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Are experience increasing abilities good picks in your opinion?

Are experience increasing abilities good picks in your opinion?

So the base formula for experience in Fallen Enchantress is y = 2.1^x, where x is your champion's level, and y = the experience required for the next level.

 

Essentially this means that experience required increases by a little more than a factor of 2 every time you make a level.

 

So, it progresses something like this:

level 5: 41 xp needed

level 7: 180 xp needed

level 10: 1668 xp needed

level 15: 68,122 xp needed

level 17: 300,419 xp needed

level 20: 2,782,184 xp needed

level 21: 5,842,587 xp needed

 

As you can see... there quickly becomes a "glacial region" where the amount of experience that can be obtained in the game can no longer change your champion/sovereigns level.

That's where my discussion about +xp % gain abilities (Potential 1, 2 & 3, Knowledge) begins.

Any +xp percent gain will move you into the glacial region FASTER but it doesn't actually provide you with more levels total.

 

However, taking such abilities WILL use up one (or more) of your VERY finite ability progression slots.

 

Am I missing something here? Taking +xp bonuses actually weakens your champion / sovereign in the long term.

 

Developer folk... Is there any way to cap the maximum xp needed per level at some point, and perhaps add this variable to the ElementalDefs.xml file? There is already a multiplier variable for xp gained, but this has the same problem as the xp bonus abilities... it's a linear change being applied against an exponential function. i.e. it boosts the beginning (not desired as a baseline for balance purposes) and has no real effect on the end (the goal).

Or perhaps xp gain bonuses could apply their multiplier against the 2.1 number base instead of the experience gained. By changing the base (by even a small percentage) you would make the gains affect the exponential function in an exponential way and see a definitive advantage to living without abilities in the beginning of the game with the expectation that you might have more in the end (not counting xp gain abilities themselves).

Do any players have some feedback on this issue? Is getting to level 12 a few fights earlier a tradeoff worth giving up 1-4 abilities for you?

 

EDIT: Acknowledging that my formula for xp required per level in this original post was completely and utterly incorrect. Thank you to follow up posters for clarifying this in a useful way. A more accurate analysis follows below, but the bottom line remains the same.

43,959 views 31 replies
Reply #26 Top

Quoting Liquid, reply 25


Perhaps they should change Potential from a percentage to growth, to just giving you a level.  Now you have a choice as to when you want to take it..early to reach a level to use an item faster, or later to maximize your level.
End of Liquid's quote

 

I do not think there is any need to change it much. At most a slight adjustment is enough, e.g. +5%.

 

Quoting OliverFA_306, reply 20

I think that the XP for trainable units gets divided by the number of heroes. So, if you have two heroes in an army with training, you will use the bonus of both hroes, but after that the total XP will be divided by two, and the same happens for the heroes themselves, they get the experience divided by two. In general I think that it's not a good idea XP-wise to have more than one hero. But on the other hand having complementary heroes makes your army more effective, and there is no XP without won battles.
End of OliverFA_306's quote

 

Its only worse for non-hero units. For heroes its better unless by splitting they can finish more quest/kill more monsters.

 

E.g. winning a fight gives Y xp. Having 1 hero win that fight gives him Y xp and the other hero gets 0 xp. If both fight, both get Y/2 XP. But since xp have less effect when having more, spreading xp leads to stronger heroes than concentrating it.Only for non-hero units its worse. Are henchen heroes or non-heroes in terms of xp?

This is expecially true, if army trainer is stacking and both heroes have it maxed. One hero than gains (assuming no other bonus) 1.45*Y xp, while with two heroes its 1.9*Y/2= 0.95*Y xp. In that case even the non-heroes do lose less.

Reply #27 Top

There are other benefits to levelling quicker such as more hp or being able to equip weapons and armor that require certain levels.

Reply #28 Top

I'm not really going to say anything new here (thanks, Ausland), but....

It's worth taking the +15% XP trait at low levels.  +20 and +25, not so much because those are only 5% bonuses over the prior, and you've already gained some levels by the time you can pick them.

This is because, as Ausland said, there are more benefits to leveling up than just getting more traits.  You gain HP, Accuracy, and Spell Resistance each level, and I think weight capacity increases (although maybe not every level).  Some spells increase potency based on your level, and some equipment you find will have level requirements.  So, while you might not get extra traits out of it, your hero will become more powerful faster as a result.  

Also, sometimes the other choices kinda suck.  This aspect of it is going away in LH, though, as the choices will no longer be random.

Reply #29 Top

XP traits stack as far I understand how all traits work.  So a 15 an 20 would then be 35.

Reply #30 Top

Quoting halmal242, reply 29

XP traits stack as far I understand how all traits work.  So a 15 an 20 would then be 35.
End of halmal242's quote

 

I just even tested, whether different trainer bonuses stack and with 3 heroes of those 2 having trainer 1 i got 1 xp more than in the same fight with just one of them having trainer 1.

Reply #31 Top

I meant on a single person stacking.  So having additional trainers won't stack but having Exp I, Exp II, and Exp II, then having trainer should stack.  In other words multiple people with training won't matter.  So if you load up a single person with Trainer III then the rest of your champions grouped with that person would not need their Exp traits.  Of course then they are shackled to that trainer for that bonus.