Cocytus Succeeder
Posts: 2184
Joined: Tuesday, 3rd February 2015, 22:05
Player XP curve
- Code:
// Note: For historical reasons, all of the following numbers are for a
// species (like human) with XP aptitude 1, not 0 as one might expect.
// Basic plan:
// Section 1: levels 1- 5, second derivative goes 10-10-20-30.
// Section 2: levels 6-13, second derivative is exponential/doubling.
// Section 3: levels 14-27, second derivative is constant at 8470.
// Here's a table:
//
// level xp delta delta2
// ===== ======= ===== ======
// 1 0 0 0
// 2 10 10 10
// 3 30 20 10
// 4 70 40 20
// 5 140 70 30
// 6 270 130 60
// 7 520 250 120
// 8 1010 490 240
// 9 1980 970 480
// 10 3910 1930 960
// 11 7760 3850 1920
// 12 15450 7690 3840
// 13 26895 11445 3755
// 14 45585 18690 7245
// 15 72745 27160 8470
// 16 108375 35630 8470
// 17 152475 44100 8470
// 18 205045 52570 8470
// 19 266085 61040 8470
// 20 335595 69510 8470
// 21 413575 77980 8470
// 22 500025 86450 8470
// 23 594945 94920 8470
// 24 698335 103390 8470
// 25 810195 111860 8470
// 26 930525 120330 8470
// 27 1059325 128800 8470
Ok, I understand what the code is trying to do, but why choose an XP curve which looks like this at all? What is gained by making three different kinds of piecewise functions, with breakpoints at XL6 and XL 14?