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View Full Version : Advancement Curve Changes for Level 61



asommers
09-03-2011, 06:02 PM
The level 56 advancement curve was discussed here (http://www.spacetimestudios.com/showthread.php?18276-Advancement-Curve-Changes-for-Level-56). For those that want to know the advancement curve for level 61, here it is.

-ALS

Level and XP required to get to the next level
1 - 8
2 - 16
3 - 42
4 - 68
5 - 94
6 - 120
7 - 146
8 - 172
9 - 198
10 - 224
11 - 250
12 - 276
13 - 302
14 - 328
15 - 354
16 - 380
17 - 406
18 - 432
19 - 458
20 - 490
21 - 524
22 - 561
23 - 600
24 - 642
25 - 687
26 - 735
27 - 786
28 - 841
29 - 904
30 - 972
31 - 1045
32 - 1123
33 - 1207
34 - 1298
35 - 1395
36 - 1500
37 - 1613
38 - 1734
39 - 1873
40 - 2023
41 - 2185
42 - 2360
43 - 2549
44 - 2753
45 - 2973
46 - 3211
47 - 3468
48 - 3745
49 - 4063
50 - 4408
51 - 4783
52 - 5190
53 - 5631
54 - 6110
55 - 6629
56 - 7192
57 - 7803
58 - 8466
59 - 9228
60 - 100590
61 - cap

Air
09-03-2011, 06:17 PM
Thats so much

Whirlzap
09-03-2011, 07:33 PM
Almost halfway to level 60 and all from 1.5s!

elianel
09-03-2011, 07:40 PM
thanks now i don't have to ask ppl lol

Kossi
09-03-2011, 07:43 PM
NOW thats what i call no life

elianel
09-03-2011, 07:44 PM
but where is the best place for xp run

Wilddar
09-03-2011, 07:53 PM
Great Resource! Thanks! :)

Cahaun
09-04-2011, 11:56 AM
Wow (faints);)

WolfShaman
09-05-2011, 12:42 PM
All well and good posting that. Considering the Xp earned in dungeons is frugal (being polite) at 1 or 2 pts Xp regardlesss of whY you fight and kill, it's an exercise in laborous futility. This is especially true at higher levels (Oasis, Shadow Caves, and Balefort Sewers) come to mind. Perhaps my vision is skewed by playing RPGs on PS3 and having campained in Dungeons & Dngeons, but at higher levels a character is [expected] to have greater rewards for the risk taken. As it stands now the devs have the risk skewed too high and the reward minimal, making for a very unbala
nced gaming experience.

Swimmingstar
09-05-2011, 01:42 PM
WOW! Next update make everything go down by 1k in higher levels

n00b13st
09-07-2011, 05:11 PM
All well and good posting that. Considering the Xp earned in dungeons is frugal (being polite) at 1 or 2 pts Xp regardlesss of whY you fight and kill, it's an exercise in laborous futility. This is especially true at higher levels (Oasis, Shadow Caves, and Balefort Sewers) come to mind. Perhaps my vision is skewed by playing RPGs on PS3 and having campained in Dungeons & Dngeons, but at higher levels a character is [expected] to have greater rewards for the risk taken. As it stands now the devs have the risk skewed too high and the reward minimal, making for a very unbala
nced gaming experience.

I understand your point and I've played a variety of *RPGs including D&D - but as I understand it this game is only expected to go to 100 levels max. I want to play the game as long as I can and get as many characters as I can to max level before that becomes pointless because everyone got there before me. 100k for level 60 seems reasonable considering I was around 2/3 through level 55 to 56 before time ran out and I wasn't even trying that hard (RL takes priority.) When you reach the end, some interest is lost - in a sense the game is over. I don't want it over too soon.

xero
09-24-2011, 08:04 AM
On the flip side of the same token, theres the idea of "why bother grinding that much for a vanity that grants a set bonus if you include the vanity crown of persistance. Then there are those players that didnt or couldnt grind enough xp to get to 56 to get said crown".

Its understandable that there are those that are able to get to cap, but they also have multiple characters, so things are still interesting enough for them to want to do it again. Im not talking about rasing the xp per kill up a bunch... just by like 1or 2. Even if they raise the xp gain by 2, it still presents enough of a challenge that still gives each player that reaches cap, a sense of accomplishment (or in some cases, the "wow ive played this WAAAAY to much, now im gonna take a break" feeling lol ^_^).

At least this way, the game wont feel as skewed ya know?

Elf-Orc-Naga
11-05-2011, 12:40 PM
My prediction of the new gain points will not exceed the following!

61 12,742
62 13,892
63 15,145
64 16,512
65 180,020

I graphed these EXPerience points and surprisingly the curve is EXPonential!

Suggestion: could we make it logarithmic curve from level 60... giving an exponential curve will let the player exhausted palying new dungeons.. remember the law of marginal utility.. or make some adjustments with enemy...

ooommmggg
12-28-2011, 10:44 PM
cool

Swimmingstar
01-02-2012, 06:36 PM
65-66=100,000

Eddison Sukansingh
02-19-2012, 07:43 AM
Its both good and bad increasing the amount of xp needed to attain those levels.

My opinion is that its good because to many people are leveling up fast without appreciating the levels and the sets they offer. I've seen some very beautiful sets like the rift set but people don't appreciate it including myself.lol.
I say take some time to learn about the character you choose, master it and save allot of gold to buy new gr8 sets.
Actually i like sporting the sets i have and it'll give me a chance to appreciate the demonic glyph set :)


On a bad note those who wanna level up faster will have to spend allot more on 4x combo elixir which in turn is good business for spacetime studios - pocket legends.lol.
I'll be expecting some new cool sets.


Sent from my GT-I5800 using Tapatalk

AlisonJames
03-30-2012, 01:30 AM
Looking forward for 5th level.

Swords
04-02-2012, 12:44 PM
Looking forward for 5th level.

Why would u put ur address in location lol? u gonna get many ding dongs at your house, anyways the lvl xp gotten lower so u can lvl up faster. Changed on november 30th