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That would make the grind a little easier if so :P
Infamy xp bonus now stacks additively (Infamy 2 = simply 10%, not 5% twice). XP calculation screen now shows basic numbers for everything and only multiplies the total received part to account for infamy.
Default Proverkill Rats Day 3:
Day XP: 550;
Job XP: 4 000;
Risk Bonus: 45 500;
Day Bonus: 200 200;
Crew Alive Bonus: 5005 x 3;
Skill Bonus: 24 775.
Base Total: 290040.
Infamy I: 304542.
Infamy II: 319769.
Infamy III: 335757
Infamy IV: 352545.
Infamy V: 370172.
That is maximum numbers, assuming everyone survives and Fast Learner is aced.
I can't say any more without a screenshot of XP screen and without knowing your infamy level.
Day bonus for Day 2 and Day 2 escape:
Day XP + Risk XP (* 1.5 if Pro Job).
Day bonus for last Day:
(Day XP + Job XP + Risk Bonus) * 2 (* 2 if Pro Job).
That makes Rats Pro Day 3 Day Bonus 200200 (550 Day + 4000 Job + 45500 Risk), which becomes 210210 after infamy.
Interestingly, I found that 200k Day Bonus from the end of Rats Proverkill is multiplied by 1,05105. Everything else seems to gain proper 5%. There may be a typo, which suggests that these fields work in-code not so much as a global formula, but as a separate ones for each variant. That means there can be other bugs, perhaps more significant.
Looking at Rats debriefing on overkill with FL aced, I'd say that, firstly, Risk Bonus is a Day XP plus Job XP times 10 (for overkill) and, secondly, that FL is ~50% of all of the above. Huge Day Bonus does not count, and neither does Crew Alive bonus.
Infamy increases Day XP and Job XP (and, as such, buffs Risk and Skill bonuses) and increases Day Bonus. Should also affect Crew Alive, but I have no idea how it works to begin with.
Ran a few numbers based on your stats as well, and I've found that actually reducing the level-up requirements per Infamy rank instead of giving bonus XP on heists will speed up the levelling process by 0.25%-0.3%, depending on whether Fast Learner is present or not.