Community Validation (T12): Confirmed Level 61-69 at 46.9B (verified at Level 69) and Level 70 at 48.7B — continuing the gradual growth pattern (36.3B → 38-39.8B → 41.5B → 43.3B → 45.1B → 46.9B → 48.7B).
Data Consistency (T12): Levels 71-99 had old theoretical values (45.1B-45.6B) lower than the now-confirmed Level 70 value. They now use 48.7B as a floor ("min"), since EXP requirements don't decrease as level rises.
v4.16.0
Validation Board Restructure: Split every remaining 10-level block into "X1-X9" + "X0" (e.g. "21-29"+"30"), matching the pattern already seen at Levels 20 and 50 where the "round" level differs from the rest of its block. Now 22 ranges total, ready for precise future confirmations without needing manual re-splitting.
Community Validation (T12): Confirmed Level 51-59 at 45.1B (verified at Level 52).
Community Validation (T11): Confirmed Level 61-69 at 46.9B (verified at Level 66). ⚠️ Data inconsistency flagged: this is higher than T11's already-confirmed Level 91-99 plateau (34.6B) — every other Tier's EXP requirement increases toward Level 99, never decreases, so this is worth double-checking.
Community Validation (T14): Confirmed Levels 31-39 (105.7B), 40 (110.9B), 50 (116.2B), and 61-69 (121.5B, verified at 61/64/65) — T14's real growth curve is now taking shape. Remaining gaps between confirmed points now use linear interpolation ("interp.") instead of a flat minimum, for a more realistic estimate; levels beyond the last confirmed point (70+) still use the last known value as a floor ("min").
v4.15.0
Community Validation (T12): Level 43 confirmed at 43.3B — different from the just-confirmed Level 50 value (45.1B) within the same range. Split "Level 41-50" into "Level 41-49" (43.3B) and "Level 50" (45.1B), the same pattern seen earlier at Level 20.
v4.14.0
Community Validation (T12): Confirmed Tier 12 (Level 41-50 range, verified at Level 50) at 45.1B — continuing the gradual growth pattern observed so far: 36.3B (1-9) → 38.0-39.8B (10-30) → 41.5B (31-40) → 45.1B (41-50).
v4.13.0
Community Validation (T12): Confirmed Tier 12 (Level 31-40 range, verified at Level 34) at 41.5B — another distinct plateau, different from both the Level 1-9 (36.3B) and Level 10-30 (38.0B-39.8B) values.
v4.12.0
Community Validation (T12): Confirmed Tier 12 (Level 1-9 range, verified at Levels 1 and 2) at 36.3B — different from the previous theoretical 38.0B guess, which turns out to only apply from Level 10 onward.
v4.11.0
T14 — Minimum Estimate Fill-In: The remaining unconfirmed Level ranges for Tier 14 (10-99) now use the confirmed Level 1-9 value (90.2B) as a theoretical minimum, instead of counting 0. This is very likely an underestimate — every other Tier's Level 91-99 requirement is higher than its Level 1-90 requirement — but gives a far more realistic result than before (T14 now estimates ~74+ days instead of the previous, implausibly low ~7 days).
v4.10.0
New Data (T14 Demon Hunter): Added the confirmed Demon Hunter Divine EXP reward for Tier 14 (52.317B, with Pass). Tier 14's reward data is now complete (Divine Boss + Demon Hunter + Auto Farm) — validated exactly against the reported daily total (115.117B).
New Feature — Per-Tier Party Baseline: Demon Hunter data is usually reported at max party (4 allies), but Tier 14's was reported solo (1 player = 0 allies) instead. The calculator now tracks the actual party size each Tier's data was confirmed with (`confirmedAllies`) instead of assuming every Tier used the same baseline, so results scale correctly regardless of which party size was used to confirm the data.
v4.9.0
Bug Fix — Silently Ignored Unconfirmed Levels: When only part of a Tier's level range had confirmed EXP data (e.g. T14: Levels 1-9 confirmed, but 10-99 still "Gen"/unconfirmed), the "days remaining" calculation summed those missing levels as literally 0 EXP required — making results like T14's "~7 days" look plausible when it should behave like any other Tier (typically 100-200+ days to complete). A new warning now flags whenever any remaining level lacks confirmed EXP data, making clear the shown estimate is a lower bound, not the real total.
v4.8.0
Community Validation (T12): Confirmed Tier 12 (Level 21-30 range, verified at Level 21) at 39.8B — matches the newly-discovered post-Level-20 plateau, previously only confirmed at exactly Level 20.
Correction (T12 Divine Boss): Corrected from 3.6B to 10.5B per kill (2x/day).
New Data (T14 Divine Boss): Added the confirmed Divine Boss reward for Tier 14 (20.9B per kill, 2x/day). Demon Hunter reward for T14 is still unconfirmed.
v4.7.1
UI Tweak: Simplified Spot labels from "Double Spot (2 players)" to "Double Spot (2x)" for a cleaner look.
v4.7.0
Correction — Spot Bonus Model: Replaced the unconfirmed "+15%/+20%/+25%" Spot bonus assumption with a player-count model (Double=2, Triple=3, Four=4 players sharing a farm spot). Evidenced by Tier 10, the only Tier with two independently-confirmed Spot rates: dividing each by its player count gives per-player rates only 5.8% apart — far more consistent than the old model, which predicted a ~4% Triple-to-Four gap when the real data shows ~25.6%. Spot dropdown labels now show player count instead of an unconfirmed percentage.
Bug Fix — Missing Translations: The Double/Triple/Four Spot labels were never actually translated into Portuguese (showing English text even in PT mode) — fixed.
v4.6.0
Community Validation (T14): Confirmed Tier 14 (Level 1-9 range, verified at Levels 1 and 3) at 90.2B — the first real data point for this brand new Tier.
New Data (T14): Added the confirmed Auto Farm rate for Tier 14 (~1.40B/hour, Double Spot). Divine Boss and Demon Hunter rewards for T14 are not yet confirmed.
Bug Fix — Partial Reward Data: A Tier with only some reward sources confirmed (like T14 right now — farm rate known, Divine Boss/Demon Hunter not yet) could silently produce a total that's missing pieces (NaN before this fix, then an incomplete-but-uncommunicated number). Missing pieces now safely contribute 0, and a new warning tells the user the estimate is incomplete and the real time will likely be shorter.
v4.5.0
New Tier — T14: Added Tier 14 to the Tier selector and the Validation Board (currently all "Gen" — no data yet, same as T5-T8). Community submissions for T14 are now accepted on the dev build.
Bug Fix — Misleading "Completed!": Selecting a Tier with no per-level EXP data yet (e.g. a new Tier, or T5-T8's still-unconfirmed placeholder) could show "Completed!" instead of an honest "no data" message, because 0 known EXP required minus any entered EXP looked like "0 remaining". Now checked upfront and shown as "No reward data yet" instead.
v4.4.0
New Plateau Boundary Discovered (T12): Level 20 confirmed at 39.8B — different from the well-established 38.0B plateau covering Levels 11-19 (confirmed independently 6 times). Split "Level 11-20" into "Level 11-19" (38.0B) and a new single-level "Level 20" (39.8B) row, rather than overwriting the well-confirmed lower range.
v4.3.1
Community Validation: Confirmed Tier 11 (Level 96-99 range, verified at Level 96) at 34.6B, previously theoretical. Also re-confirmed Tier 12 (Level 11-20 range) at 38.0B via Level 17 — already confirmed, no change needed.
v4.3.0
Validation Board Restructure: Split the single, 80-level-wide "Level 11-90" block into 8 separate 10-level blocks (11-20, 21-30, ... 81-90). Confirmed data points now map to a precise, narrow range instead of being annotated onto a huge span (e.g., "71.7B (Lv52)" is now just "71.7B" on the correctly-scoped "Level 51-60" row). Other sub-ranges within the old block correctly reverted from "confirmed" to "theoretical", since a single data point no longer overclaims confirmation across 80 levels.
v4.2.1
Bug Fix — T13 Data Inconsistency: Level 1-9 and Level 10 for Tier 13 showed 76.0B (a stale theoretical guess), which was inconsistent with the confirmed 71.7B for Level 11-90 within the same low-level plateau. Corrected both to 71.7B, matching the plateau pattern confirmed across other Tiers (flat value for Levels 1-90, higher flat value for Levels 91-99). Cross-checked the entire Validation Board for similar inconsistencies — no others found.
v4.2.0
Validation Board Clarity: Added a visual legend (Confirmed / Theoretical / Gen) at the top of the Validation Board, a live progress bar showing how many values are confirmed vs. still needed, and a call-out highlighting which Tier(s) have no confirmed data at all — making it obvious to the community where help is most needed.
v4.1.1
Community Validation: Confirmed Tier 13 (Level 96-99 range, verified at Level 97) at 85.0B.
Community Validation: Updated Tier 13 (Level 11-90 range) from a theoretical 76.0B to a confirmed 71.7B, based on real data at Level 52. Note: this range spans 80 levels with a single value — flagged as a candidate for splitting into finer sub-ranges once more data points at different levels within it are confirmed.
v4.1.0
Correction — Exact Party Bonus: Replaced the vague "Solo / 2-3 Allies / 4+ Allies" bucket selector (using an unconfirmed relative estimate) with an exact "Allies in Party" selector (0-4). The Party bonus is officially confirmed as a linear +2% per ally, so this is now a precise calculation instead of a rough estimate.
v4.0.3
Correction — Pass Affects Farm Rate Too: All confirmed auto-farm rates were measured with Active Pass on (there was no way to measure them without it), so the same official -30% swing used for Demon Hunter now also applies to auto-farm when Pass is off. Renamed the internal Pass multiplier config from Demon-Hunter-specific to shared, since it now covers both rewards.
v4.0.2
Bug Fix — Spot Hierarchy: Spot bonuses are cumulative (Double < Triple < Four) — any Tier with access to a higher Spot tier automatically has access to every tier below it. Fixed T5-T7, T10 and T12, which were missing lower Spot options they should have had (e.g. T10 now correctly offers Double in addition to Triple and Four).
v4.0.1
Correction — Demon Hunter Pass Bonus: Replaced the ~42.86% Pass bonus estimate (derived from a single, possibly noisy data point) with the official, documented +30% rate — confirmed by in-game Meditation Guide text and cross-checked against the Divine Meditation figures (e.g. Tier 12: 290.700M / 223.615M = 1.30 exactly).
v4.0.0
Major Rework — Real Daily Rewards Data: Replaced the invented generic "rewards" table (which had no basis in real game data) with real community-reported per-Tier figures for Divine Boss, Demon Hunter Divine EXP, and confirmed auto-farm rates. T5-T8 now have distinct individual values instead of being lumped into one placeholder group.
Bug Fix — Level XP Requirement: The per-level EXP cap used for the "days remaining" math now correctly comes from the Tier-specific Validation Board data instead of a generic, Tier-independent table that produced wrong requirements for every Tier except the one it happened to be copied from.
Bug Fix — Farm Rate vs Level Requirement Conflation: Previously, the same Validation Board number was incorrectly used both as "EXP required for this level" and as "EXP gained per farming hour" — two unrelated numbers. These are now correctly separated.
Divine Boss: Now a fixed, Tier-specific reward (2 kills/day), no longer affected by Pass or Party — matching confirmed community data.
Demon Hunter: Now uses the confirmed "Divine EXP" reward (Normal EXP is excluded — validated against real totals as not part of Divine progression), with a community-confirmed Pass bonus (~42.86%, replacing the previous unconfirmed +30%).
Spot Availability: Corrected Spot options for T8, T9 and T13 to include Double Spot, matching the confirmed data (T8/T13 were previously Triple-only, and T9 had no Spot options at all).
New Warning: Results now flag when the farm rate for the selected Spot isn't directly confirmed for that Tier and had to be estimated from a nearby confirmed value.
Validated: New formula checked against all 9 community-reported daily totals — matches exactly for T5, T6, T9, T10, T11 and T13; T7/T8/T12 differ only by the rounding noise already flagged in the source data.
v3.2.1
Bug Fix (Results Panel): The results panel's `max-height` was still capped at the old 150px used back when it only showed the days/hours text. Now that it also holds the estimated date, progress bar, and data-confidence warning, that cap was clipping the warning text (visible as garbled, cut-off wording). Increased to 420px so all current content fits without clipping.
v3.2.0
Progress Bar Redesign: The level-progress bar now has an animated gradient shimmer, a glowing outline, a diagonal shine sweep, and the percentage displayed directly inside the bar instead of above it.
Completion Pulse: When progress reaches 100%, the bar now pulses with a stronger glow to draw attention to it.
v3.1.0
Refactor: Introduced a single `UI` cache object that looks up every repeatedly-used DOM element once, instead of calling `document.getElementById()` throughout the codebase (was previously called 80+ times across all functions). All functions now read from `UI.tier`, `UI.level`, etc. Dynamically regenerated content (spot dropdown options, validation board rows) is intentionally excluded since those nodes are recreated at runtime.
v3.0.0
Refactor: Split the monolithic `calculate()` function (~150 lines doing validation, math, and UI updates all at once) into focused, single-responsibility functions: `validateInputs()`, `getPlayerData()`, `calculateRemainingTime()`, `calculateDailyExp()`, `calculateCompletionDate()`, `showWarnings()`, and `renderResults()`. `calculate()` is now a thin orchestrator. No behavior change — verified with smoke tests across multiple Tier/Level scenarios.
v2.9.0
Tooltips: Hovering (or focusing via keyboard) over a theoretical "?" or unrecorded "Gen" value in the Validation Board now shows an explanation of why it isn't confirmed yet.
Estimated Completion Date: Results now also show a real-calendar date (e.g. "Estimated completion: July 30, 2026") alongside the days/hours estimate.
v2.8.1
Community Validation: Confirmed Tier 12 (Level 11-90 range, verified at Level 14) at 38.0B, previously theoretical.
Community Validation: Confirmed Tier 11 (Level 94-95 range, verified at Level 94) at 34.6B, previously theoretical.
v2.8.0
Progress Bar: Added a visual progress bar showing how far the current level's EXP has filled up, updated on every calculation.
Tier Badge: Each Tier now has a distinct color and icon shown as a badge next to the Tier selector, for faster visual recognition.
Inline Validation: Replaced blocking `alert()` popups with inline error messages shown directly under the relevant field.
Responsive Layout: The Tier/Level row now stacks into a single column on narrow (mobile) screens instead of staying fixed at two columns.
Theme Detection: First-time visitors now see the theme matching their OS/browser preference (light or dark) instead of always defaulting to dark.
Empty State: Added a friendlier placeholder message in the results panel before the first calculation is run.
v2.7.0
Bug Fix (Level EXP Table): Filled in missing required-XP values for Levels 96-98, removing an inconsistency where required XP briefly dropped below the Level 95 value before jumping to Level 99.
Bug Fix (Data Integrity): Replaced position-based lookups into the XP Validation Matrix with explicit level-range boundaries, so re-ordering matrix rows can no longer silently break the calculation.
Transparency: Added a visible warning in the results panel whenever the calculation relies on theoretical ("?") or not-yet-recorded ("Gen") data, instead of silently substituting a placeholder value.
Accessibility: The `<html lang>` attribute now updates to match the selected interface language (EN/PT).
Code Quality: Removed a redundant duplicate variable in the calculation engine.
v2.6.0
Architecture: Consolidated all global matrix objects, mappings, lists, and language resources into a singular global namespace configuration wrapper `GAME_CONFIG`.
UI Design: Integrated Font Awesome vector toolkit icons for form groups, boards, and headings layout scaling.
Theme Mode: Implemented a dynamic Light/Dark framework leveraging modular CSS components synced directly with persistent localStorage engines.
Animations: Embedded smooth slide-in easing states for computed execution outputs featuring a JavaScript linear iterative numeric dial counting effect.
v2.5.0
Code Quality: Refactored complete codebase naming convention to strict CamelCase English for international open-source alignment.
Calculation Accuracy: Migrated remainder calculations to standard 24-hour real calendar time to enhance planning transparency.
Architecture: Extracted core grouping logic to a dedicated helper function (`getTierGroup`) eliminating layout code duplication.
v2.4.7
Bug Fix (T13 Matrix): Corrected theoretical calculations for Tier 13 (Levels 91, 92-93, and 96-99). Realigned metrics to match the validated baseline of 85.0B to eliminate layout and calculation inversion.
v2.4.6
Officially renamed the software solution to MU Origin 3 Divine Calculator.
Updated interface metadata, headings, and subtitles to match the new branding alignment.
v2.4.5
Spot System: Added conditional multipliers for Double (+15%), Triple (+20%), and Four (+25%) Spot zones based on specific Tier availability.
Persistence: Implemented automatic state saving and loading via `localStorage` to retain user configurations across browser refreshes.
v2.0.0
Localization: Implemented a full multi-language translation layer (PT/EN) with independent text indexing for seamless runtime switching.
Validation Matrix: Introduced the interactive "Max XP Validation Board" to cross-reference theoretical data with confirmed in-game values.
Crowdsourcing: Integrated an external submission link to Google Forms for community-driven data validation.
v1.5.0
Advanced Multipliers: Added calculations for the Active Divine Pass (+30% Divine EXP / +5% Normal EXP).
Party Buffs: Added interactive dropdown for Demon Hunter party modifiers (4+ Allies, 2-3 Allies, and Solo).
UX Overhaul: Refactored the UI into a modern dark theme utilizing localized CSS variables for custom styling (`--primary`, `--bg`, `--card`).
v1.0.0
Core Release: Initial engine deployment focusing on core remaining time computations.
Algorithm: Baseline mathematical logic covering Demon Hunter daily rewards, 2 Divine Bosses, and basic Auto Farm hourly estimations up to Level 99.