I dont think capping stats is good idea.
In that case it will be just a delay. Not even long one.
And then problem comes again.
Instead, expotential formula is some kind of limit by itself.
I think your starting values for each stat arent bad. We could use them
And cost for each level should be L(n) = L(1) * q^(n-1)
Where
- L(n) is value for Nth level of stat
- L(1) starting value of that stat
- q - coefficient of raise
- N - level for which we counting
Its not gonna be exactly the same speed for every stat, but offers some approximate correlation over distance and total exp spent for every stat.
I assume that
1 dam = 2 hand dam = 10 spell bonus = 20hp/ma
50b = 50b = 50b = 50b
So while dam end on 30, hand dam on 60, spellbonus end on 300, hp/ma on 600
All other stats has same values as any of those, so could be count with same coefs.
Examples of every starting value we have (2.5b, 5b, 25b, 37.5, 50b)
Dam(50 bils starting, 1.47 coef).
1 50
2 73.5
3 108
4 158
5 233
6 343
7 504
8 741
9 1090
10 1602 Total sum 4 906
20 75509 Total sum 236 060
Hand dam (25b starting, 1.2 coef)
1 25
2 30
5 51.84
10 128.99
20 798 Sum 4 667
40 30620 Sum 183 596
Spell Bonus (5bils starting, 1.037 coef)
1 5
2 5.18
10 6.93
50 29.66
100 182 Sum 4 977
200 6901 Sum 193 292
Mana/hp/mv (2.5b starting, 1.018 coef)
1 2.5
10 2.94
50 5.99
200 87.05 Sum 4 784
400 3085 Sum 174 354
Hit (37.5 starting, 1.47 coef)
1 37.5
10 1201 Sum 3 679
20 56631 Sum 177 045
Max stats are limited to purchase, so even could be set manually to equals progression above. Or get some coef for it.
With that numbers. Assuming some rebirth avatar doing exp with average 1b/h rates.
He will need 1 432 bils to get 10 extra dam. Thats 1432 hours. If he exping 8h/day, he will need 179 days to get those.
And for 20 dam that will be 14545 hours - 1818 days - 5 years.
And thats only for raising one stat. I doubt anybody will get that much of any stat tbh.
But there is potential to do it anyway.
I understand, that exp rate will raise over time, but not that much, since we still have the cap.
Exp cap probably should be raising as well overtime. For example by 1mil for each 200-300bils spent on that shop. Maybe another multiplier, but that seems good enough.
*****05/06 update
I raised coefs to the average 2 years of intensive play to reach 10/100/200 marks of each stat