Hoi. This section is entirely dedicated to the calculations I have to do behind the scenes (aka desmos does them for me since google sheets is a nightmare for me). I mentioned some problems I had with the XP gains in the post-chapter author note last chapter, which I edited not even five minutes ago, as of writing this.
So, originally, the XP formula for Level scaling was this:
y = ax^2+bx+c (Yes, It's a quadratic equation, sue me.)
Here's the table for a, b, and c (I dunno why it's blue on my side) :
Tier
Level Range
a
b
c
Commoner
1–9
1
5
50
Scholar
10–24
2
10
100
Mage
25–49
3
15
200
Battlemage
50–74
4
20
400
Prince/Princess
75–99
5
30
600
Harbinger
100–149
6
40
800
Archon
150–224
7
50
1000
Demigod
225 - 500
8
70
1500
God
This tale has been unlawfully lifted from Royal Road. If you spot it on Amazon, please report it.
500+
10
100
3000
Honestly really easy to understand. Basically, for the equation, you input the character's Level +1 for x, and the other multipliers and KABOOM! XP for the next level. But, the larger problem came from the equation that calculates the XP gains from enemies.
This was the original equation, ignore the slight lengthiness:
y = ((ax^2+bx+c)0.2)(1+(0.1 * l))*(1+h)*D
This is basically just the same as the original, but modified slightly. This one gets the Enemy level subtracted by 1, divides the XP by 5, then applies multipliers such as E, which is the levels above the player (Which is what I'm going to call the characters in this situation), h, the other bonuses from stuff like dungeons and Abyssal kill bonuses, and D (there's a reason it's capital, believe me), which multiplies XP based on Enemy type, 1 for Standard, 2 for Elite, and 4 for Boss. I quickly found out that, along with bonuses, it was far too high of a multiplier, and, with enough XP gain buffs, you could get 50% of the XP to go from level 10 to 11, which is far too much. So I halved it to this :
y = ((ax^2+bx+c)0.1)(1+(0.1 * E))*(1+h)*D
And then proceeded to debuff XP gain multipliers by an atrocious amount, like 70%. However, there's even bigger problems, like how, in higher levels, it's basically a static amount at this point. so, despite my brain going to burn just looking at the calculations, I'm going to decrease the multipliers for Mob XP drops from 0.1 to 0.03 or 0.01 based on what Level one is at... wait. Now that I think about it, It might not actually matter, seeing as, once you get to high enough levels, there's only going to be a select few things that are going to be close to your Level... so, actually, I'll change the minimum XP drop multiplier to 0.05, which is balanced, hopefully. Technically, I could just halve the c varible in the equation, which alleviates about 90% of my problems from Commoner to about Battlemage, maybe even Prince/Princess... Oh, I can just halve c at Prince/Princess Tier, which helps. It might be worthwhile to halve something else, but I'd rather not. (Yep, this is just me typing random stuff to seem remotely cool.)
Now, after forgetting to finish this for nearly five hours, here's the modified equation and table (Enemy XP drop equation):
Table (Obviously)
Tier
Level Range
a
b
c
d
e
Commoner
1–10
1
5
50
0.2
1
Scholar
11–25
2
10
100
0.1
1
Mage
26–50
3
15
200
0.09
1
Battlemage
51–75
4
20
400
0.07
1
Prince/Princess
76–100
5
30
600
0.05
0.5
Harbinger
101–150
6
40
800
0.05
0.5
Archon
151-225
7
50
1000
0.05
0.5
Demigod
226 - 500
8
70
1500
0.05
0.25
God
500+
10
100
3000
0.03
0.25
And here's the equation again:
y = ((ax^2+bx+ec)*d)*(1+(0.1*E)*D
And the key:
y = Dropped XP
x = Enemy Level - 1
e = c modifier
d = XP modifier
E = Levels Enemy above player
D = Other bonuses
Welp, I don't think I missed anything. Gotta finish some homework though...