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RS Experience -> Level formula?

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I currently have :

 

public int experienceForLevel(int level) {
int total = 0;
for (int i = 1; i < level; i++) {
total += i + 300 * Math.pow(2, i / 7.0);
}

return (int) (total * 2.5) / 10;
}

 

However it returns the wrong answer at low levels (1-12). For example, I have 276 experience in the Summoning skill, but it results in the level of 276, not 4.

It works fine for higher levels. This is for a RS Tool im making.

That would be because low levels are made up numbers not defined by the actual curve.

The actual curve doubles every seven levels but only starts working around lvl 12.

Plv6Dz6.jpg

Operation Gold Sparkles :: Chompy Kills ::  Full Profound :: Champions :: Barbarian Notes :: Champions Tackle Box :: MA Rewards

Dragonkin Journals :: Ports Stories :: Elder Chronicles :: Boss Slayer :: Penance King :: Kal'gerion Titles :: Gold Statue

  • Author

That would be because low levels are made up numbers not defined by the actual curve.

The actual curve doubles every seven levels but only starts working around lvl 12.

 

That makes ALOT of sense.. So I guess there's no way to fix that apart from having the minimum requirement at level 7/8?

Nope no way to 'fix' it to work directly. The curve derived for the formula simply does not apply to the first few levels, they are just arbitrarily defined numbers to fill in the space in which the curve would not give desirable results.

 

Only way to work around it would to be have a manually coded scenario for specific levels that override calculations with the predefined number.

Plv6Dz6.jpg

Operation Gold Sparkles :: Chompy Kills ::  Full Profound :: Champions :: Barbarian Notes :: Champions Tackle Box :: MA Rewards

Dragonkin Journals :: Ports Stories :: Elder Chronicles :: Boss Slayer :: Penance King :: Kal'gerion Titles :: Gold Statue

  • Author

Nope no way to 'fix' it to work directly. The curve derived for the formula simply does not apply to the first few levels, they are just arbitrarily defined numbers to fill in the space in which the curve would not give desirable results.

 

Only way to work around it would to be have a manually coded scenario for specific levels that override calculations with the predefined number.

 

That's quite a bit of effort though.. :L

Might just leave it as it is.

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