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- To base the experience curve off of, I am using y₂ for the experience yield equation.
- The first enemy the player will fight will either be one in the tourney, or one in the city. Let's say that this opponent has a BST of 115 and is level 1. This opponent will be defeated in 2-3 turns, and will probably inflict 6 or so damage. Since the player will most likely have any experience boosting items, this will look like...
- {[(115/20) * (1 + 3/(6/3))] + [1 + 1(115/50]}1
- [(6 * 2.5) + (1 + 2)]1
- (15 + 3)
- 18 Experience
- Because of this, in order to have a comfortable starting point, the requirement for level 1 has to be 26-34 Experience, which means a player can defeat 2 opponents to level up, or defeat another player in order to automatically level up (though that will be much more difficult)
- This is going to be difficult, as the only variable to work with is the level...
- 11.5(n *(2.5 + (n/10)))
- With this equation, the requirement for level 100 is 14,375. This is concerning me, because I am afraid that someone would gain too much exp from the about formula. Let's try this out...
- A Nurse defeats a level 85 opponent (I'm planning this to be the highest level that enemies can show up in). Its BST is (gosh I dunno) 1365. This was defeated in 5 turns, but it inflicted about 43 damage total before being defeated. At this point, the average player will probably be carrying an item that grants them a 1.5x experience boost.
- y₂= {[(1365/20) * (1 + 5/(43/3))] + [1 + 85(1365/50]}1.5
- [(68 * 1.34) + (2320)]1.5
- (91 + 2320)1.5
- 3617
- Actually, that kind of doesn't seem very bad. I may just slightly tweak the experience requirement formula a bit more to have less sharp curve. This is a forum game, so it'll merely be updated every day or so.
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