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acbc123
40 posts Member
If your bonus is at 66% then you should use 0.66 for the regular, and 1.53 for the hidden, for a total of 2.19 xp.

25 KEMs should give you 547,500 xp, and you should get 2,190,000 xp per day.

You might want to sell most of the KEMs, but keep the original. If you played during last Halloween, then this one is easy to identify. It's the one that should have the Kill-E-Mart skin.

Replies

  • Ftball2theGroin
    594 posts Member
    edited June 2016
    Yes, your calculations are pretty much right, as far as I can tell. Yes, you're getting 84 (minus 25, so 59) donuts but that's ten straight days of building and selling 4 times a day, every four hours. It's a bit of a grind, honestly. I don't know if I'll re-up the XP collider after my ten days are up.
  • acbc123
    40 posts Member
    edited June 2016
    petehd14 wrote:
    If your bonus is at 66% then you should use 0.66 for the regular, and 1.53 for the hidden, for a total of 2.19 xp.

    But then if you have a 100% conform-o-meter bonus, then it would mean 1x, which would be nothing. 101% bonus would be 1.01 according to what you said, and that would be only 1%. If I use 0.66 for something as simple as jobs, then it would mean I am only getting 66% of the original xp, right?
  • IckabodSchrek
    5912 posts Member
    edited June 2016
    Not sure how you calculated the cost of the KEMs... just wanted to make sure you knew that they increase in price and decrease in sell back the more you buy and sell.
    DeesToonTown in Crawl to the Finish #The Grumple Is Free!
  • 00becker
    446 posts Member
    edited June 2016
    acbc123 wrote:
    Hi, I've been playing TSTO for quite a while but new to the forums. I realized I was missing out on a lot of helpful tips and stuff. Anyways, I saw a post regarding KEM farming for leveling. I did some calculations, but the answer was WAAAY higher than I expected. Can someone check the math please?

    So let's say I'm building 25 KEMs every 4 hours with a 10 day xp multiplier on. My conform-o-meter bonus is at 66% and my SH bonus is 153% (max). If I am able to build 4 sets of 25 KEMs everyday, then I would have leveled up 84 levels. Here's the math:

    2000 xp (for each KEM) x 25 (number of KEM) x [(1.66 (conform-o-meter) + 2.53 (SH)) x 5 (xp collider)] x 4 (number of builds per day) x 10 (number of days). Simply put: 2000 x 25 x [20.95] x 4 x 10.

    This comes out to be 42000000 (when 20.95 is rounded up to 21), which would be 84 levels in the 101-939 level region. I thought there might be a flaw in my equation which I must have overdone, because it means that I am getting 84 levels (donuts) for 25 donuts, for about 3 million cash (buying and selling KEMs repeatedly).

    Everything seems to be reasonable in the calculations but not the answer. Can someone confirm this please?

    Your math for the bonus is wrong:
    (100% base XP collection + 66% conform-o-meter bonus + 153% SH bonus) x 500% XP Collider bonus = 319% x 500% = 1595% = 15.95 times

    So, 2000 XP/KEM x 25 KEMs x 4 times/day x 10 days x 15.95 bonus = 2000 XP/KEM x 1000 KEMs x 15.95 bonus = 2,000,000 XP x 15.95 bonus = 31,900,000 XP, or 63 levels between 101 and 939.

    That's a gain of 38 doughnuts from your KEM builds (63 - 25 = 38 ). You can probably add a few more doughnuts for character/building XP collection too.

    Edits for clarity. Hope it worked ;)
    Post edited by Unknown User on
  • 00becker
    446 posts Member
    edited June 2016
    acbc123 wrote:
    petehd14 wrote:
    If your bonus is at 66% then you should use 0.66 for the regular, and 1.53 for the hidden, for a total of 2.19 xp.

    But then if you have a 100% conform-o-meter bonus, then it would mean 1x, which would be nothing. 101% bonus would be 1.01 according to what you said, and that would be only 1%. If I use 0.66 for something as simple as jobs, then it would mean I am only getting 66% of the original xp, right?

    You need to start with 1 (100%) for your base XP, and add the conform-o-meter and SH bonuses. So, (1 + conform-o-meter +SH) x XP Collider = (1 + 0.66 + 1.53) x 5 for the bonus calculation.
  • Wiredup11
    339 posts Member
    edited June 2016
    Hello and welcome!

    I see 00becker got you the answer already, but I'll still post this so you can see what went wrong. It was a minor, easily made mistake but had a big effect on the outcome.

    [(1.66 (conform-o-meter) + 2.53 (SH)) x 5 (xp collider)] is what made your total xp come out so huge. This part adds up to having a total xp multiplier which is 500% more than what you have (2095% or 20.95 instead of 1595% or 15.95)

    Seeing as your conform-o-meter bonus is 66% and your SH bonus is 153%, you should've taken and added up 1 (base xp), 0.66 and 1.53 instead of the used 1.66 (166%) and 2.53 (253%), both adding an extra 100% to your multiplier before using the collider. The extra 1 (base xp) in the formula boosted, after the collider bonus (x5), your total xp with 500%.

    Your formula, which looks clean, with a minor correction:
    2000 xp (for each KEM) x 25 (number of KEM) x [(1 (base xp) + 0.66 (conform-o-meter) + 1.53 (SH)) x 5 (xp collider)] x 4 (number of builds per day) x 10 (number of days). Simply put: 2000 x 25 x [15.95] x 4 x 10 = 31.900.000 xp over the course of 10 days. This will bump you up 63.8 levels.

    Edited after 00becker's post which showed me my wrongdoings. I will repent by being on time out for 10 minutes, outside.
    Post edited by Unknown User on
  • 00becker
    446 posts Member
    edited June 2016
    Wiredup11 wrote:
    Hello and welcome!

    I see petehd gave you the answer already, but I'll still post this so you can see what went wrong. It was a minor, easily made mistake but had a big effect on the outcome.

    [(1.66 (conform-o-meter) + 2.53 (SH)) x 5 (xp collider)] is what made your total xp come out so huge. This part adds up to having a total xp multiplier which is almost double of what you have (2095% or 20.95 instead of 1095% or 10.95)

    Seeing as your conform-o-meter bonus is 66% and your SH bonus is 153%, you should've taken and added up 0.66 and 1.53 instead of the used 1.66 (166%) and 2.53 (253%), both adding an extra 100% to your multiplier before using the collider. When adding the 5x Collider bonus to the 200% extra xp, you find the 1000% xp gap.

    Your formula, which looks clean, with a minor correction:
    2000 xp (for each KEM) x 25 (number of KEM) x [(0.66 (conform-o-meter) + 1.53 (SH)) x 5 (xp collider)] x 4 (number of builds per day) x 10 (number of days). Simply put: 2000 x 25 x [10.95] x 4 x 10 = 21.900.000 xp over the course of 10 days. This will bump you up 43.8 levels.

    Nice explanation, Wiredup11, but you've forgotten the base XP and need to add 1 (or 100%) to your calculations for this. It's 66% added to the base collection for the conform-o-meter, and 153% added to the base collection for SH. But acbc123 added the base collection twice in the original calculation - it should only be added once and not to both the conform-o-meter and SH bonuses.
  • petehd14
    2769 posts Member
    edited June 2016
    acbc123 wrote:
    petehd14 wrote:
    If your bonus is at 66% then you should use 0.66 for the regular, and 1.53 for the hidden, for a total of 2.19 xp.

    But then if you have a 100% conform-o-meter bonus, then it would mean 1x, which would be nothing. 101% bonus would be 1.01 according to what you said, and that would be only 1%. If I use 0.66 for something as simple as jobs, then it would mean I am only getting 66% of the original xp, right?

    Oh yeah. It is better to break it down by step. You should start by adding the bonuses together, because there was an extra 100% in there. I'm getting 23,900 xp per KEM, and 597,500 for 25.
  • Wiredup11
    339 posts Member
    edited June 2016
    Not sure how you calculated the cost of the KEMs... just wanted to make sure you knew that they increase in price and decrease in sell back the more you buy and sell.
    This is important when you're farming but want to keep money loss on a minimum.

    Without selling your original KEM (Apu's), The total cost from the 20th-26th KEM (included the 18 previously built) are as follows:

    20: $30.970
    21: $37.070
    22: $44.370
    23: $53.070
    24: $63.370
    25: $75.770
    26: $90.170

    Starting from and counting the 26th, each added KEM will cost you $14.000.

    I myself don't go over this amount seeing as I want to build up my money pool. I usually go up to building 22 for a total of 23, which'll give me about 3 levels. With a high multiplier I also don't pick a different donut box, seeing as they cost $50.000 a piece and I can build enough KEM worth to get 3 levels out of that.
    00becker wrote:
    Nice explanation, Wiredup11, but you've forgotten the base XP and need to add 1 (or 100%) to your calculations for this. It's 66% added to the base collection for the conform-o-meter, and 153% added to the base collection for SH. But acbc123 added the base collection twice in the original calculation - it should only be added once and not to both the conform-o-meter and SH bonuses.
    It took me a while but I figured out what you meant. You're right, and I'll edit my previous post to correct my mistakes.

    I'm glad there are forum members that actually know math so mere peasants like myself can be helped.
    Post edited by Unknown User on
  • Psdance
    150 posts Member
    edited June 2016
    I just noticed that my KEM cost now starts at 14,400. (Edit) So this is wrong! I accidentally stored my KEM instead of selling them. Whew! KEM cost is back to normal for me.


    BTW, I don't see the Duff gardens offer in my town.
  • 4junk3000
    5741 posts Member
    edited June 2016
    WHOAAA, WHOA! Whoa.

    Too much maths!

    Less thinking, more tapping!

    =D
  • 88KEYS62
    200 posts Member
    edited June 2016
    How do you determine your SH bonus percentage?
  • acbc123
    40 posts Member
    edited June 2016
    00becker wrote:

    Your math for the bonus is wrong:
    (100% base XP collection + 66% conform-o-meter bonus + 153% SH bonus) x 500% XP Collider bonus = 319% x 500% = 1595% = 15.95 times

    So, 2000 XP/KEM x 25 KEMs x 4 times/day x 10 days x 15.95 bonus = 2000 XP/KEM x 1000 KEMs x 15.95 bonus = 2,000,000 XP x 15.95 bonus = 31,900,000 XP, or 63 levels between 101 and 939.

    That's a gain of 38 doughnuts from your KEM builds (63 - 25 = 38 ). You can probably add a few more doughnuts for character/building XP collection too.

    Edits for clarity. Hope it worked ;)

    Ahhhhhhh okay that clears it up. Thanks for the kind explanation :D
  • acbc123
    40 posts Member
    edited June 2016
    88KEYS62 wrote:
    How do you determine your SH bonus percentage?

    Organized by LPN on http://forum.ea.com/eaforum/posts/list/10344781.page

    Total of 150% for all 50 buildings, or 10 buildings of each(level doesn't matter) + 1% from each private island (level 2 and above)
  • acbc123
    40 posts Member
    edited June 2016
    Not sure how you calculated the cost of the KEMs... just wanted to make sure you knew that they increase in price and decrease in sell back the more you buy and sell.

    Building 25 KEMs from KEM #2 to #26 comes out at $90170, and selling them back for $22542. Total cost for 25 KEMs 4 times a day for 10 days would be $2705120.
  • Wiredup11
    339 posts Member
    edited June 2016
    88KEYS62 wrote:
    How do you determine your SH bonus percentage?

    There's no easier way than counting the SH buildings you've got in your town. Inventorized, they won't provide their bonus xp.

    Modern Mansion 5% (50)
    Classic Mansion 4% (40)
    Business Center 3% (30)
    Valet Parking 2% (20)
    Deluxe Condo 1% (10)
    Private Island level 2-5 1% (3)

    Totalling 153%.
  • 168seanang168
    41 posts
    edited June 2016
    This thread is a good test of percentage knowledge for elementary mathematics for the 13 to 16 years old!
  • 168seanang168
    41 posts
    edited June 2016
    Wiredup11 wrote:
    88KEYS62 wrote:
    How do you determine your SH bonus percentage?

    There's no easier way than counting the SH buildings you've got in your town. Inventorized, they won't provide their bonus xp.

    Modern Mansion 5% (50)
    Classic Mansion 4% (40)
    Business Center 3% (30)
    Valet Parking 2% (20)
    Deluxe Condo 1% (10)
    Private Island level 2-5 1% (3)

    Totalling 153%.
    Actually I couldn't get 3 percent for the three private islands. My calculations ends up telling me it is 2.5 percent. So each island gives about 0.8333 percent.
  • anaquarind
    1494 posts Member
    edited June 2016
    Tempted to try the KEM farming technique, but was wondering if they can be chain-placed? Or do you need to go into the build menu each time?

    Always looking to add active forum members! But please PM me first.
  • Wiredup11
    339 posts Member
    edited June 2016
    Actually I couldn't get 3 percent for the three private islands. My calculations ends up telling me it is 2.5 percent. So each island gives about 0.8333 percent.
    Alright, good to know. Don't have 3 myself but going off the information from the wiki.
    anaquarind wrote:
    Tempted to try the KEM farming technique, but was wondering if they can be chain-placed? Or do you need to go into the build menu each time?
    You can keep placing them. The foundation does move after about every placement, meaning you'd have to adjust the spot you're wanting to build on after about every mart.
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