:
Players who are incurring enmity will be unable to recover HP and MP at an aetheryte.
It is possible to use the Party function during battle.
* Restrictions may be imposed for content such as instanced raids.
Battle music will now play as soon as an enemy is engaged.
Defeating an enemy whose HP was reduced will yield full EXP.
[dev1131] An enemy linking system has been implemented.
The system allows an enemy to call for help based on the strength of the party that engaged it. Enemies will link when:
An enemy detects and attacks the player.
The player engages an enemy.
* In principle, enemies will call for help only once. Newly arrived enemies will not call for further help.
* Enemies belonging to a group will not call for help, nor will they go to the aid of others.
The linking process occurs in the following manner:
The number of reinforcing enemies is based on the difference in strength between the enemy and the player it has engaged.
Enemies in the area will answer the call for help regardless of species, beginning with those nearest.
* Certain powerful enemies do not link.
* Enemies must be within a certain distance to link.
[dev1132] New EXP bonuses have been implemented.
Link bonuses are granted based on how many enemies have linked. Each additional linked enemy increases the amount of EXP you will receive.
Linked Enemies EXP Bonus
4 or more +100%
An EXP Chain occurs when players consecutively defeat enemies of equal or higher level than themselves within a specific amount of time. As the chain increases, so too will the EXP bonus. However, the time limit* between kills will also shorten.
* The time allotted for slaying the next foe in order to continue the chain.
Just a hunch, but it seems it'll be significantly easier to find/build parties after 1.19. The reason people don't grind so much right now until 40+ is because of the dismal exp returns when group grinding.