![]() I've seen reports that it's different for outside of Greater Rifts, which changed in Season 2 or 3, but it wasn't in patch notes.Īs for how useful the +Bonus is, I think they've purposely scaled Base such that it is extreme at low levels and barely noticeable at high levels. ![]() Net gain in GR = (Base + Bonus) * Group% * Bonus% * Difficulty% ![]() The "Monster Kills grant X experience" affix is now multiplied by game difficultyĪll of this leads me to believe that this is the correct formula for Greater Rifts: He only ran 10 runs in each test set, and rifts vary widely, though it could be he forgot to mention other changes in the gear, such as additional rubies in helms of non-exp chars or using Gem of Ease on the measured character. Adding two exp people brought exp up 73.84% (per exp-geared person, 147.65% total) from ~8.6M to ~21.3M. In his runs, adding one exp person brought exp up 63.95% from ~8.6M to ~14.1M. With perfect rolls on Leoric's Crown and Ring (note this gets 45% at level 70, not 35% as the post mentions), you're looking at (82+30+45+20+50)/4 = 56.75% bonus exp per exp-geared char in a 4-man party. I've seen multiple people say that Bonus% is additive with game difficulty outside of Greater rifts, but I'll restrict the rest of this post to GR.Īs you mentioned, Bonus% is (sum of all experience gear across the party)/(number of party members), since experience gear is divided evenly across the party in 2.3. So patch 2.2.1 primarily (which also applies to season 4/patch 2.3.0, since there are no changes to the exp formula planned, only base exp balancing and bonus exp being averaged over the party).ĭata from this post suggests that Bonus% is a separate multiplier in Greater Rifts, rather than additive with game difficulty. Multiplying by (X% + Y%) refers to a multiplication by 1.00 + 0.01*(X + Y))Įdit: While broad in scope, the question primarily applies to the current (as of August 2015) state of the game. ( Note: When multiplying by X%, I naturally mean multiplication by 1.00 + 0.01*X. Is there any official source (or someone doing a bunch of science) that clears this up? I also remember someone saying there was a difference in how experience gain was calculated in Greater Rifts compared to the rest of the game. Net gain = (Base + Bonus) * (Bonus% + Difficulty%) * Group% The names aren't very descriptive, but if I had to guess, my guess would be something like: Net gain = Base * Group% * Bonus% * Difficulty% + Bonus However, it would be almost useless at higher difficulties if the formula was more like: Net gain = (Base + Bonus) * Group% * Bonus% * Difficulty% experience" on a few pieces of gear could make a big difference if the calculation is something like: Now, how these work on their own is pretty straightforward, but how do they stack when two or more are present? Knowing the exact way they stack could make a big difference when evaluating different item properties.įor example, having "Monster kills grant +. For simplicity, I will refer to them as (in the same order). These all modify the base experience received from slaying a monster (again, assuming for simplicity that player level isn't taken into account). experience" from equipment and/or Gem of Ease %" from equipment and/or ruby in head slot "Strength in Numbers" buff (group bonus).Assuming your level is fixed (at 70, most likely), we have the following effects: In Diablo 3, there are a number of different ways to increase your exp gain. While there is some good information in the answers to the above questions, I feel none of them give the complete picture. How does "Increases bonus experience" on items work? What is the formula for additional experience on items? How does 50% extra xp weekend stack with other bonuses?
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