Hi, I will do my best to explain what you are experiencing and the key points of the base game system:
The XP multiplier system is designed to balance gameplay and provide subtle advantages for different character builds.
1. Base Multiplier Calculation:
The base multiplier uses a logarithmic function based on total stats:
Code:
(set: _score_multiplier_temp to _a + _b * (log: $total_stats - _c))
This ensures that as your total stats increase, the multiplier changes at a decreasing rate, preventing exponential growth.
2. Level Cap Adjustment:
The 3% adjustment per unobtainable stat point compensates for self-imposed limitations:
Code:
(set: _level_cap_adjustment to $stats_unobtainable * 0.03)
(set: $score_multiplier to (round: (100 * $score_multiplier * (1 + _level_cap_adjustment))) / 100)
This is multiplicative, not additive. In your first screenshot, with a total of 11 stats and a max of 10 per stat, you have 19 unobtainable points (30 - 11). This results in a 57% increase (19 * 3%), explaining the 1.26x multiplier.
3. Hidden Achievements Bonus:
This bonus is applied separately and additively:
Code:
(set:_hidden_ach_bonus to $hidden_achievement_count * 0.03)
(set:$score_multiplier to $score_multiplier + _hidden_ach_bonus)
This bonus is applied after the level cap adjustment, which is why you might not see it directly reflected in the numbers you mentioned.
The reason your modification (changing 0.03 to 1/3 - 3% to 33%) resulted in a lower multiplier is that it drastically increased the level cap adjustment, which interacts with the logarithmic base calculation
The system aims to reward self-imposed limitations while still allowing players free to choose various stat setups. If you find it too grindy, modding is definitely encouraged, as you know it is very easy to do. All I can do is explain why I have set it up this way in the base game, as far as I can tell things are working as intended.