I apologize in advance for the double post, but I figured this should be shared clearly incase anyone else needs this thread.
THIS WAS THE WORKING SOLUTION
open your rpg_objects.js and replace this (lines 3924-3927)
Game_Actor.prototype.gainExp = function(exp) {
var newExp = this.currentExp() + Math.round(exp * this.finalExpRate());
this.changeExp(newExp, this.shouldDisplayLevelUp());
};
WITH THIS
Game_Actor.prototype.gainExp = function(exp) {
var variancePercent = 0.08; // 8% variance
var varianceCap = exp * variancePercent; // exp from enemy multiplied by percent
var varianceAmount = (Math.random() * varianceCap * 2) - varianceCap; // calculates for + or - amount
var newExp = this.currentExp() + Math.round((exp + varianceAmount) * this.finalExpRate());
this.changeExp(newExp, this.shouldDisplayLevelUp());
};
What this will do is give u a slightly random based, but still scaling based EXP variance of 8% up or down from whatever the actual value is for each enemy in the database's xp reward section. It also still allows you to make an enemy give 0 exp if needed. It's compatible with yanfly's victory aftermath and I would assume other plugins that accomplish the same task.
Credits to:
@Aloe Guvner for finding the actual solution.
and
@kovak for trying multiple formula's with me to get to this point.