ID:140171
 
I currently have an attack formula that is set to:
var/damage = (((src.ki / 3) + src.str) * 2) - ((M.dex + M.armor + (M.ki / 3)) * 1.1)



It's not really a problem, more of a question as to what people think of this and if they have any formula's they recommend.

The same with this experience gain formula (experience gained from killing other players and npc's)

var/xpgain = rand((src.level*140),(src.level*180))
M.xp += xpgain


In the experience gain formula, src is the person who was killed, M is the person gaining experience.
First of all, these are not algorithms, just mere formulas.

Second of all, we do not know how the "stats" in your game inflate or increase, and with what values, so we have no idea whatsoever.

And thirdly, random EXP-gain, why? Then again, we have no idea of the amount of EXP required according to level, so again, we're in the dark.
In response to Emasym
Changed to formula.

Well, I asked what a good formula would be for experience gain. What are some formula's that work for different people was more the question.

Experience needed to level 2 - 10,000. Each level uses the following formula thereafter:

src.exp = round((10000 * src.level) / 1.3)


Level 3 comes to like 23k, Level 4 is almost 31k experience. Level gain is quick from quests (quests are worth a set amount of experience, not dynamic like fights). I wanted to make level gain slow for people that just try to pwn n00bs all day.
In response to JoEn00b
Why so high in the numbers though? Anime games always shoot for numbers in the thousands. I think sticking around the lower hundreds would look clean.
In response to Revelation Gaming
Alright, I changed the experience formula to:

src.exp = round((100 * src.level) / 1.3)