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DragonScape Idle — Balancing Tool

Skill XP-rate dashboard

Effective XP/hour for every skill, computed live from the game's own rate function calcExpectedXpPerHour. Drag the level, flip on best-in-slot gear, and the optimal training node + rate recompute for each skill. Rates use the real success model — including the 50–95% ramp that pins fresh gathering tiers low until the Timberfall/Stoneheart sets or levels catch up.

lvl 50
Skill Best node XP / action Action Success Effective XP / hour
active-loop rate material / gem-gated (input-limited) ≥90% success 60–89% <60%

How the number is built

  • XP/hr = floor( 3600 / effTime × xp × (1+bonus) × success )
  • Success: woodcutting/fishing ramp 0.5 + (lvl−req)·0.01 (cap .95); cooking 100%; thieving a stealth ratio (caps ~90%); everything else 80% (FAILURE_CHANCE 0.20).
  • Best gear = set XP + skill-cape/charm speed + glove +5%. Woodcutting's full Timberfall set also forces 100% success.
  • The optimizer picks the highest-rate unlocked node — so at a fresh unlock it may keep you one tier down where success is higher.

Read these with an asterisk

  • Crafting · Fletching · Smithing are input-limited — the timer rate assumes infinite bars/hides/gems. Real throughput = how fast you feed them.
  • Farming is passive (crops grow on real timers), so there's no active XP/hr — the cell shows XP per harvest instead.
  • Exploring runs on its own level ladder (areas at 1/15/30/45). "Best equipment" here means full area mastery (−50% survey time), not gear.
  • Fishing best-gear shows bait speed only; the live loop also adds ~+20–30% bait XP on Feather/Chum species.

source: src/shared/utils/metrics.ts · gameData.ts · equipmentData.ts · fishingConfig.ts · thievingData.ts · brewingConfig.ts