There will be a number of changes soon to the experience players get from NPCs. I have spent the last week crunching a lot of numbers using data I have generated from adding up kills between levels and AAs in logs and running that data through the known EQ exp math and compared it to some packet sniffed data from 2002 that I have recently discovered in old research threads. From this I was able to determine a number of inaccuracies in our current model. Our current AA exp required is too high. It is currently about 24 million exp when it should be 18.75 million. (technically it was 15m but AA exp was reduced 20%) Our current 'high level kill bonus multiplier' AKA 'mob level modifier/multiplier' (the term used in the research I discovered) is currently too high because it's compensating for the increased experience needed for AAs. (I had based it on visible AA meter gains) I have deduced the precise formula for this and will implement it soon. Currently on TAKP players killing low dark blue NPCs for AAs are getting too little exp (in terms of percentage) and players killing NPCs near their level are getting roughly about as much exp as they should be. When AAExp is off, players killing NPCs near their levels are getting too much exp and players killing low dark blues are getting the correct amount. During Luclin, Sony had implemented 'hell level balance modifiers/multipliers' to levels 30-60 in order to smooth out the leveling game. (i.e. take out hell levels) This was done by simply artificially increasing or reducing the amount of experience gained during these levels. I have figured out most of these multipliers and will implement them at some future time. In Luclin at least, very low level players had an artificial ZEM applied to them that increased experience gains at the lowest levels. How many levels this applies is still unknown. Sony had implemented a reduction of exp gained when PBAoE killing NPCs starting in the early 40s some time after January 2002. (I have an ealry 2002 log to compare) This is clearly visible when adding up NPC deaths and calculating experience gained compared to expected experience required to level or gain an AA point. Furthermore Darchon's post said he bailed on the Grimling Forest camp 'around level 46-47', but those NPCs are in fact all dark blue still at level 47. The reduced experience gained was from a PBAoE reduction as the number of kills required to level dramatically increased with level far beyond expected. This is mathematically provable so it's not based on hunches or theory, however the precise amount reduced and how it scales is fuzzy so the reduction implemented on TAKP may be further refined as more data becomes available. In Fungus Grove on level 60 characters, the exp granted was about 60% of normal. In Grimling Forest (at the miners) the exp reduced more as the player went up in level such that a level 50 character was receiving about 40% of normal. Note that most of the miners are still dark blue at level 50, and this 40% accounts for light blue exp reduction as well, although the precise amount of reduction for light blue exp is still uncertain. Keep in mind that fixing AAexp (which should happen in two weeks) will partially cancel out the newly implemented PBAoE nerf by more than half in FG.