# search topic full time challenge july #
200 core logic of experience calculations
The base formula is 94950 x the current level, e. G. The 50-scale player single-ring experience is 4747500. Follow-up experience is adjusted in real time to new levels if the ring is upgraded midway. It should be noted that this value is the baseline value and is actually affected by gains in three categories, for example, new sector 68 players with measured experience of 10214781 (theoretic value of approximately 94950 x 68 = 645600), and that the margin reflects the dynamic influence of server status and hidden mechanisms。
Three key elements of experience
1. Grade leverage: high-level single-ring experience is growing exponentially, and total experience with the 200 ring measured by 89-level players can be 1,684,000, far above lower-level players。
2. A gain-and-benefit strategy: triggering the three worlds through dreamback, weekend events, etc., with a combination of ink plus copies that can take 62 million experiences a day (with double time)。
3. New zone dividend period: the 68-day start-up of the 34-day class server experience resulted in a higher output, subject to balancing the consumption of gold coins (e. G., the purchase of rounding costs a sum of 29510) and recommending that the costs be shared among the teams。
Hidden costs and responses to task chains
The 200 rings consist of 32 baby needs (predominantly the monkey fairy) and 19 round-the-box submissions, of which some 15 per cent are high-priced items such as monsters and stones. Recommendations:
Material reserves: 50/60 ring, low-level animal decisions prepared in advance
Assistance mechanisms: 20 calls per week for tracing tasks
Optimization of the battle: the second 50-ring recommendation group 3 produces a one-milk frame, and blood-resistant combinations with defensive skills can make it less difficult。
The ultimate formula for maximizing experience
The theory of 100 million experiences per day requires a combination of 22 million, a secret + 7 mountain (twice of 2,000), a pocket version (10 million) and a gang war maze (13 million). Highlights:
Level window period: c. C. V. V. V. V. V. V. V. G. G. G。





