EDITEasy mode calculations
Lv. 1 Micaiah v. Lv. 1 Bandit (damage): 19 Exp.
(21 + 0) / 2 + [9] = 19
Lv. 1 Eddie v. Lv. 1 Bandit (kill): 47 Exp.
19 + 0 + [28] = 47
Lv. 9 Noyce v. Lv. 1 Soldier (damage): 15 Exp.
(21 - 8) / 2 + [9] = 15
Lv. 9 Noyce v. Lv. 1 Soldier (kill): 35 Exp.
15 - 8 + [28] = 35
Lv. 1* Sothe v. Lv. 8 Zaitan (damage): 13 Exp.
(39 + 8 - 21)/2 = 13
Lv. 1* Sothe v. Lv. 3 Soldier (kill): 15 Exp.
(39 + 3 - 21)/2 = 10
10 - 18 + 28 {-5} = 15
DAMAGE EXP = (21 + LEVEL GAP)/2 + 9
KILL EXP = DAMAGE EXP + LEVEL GAP + 28
MODIFICATIONS
TIER 2 LEVEL = TIER 1 LEVEL + 20
TIER 2 KILLING TIER 1 = -5 EXP
EASY MODE DAMAGE BONUS = +9 EXP
EASY MODE KILL BONUS = +28 EXP
--------------------------------------------------------------
Normal mode calculations
Lv. 1 Micaiah v. Lv. 1 Bandit (damage): 10 Exp.
(21 + 0)/ 2 = 10
Lv. 1 Eddie v. Lv. 1 Bandit (kill): 25 Exp.
10 + 0 + [15] = 25
Lv. 1 Eddie v. Lv. 2 Bandit (damage): 11 Exp.
(21 + 1) / 2 = 11
Lv. 1 Micaiah v. Lv. 2 Bandit (kill): 27 Exp.
11 + 1 + [15] = 27
Lv. 1 Eddie v. Lv. 3 Bandit (damage): 11 Exp.
(21 + 2) / 2 = 11
Lv. 1 Leonardo v. Lv. 3 Bandit (kill): 28 Exp.
11 + 2 + [15] = 28
Lv. 2 Micaiah v. Lv. 5 Boss (kill) 70 Exp
(21 + 3) / 2 = 12
12 + 3 + [15] + {40} = 70
DAMAGE EXP = (21 + LEVEL GAP)/2
KILL EXP = DAMAGE EXP + LEVEL GAP + 15
MODIFICATIONS
NORMAL MODE DAMAGE BONUS = 0 EXP
NORMAL MODE KILL BONUS = +15 EXP
NORMAL MODE BOSS BONUS = +40 EXP
--------------------------------------------------------------
Hard mode calculations
Lv. 1 Micaiah v. Lv. 3 Bandit (damage): 6 Exp.
(21 + 2)/2 - [5] = 6
Lv. 1 Eddie v. Lv. 3 Bandit (kill): 23 Exp.
6 + 2 + [15] = 23
DAMAGE EXP = (21 + LEVEL GAP)/2 - 5
KILL EXP = DAMAGE EXP + LEVEL GAP + 15
MODIFICATIONS
HARD MODE DAMAGE BONUS = -5 EXP
HARD MODE KILL BONUS = +15 EXP
(EQUIVALENTLY, -5 TO NORMAL MODE DAMAGE AND KILL EXP VALUES)
Found NeoElfBoy's notes:
Note that this is all experimental, rather than pulled from the game code or some official Ultimania-style guide, so there could be errors, especially for oddball situations like a Tier 1 beorc attacking a Tier 3 beorc, or something.
Experience formula:
Combat Exp
Ineffective Atk Exp = 1 [if a player unit participates in combat in which he or she does no damage]
Atk Exp = 10 + HM penalty + DeltaLevel/2 + Laguzfoe modifier (round up, min. 1)
HM penalty: -5 if playing on HM
Laguzfoe modifier: +10 if foe is a laguz
DeltaLevel: Foe's level minus player unit's level. Note that "level" has the following modifiers:
If unit is a tier 2 beorc, +20 to their level
If unit is a tier 3 beorc, +40 to their level
If unit is a transformed laguz, its level is doubled.
Kill Exp = Atk Exp + DeltaLevel + 15 + DeltaPower*5 + Boss modifier
Boss modifier: +40 if foe is a boss on NM, +30 if foe is a boss on HM
DeltaPower: Foe's power minus player unit's power. "Power" is defined as follows:
-Tier 1 beorc, as well as enemy-controlled laguz, have a power of 1
-Tier 2 and 3 beorc, as well as player-controlled untransformed laguz, have a power of 2.
-Player-controlled transformed laguz have a power of 3.
If Kill Exp would be less than Atk Exp, set it equal to Atk Exp instead.
Bonus Exp:
Gaining real Exp using Bonus Exp has the following cost on BExp:
(Real Exp gained)*(Level+1)/2 (round up)
Beorc levels are modified as above for combat Exp (+20, +40 depending on tier). Laguz count as their listed level x1.5, rounded down.
Staff Exp
See Serenes Forest
All modifications to combat and staff exp due to Paragon and Blossom are done at the end, and are straight multipliers. For obvious reasons these skills no longer affect Bonus Exp.
---
The RPG Duelling League: www.rpgdl.com
An unparalleled source for RPG information and discussion


