Hi, I love this mod so far and can't wait to go further with it but I have been wondering for a little while, is there a level cap to this mod?
I have checked the wiki page and it's a little less informative than I would have liked.
Here's some info, straight from analyzing the
latest version's (1.2.1) source code:
Enemy HP formula
EnemyMaxHP = DefaultEnemyMaxHP * (EnemyLevel / 30 + 0.4 + PlayerLevel/40).
Enemy Level
EnemyLevel(Expert Mode) = Min[(EnemyDamage + EnemyDefense * 4)/3 , 110 (120 if boss)]
EnemyLevel(Normal Mode) = Min[(EnemyDamage *2 + EnemyDefense * 4)/3 , 110 (120 if boss)]
In other words, Enemy Level is capped at 110 (120 for bosses).
Procedural Weapon Drops
Green Slime procedural weapon drop chance is 1/22 (~4,55%), always a Generic-Themed (themes are sword weapon GFX groups) Sword, with a 25% chance of having an accent (little gem on the GFX tip, I guess).
Blue Slime procedural weapon drop chance is 1/30 (~3,33%), always a Generic-Themed Sword, with a 33,3% chance of having an accent.
- If not a Green or Blue Slime, procedural weapon drop chance is as follows:
-For Player Levels lower than 5, any enemy has a 1/6 (~16,7%) chance of dropping a weapon.
-For Player Levels between 5 and 9, any enemy has a 1/9 (~11,11%) chance of dropping a weapon.
-For Player Levels higher than 9, any enemy has a 1/21 (~4,8%) chance of dropping a weapon.
-The weapon generated has a 1/6 (~16,7%) chance of being a Ranged Weapon, a 2.5/6 (~41,7%) chance of being a Sword, and the same 2.5/6 (~41,7%) chance of being a Staff. GFX themes based on current biome (Ranged weapons have no GFX themes).
-If the above dice rolls did not generate a weapon, then glyph drop chance is 2,5% (effectively, it is actually a little lower since it is the chance of NOT getting a drop from the above times 2,5%). A random glyph type is generated for every drop, so 33,3% chance.
-If all above rolls failed, the enemy name ends with "Eye", and Player Level is below 20, then you get an additional roll with a 1/21 (~4,8%) chance of getting a Monstrous-Themed Sword (with a 50% chance of a accent), and a 5/84 (~5,95%) chance of getting a Generic-themed Sword (without accent).
Experience Gain Formula
EnemyExperience = random(0, (EnemyMaxHP + DefFactor) / 5) + (EnemyMaxHP + DefFactor) / 6
Where DefFactor = EnemyDefense * EnemyMaxHP / (PlayerLevel + 10) or 1, if enemy has a negative defense.
EnemyExperience is halved for Expert Mode.
Leveling Formula
NeededXP is how much XP you need to get to the next Level.
-If Player Level is below 5: NeededXP = 80 + level * 20.
-If Player Level is between 5 and 9: NeededXP = level * 40.
-If Player Level is between 10 and 162: NeededXP = 280 * 1.09^(level - 5) + (3 * level).
-If Player Level is 163 or higher: NeededXP = 2,000,000,000 - 288,500,000,000 / level.
In other words,
there is no level cap for players.