The Last Quintessence
Experience from combat will be split in two categories, offense and defense.
- Offence Experience (OXP) will be based off the total percentage of damaged dealt by a character for that encounter. Essentially those doing the most damage will get the most OXP, for playing a larger role in the defeat of enemies.
- Defense Experience (DXP) will be based off the total percentage of hits received in combat, with higher damaging hits being worth more hits. This way a tank, who does less damage, but takes more hits can gain equal, if not more XP from and encounter. As well as the squishy mage who could possibly take 1 hit for a lot of damage isn’t cheated out of exp from nearly dying, by only taking one hit.