Quote from GM Konacon:
Hi everybody! Here are a couple examples of how this transfer effect changes experience gain in a positive way (Note: numbers are not 100% accurate, but do accurately portray how this works):
1) An empath with 0 experience stored heals a patient with 6 wounds worth experience values: 100, 75, 75, 50, 50, 50. Under the old system, the empath would get a total of 374 experience whereas the new system would award them with 400 experience.
2) An empath with 200 experience stored heals a heavily wounded patient with wounds worth 150, 150, 100, 100, 100, and 50. Under the old system, the empath would get a total of 522 experience whereas the new system would award them with 585 experience.
3) An empath with 500 experience stored heals a patient with a lot of minor wounds worth 80, 70, 60, and 7 wounds worth 50. Under the old system, the empath would get a total of 380 experience whereas the new system would award them with 420 experience.
Konacon, can you help us understand the rationale behind the modified method of exp award/absorption? Not saying it's bad (I'm truthfully still confused, but am testing). Just curious about the motivation for this change, either on its own or in cooperation with the others on your ESN docket.
Happily! One of the biggest issues with trying to sit in town and heal is that it feels very feast or famine. Meaning you often feel like you are either fried with 10 more patients that all need healing, or you're fresh and clear hoping to god for another patient to come in before you go clear as a bell. That really isn't a lot of fun.
So to fix that, we wanted to give an overall experience increase and make it so that each wound you heal from a single patient doesn't get penalized heavier on experience. This helps to stretch out the experience gain when you're only getting a patient once in a while, making the famine less noticeable.
2) It is being used for something else you'll find out about on another day of ESN!
A way to access saturated levels for a healer?
Not quite... But I hope you'll like it anyways!
Does this "transfer effect" boost the amount of exp gained based on how long the timer has been running?
No, it does not.
There's penalty to gaining EXP from transferring wounds with exp in the bucket? (if so, this is something I wasn't aware of before)
It's not just transferring wounds. There is a penalty to gaining experience from everything with exp already in your mind. As your mind gets fuller and fuller, you get less experience from things.
If we keep transferring after it would fill our heads when we get the exp, does the extra EXP stay there until another pulse(s) hits and top it up until it runs out?
No. When your head would be full, that's it. It will just be full when the effect runs out.