If you want to be really useful, go figure out the base EXP needed to upgrade each upgradeable item in the game from level 1 to level 2, and the incremental EXP added to that for each additional level.

Then write a program that lets the player input a starting item level and desired item level (up to "MAX") for a given upgradeable item and return the amount of EXP that would be needed to reach that level assuming a x3 multiplier and taking into account the item's rank.

Going further, you could create an inventory tracker that let's the player input his/her component inventory and have your program display the combination of components that would get him/her to the desired level, taking into account the negative affect on the multiplier from high-EXP mechanical components.