Rather than a static +5% exp gained per kill, boost the base value the skill improves by and then implement diminishing returns.
Details:
The first level of Quick Learner increases the % exp gained per kill by 15% of the base 100%.
Each level of Quick Learner taken after that increases the % exp gained per kill by 80% of the benefit of the previous level of the Quick Learner skill.
Formula:
I failed to come up with a single formula to match what I'm trying to do so allow me to describe it and hopefully someone else will recognize how to merge the formula for QL0 with all the other QL levels (not being able to use n-1 with QL0 is what's throwing me off).
QL0 is obviously 100% exp gained per kill.
QLn will be QLn-1 * (100% + 15%(80%^(n-1))). Where "n" is the number of points in QL.
If "n" is 1, then: QL1-1 * (100% + 15%(80%^(1-1)))
--------------> QL0 * (100% + 15%(80%^(0)))
--------------> 100% * (100% + 15%(1))
--------------> 100% * (100% + 15%)
--------------> 100% * (115%)
--------------> 115%
So QL1 would be 115% exp gained per kill.
If "n" is 2, then: QL2-1 * (100% + 15%(80%^(2-1)))
--------------> QL1 * (100% + 15%(80%^(1)))
--------------> 115% * (100% + 15%(80%))
--------------> 115% * (100% + 12%)
--------------> 115% * (112%)
--------------> 128.8%
So QL2 would be 128.8% exp gained per kill.
If "n" is 3, then: QL3-1 * (100% + 15%(80%^(3-1)))
--------------> QL2 * (100% + 15%(80%^(2)))
--------------> 128.8% * (100% + 15%(64%))
--------------> 128.8% * (100% + 9.6%)
--------------> 128.8% * (109.6%)
--------------> 141.16%
So QL3 would be 141.16% exp gained per kill.
Rather than continuing every single formula I'll finish by posting the rest of the numbers for QL0 through QL25.
Numbers:
0 QL = 100%
1 QL = 115.00%
2 QL = 128.80%
3 QL = 141.16%
4 QL = 152.01%
5 QL = 161.35%
6 QL = 169.28%
7 QL = 175.93%
8 QL = 181.47%
9 QL = 186.03%
10 QL = 189.78%
11 QL = 192.84%
12 QL = 195.32%
13 QL = 197.33%
14 QL = 198.96%
15 QL = 200.27%
16 QL = 201.33%
17 QL = 202.18%
18 QL = 202.86%
19 QL = 203.41%
20 QL = 203.85%
21 QL = 204.20%
22 QL = 204.49%
23 QL = 204.71%
24 QL = 204.89%
25 QL = 205.04%
As can be seen by the above numbers, people with as many as 20 points in QL will still have at least as much if not more exp gained per point invested than they did before (QL20 used to be 200% and in this proposed formula it would be 203.85%). However, while the initial value of each point invested is much higher (3x as high with QL1: 5% vs. 15%) the value of each point spent decreases till it drops much lower than what it used to be (QL20 is only a 0.44% gain compared to the static 5% it used to be).
Again, the goal of this change is to make a few points in QL to be much more worthwhile than it was before without actually nerfing the total value of QL.
Just some quick New vs. Old comparisons:
QL2: 128.8% vs. 110% - gain of 18.8%
QL4: 152.01% vs. 120% - gain of 32.01%
QL8: 181.47% vs. 140% - gain of 41.47%
QL12: 195.32% vs. 160% - gain of 35.32%
QL20: 203.85% vs. 200% - gain of 3.85%
Google Docs spreadsheet link: https://docs.google.com/spreadsheet/ccc ... Fp4eEgyR3c
Here's the code for excel if you want to see how this looks:
Code: Select all
A1 through Z1: Points spent in QL so 0 through 25
A2: blank
B2 through Z2: static 5%
A3: 100%
B3 through Z3: =B2+A3 --> 5% + 100%, fill across so Z3 is =Z2+Y3 --> 225%
A4: blank
B4 through Z4: =$A$5+15%*(80%^(B1-1)) --> 115%, fill across so Z4 is =$A$5+15%*(80%^(Z1-1)) --> 100.07%
A5: 100%
B5 through Z5: =B4*A5 --> 115%, fill across so Z5 is =Z4*Y5 --> 205.04%
A6: blank
B6 through Z6: =B5-A5 --> 15%, fill across so Z6 is =Z5-Y5 --> 0.15%
A7: blank
B7 through Z7: =B5-B3 --> 10%, fill across so Z7 is =Z5-Z3 --> -19.96%