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POW FOR GAME MECHANICS AND LEVELING

Python
#!/usr/bin/env python3
"""
POW FOR GAME MECHANICS AND LEVELING
Experience points, damage calculations, and progression systems
"""

print("=== RPG Level Progression (Exponential) ===")
base_xp = 100
growth_factor = 1.5

print("Level | XP Required | Total XP")
print("-" * 40)
total_xp = 0
for level in range(1, 11):
    xp_needed = int(base_xp * pow(growth_factor, level - 1))
    total_xp += xp_needed
    print(f"{level:5d} | {xp_needed:11d} | {total_xp:10d}")

print("\n=== Damage Calculation with Power Scaling ===")
base_damage = 10
levels = [1, 5, 10, 20, 50]

for level in levels:
    # Damage = base * level^1.2 (sublinear scaling)
    damage = base_damage * pow(level, 1.2)
    print(f"Level {level:2d}: {damage:.1f} damage")

print("\n=== Skill Cost Increase ===")
base_cost = 50
skill_levels = range(1, 11)

print("Skill upgrades cost:")
for skill_level in skill_levels:
    # Cost increases exponentially
    cost = int(base_cost * pow(1.8, skill_level - 1))
    print(f"Level {skill_level}: {cost:,} gold")

print("\n=== Critical Hit Multiplier ===")
base_damage = 100
crit_multipliers = [1.5, 2.0, 2.5, 3.0]

for mult in crit_multipliers:
    crit_damage = base_damage * pow(mult, 1)
    print(f"{mult}x critical: {crit_damage:.0f} damage")

print("\n=== Boss Health Scaling ===")
base_hp = 1000
world_levels = [1, 2, 3, 4, 5]

print("Boss HP by world:")
for world in world_levels:
    # HP = base * 2^(world-1)
    boss_hp = base_hp * pow(2, world - 1)
    print(f"World {world}: {boss_hp:,} HP")

print("\n=== Compound Buff System ===")
base_attack = 50
buff_percent = 0.10  # 10% buff
stack_count = [1, 2, 3, 5, 10]

print("Attack with stacking buffs:")
for stacks in stack_count:
    # Each stack adds 10%: ATK * (1.1)^stacks
    final_attack = base_attack * pow(1 + buff_percent, stacks)
    increase = ((final_attack / base_attack) - 1) * 100
    print(f"{stacks} stacks: {final_attack:.1f} (+{increase:.1f}%)")