I am writing this feedback based on findings and calculations I have done regarding the Experience Multiplier in Moparscape.
There is an inconsistency in the multiplications, as I will demonstrate below.
4 Damage = 1280 XP
1280 / 4 = 320 XP Per Hit (1 Point of Damage)
"When using the accurate style, for every point of damage a player deals, they gain 4 experience in Attack"
So: 4 XP Per Hit
320 / 4 = A Global Experience Modifier of 80
Now, for Magic:
Fire Wave Mopar:
0 Damage = 840XP
20 Damage = 1240XP
1240 - 840 = 400
400 / 20 = +20XP/Hit
Fire Wave OSRS:
0 = 42.5XP
"If a player chooses the accurate style for autocasting, they perform a normal magical attack and for each point of damage the spell deals, they gain 2 experience in Magic, in addition to the Magic experience from casting the spell."
20 = 42.5 + (20*2) = 82.5XP
840 / 42.5 = 19,76 Multiplier
20 / 2 = 10x Multiplier
High Alch Mopar = 400
High Alch OSRS = 65
400 / 65 = 6,15 Multiplier
As you can see, these multipliers are MUCH lower than their Melee counterparts, and even wildly inconsistent between Combat and Non-combat spells.
In my opinion, the multiplier for Damage dealt whilst using Magic needs to be tuned up, to make it a fairer way to train magic in comparison to how its counterparts are handled.
As always, I would like to hear you guys's feedback.