Experience: Difference between revisions
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* The Marksman Pilot Specialist receives a free level 3 Marksman before the first round | * The Marksman Pilot Specialist receives a free level 3 Marksman before the first round | ||
* The Rhino Pilot Specialist receives a free level 2 Rhino before the third round | * The Rhino Pilot Specialist receives a free level 2 Rhino before the third round | ||
* A higher level unit gives more XP, level 2 gives 3 times the XP. The formula is ''Base XP * (2 * Level - 1)'' | |||
==Experience (XP) Gain Rules == | ==Experience (XP) Gain Rules == |
Revision as of 20:35, 3 June 2023
Experience Levels
- When a unit gains enough experience to level, you can pay an amount equal to half of its base cost to level it up
- A unit's HP and Damage are multiplied by its level. E.g. A level 1 Marksman has 1471 HP and 2271 Damage. A level 5 Marksman has 7355 HP and 11355 Damage
- The max level is 9
- If a unit is purchased at a higher level, the level up cost is paid in advance
- All units can be purchased at level 2 if you have the Elite SPC Specialist or pay 100 for Elite Recruitment in your Command Center
- Fangs can be purchased at level 3 if you have the Elite Fang Specialist
- Crawlers can be purchased at level 5 if you have the Elite Crawler Specialist
- The Marksman Pilot Specialist receives a free level 3 Marksman before the first round
- The Rhino Pilot Specialist receives a free level 2 Rhino before the third round
- A higher level unit gives more XP, level 2 gives 3 times the XP. The formula is Base XP * (2 * Level - 1)
Experience (XP) Gain Rules
Kill XP
- The unit that gets the killing blow receives 50% of the XP
- Only kills from weapon attacks will grant kill XP
- Fire, acid, skills, and hacks skip kill XP and instead distribute 100% of the XP via Participation XP
Participation XP
- Any unit, including hacked units, that hits with their weapon counts as participating. Damage does not matter
- Hacking, even partially, counts as participating
- Ground effects do NOT count as participating
- Summoned units tag their summoner as participating
- Hacked units will slowly get XP for themselves from participation
- Participation XP is split equally amongst all participants, rounded down
- Participation XP is 50% if kill XP was granted, otherwise 100% of the total XP if the unit was hacked or killed by skills or ground effects
XP Negation Reasons
In the following situations, after XP is distributed, the XP that a unit would be granted is zeroed out
- Dead units, all XP gains are negated. Except when a Rhino uses Final Blitz, it still receives XP from the exploded units
- Summoned units, all XP gains are not retained
- Hacked units, kill XP is negated. Participation XP is unaffected which means that hacked units slowly gain XP for themselves
- Units at max XP for their level, all XP gains are negated
- Units killed entirely by skills and/or ground effects grant no XP
XP Gain Examples
- Two Marksmen shoot each other. One bullet will hit milliseconds before the other which means one of the Marksmen gains 200 XP and the other gains 0 XP from being dead when their bullet hits.
- A Vulcan summons a Marksman. The Marksman kills a crawler. The Marksman gains 6 XP, 4 from the kill, 2 from participating. The Vulcan gains 2 XP from participating via summon.
- A Hacker hacks a Rhino while being assisted by crawlers that survive. The Hacker gains 200 XP. The Crawler gains 200 XP.
- A Stormcaller with incendiary bomb leaves some fire on the ground. A squad of Fangs dies to the fire. The Stormcaller gains 0 XP since it did not hit the Fangs.
- A Mustang hits a Rhino with Armor Enhancement and deal zero damage. An Orbital Javelin kills the Rhino. The Mustang gains 400 XP since it participated.
- A hacked Rhino kills another Rhino that was partially hacked by a Hacker. The Rhino gains 100 XP via participation for itself, the 200 XP from the kill is negated. The Hacker gains 100 XP via participation.
- A Rhino with Final Blitz is killed by a Rhino which is then killed by the Final Blitz. Both Rhinos gain 400 XP for killing a Rhino
XP Per Unit Killed
Unit | XP Per Unit | Total Squad XP |
---|---|---|
Crawler | 8 | 192 |
Arclight | 200 | 200 |
Marksman | 200 | 200 |
Tower | 200 | 200 |
Fang | 12 | 216 |
Sledgehammer | 80 | 400 |
Steel Ball | 100 | 400 |
Stormcaller | 100 | 400 |
Phoenix | 200 | 400 |
Rhino | 400 | 400 |
Hacker | 400 | 400 |
Wasp | 34 | 408 |
Mustang | 34 | 408 |
Fortress | 800 | 800 |
Vulcan | 800 | 800 |
Melting Point | 800 | 800 |
Overlord | 800 | 800 |
XP Requirements
XP requirements increase each level by a certain multiplier of the previous/base level. While the first level up is relative cheap, the second has the highest increase with +122% and the third already only +32% (next: +17%, +11%, +8%, +6%, and +5% increase).
Unit | XP To Level 2 | Level 3 | Level 4 | Level 5 | Level 6 | Level 7 | Level 8 | Level 9 |
---|---|---|---|---|---|---|---|---|
Crawler | 450 | 1001 | 1322 | 1551 | 1728 | 1873 | 1995 | 2102 |
Arclight | 500 | 1112 | 1469 | 1723 | 1920 | 2081 | 2217 | 2335 |
Hacker | 560 | 1245 | 1645 | 1930 | 2150 | 2331 | 2483 | 2615 |
Fang | 600 | 1334 | 1763 | 2068 | 2304 | 2497 | 2660 | 2802 |
Marksman | 650 | 1446 | 1910 | 2240 | 2496 | 2705 | 2882 | 3036 |
Steel Ball | 750 | 1668 | 2204 | 2585 | 2880 | 3122 | 3326 | 3503 |
Sledgehammer | 800 | 1779 | 2350 | 2757 | 3072 | 3330 | 3547 | 3736 |
Wasp | 900 | 2002 | 2644 | 3101 | 3456 | 3746 | 3991 | 4203 |
Mustang | 1100 | 2446 | 3232 | 3791 | 4224 | 4578 | 4877 | 5137 |
Stormcaller | 1100 | 2446 | 3232 | 3791 | 4224 | 4578 | 4877 | 5137 |
Rhino | 1150 | 2558 | 3379 | 3963 | 4416 | 4786 | 5099 | 5371 |
Phoenix | 1300 | 2891 | 3819 | 4480 | 4992 | 5411 | 5764 | 6071 |
Melting Point | 1400 | 3114 | 4113 | 4824 | 5376 | 5827 | 6208 | 6538 |
Vulcan | 1600 | 3558 | 4701 | 5514 | 6144 | 6659 | 7094 | 7472 |
Fortress | 1600 | 3558 | 4701 | 5514 | 6144 | 6659 | 7094 | 7472 |
Overlord | 2000 | 4448 | 5876 | 6892 | 7680 | 8324 | 8868 | 9340 |
(Numbers might be off by a few points)