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Gaining experience allows characters to gain levels. This is almost always considered a good thing.
{{Monster navbox|}}
Gaining experience allows characters to gain levels. This is almost always considered a good thing. The amount of experience awarded by each monster varies with the difficulty level, the type of [[:Category:Monsters|monster]], the level of the character, how many characters are in the game, in the party, in the area, and various other factors. The [[Experience Chart|experience by area chart]] can be used to choose a good level up spot, but it doesn't account for random bosses or how fast a charactor can kill.


=Experience For Non-partied Players=


Characters Under Level 25
==Experience For Non-partied Players==


If there is only a small level difference between the monster and yourself (5 levels or less), you receive 100% of that monster's experience points.
===Characters Under Level 25===


If the monster is between 5-10 levels above or below you, you will receive between 100% and 5% experience points, receiving fewer experience points as the difference increases. This is the table used to adjust the experience gained:
Characters receive 100% of the potential experience from a given monster if the character's level and the monster's level are within +/- 5 levels. The more levels above or below that range, the less experience awarded, by the following values:


    mlvl-clvlexp %
{|
    >10     5
| width="50%" | mlvl
    10     5
| width="50%" | clvl exp
    9       15
|-
    8       36
| width="50%" | >10<br /> 10<br /> 9<br /> 8<br /> 7<br /> 6<br /> 1 to 5<br /> -5 to 0<br /> -6<br /> -7<br /> -8<br /> -9<br /> -10<br /> <-10
    7       68
| width="50%" | 5%<br /> 5%<br /> 15%<br /> 36%<br /> 68%<br /> 88%<br /> 100%<br /> 100%<br /> 81%<br /> 62%<br /> 43%<br /> 24%<br /> 5%<br /> 5%
    6       88
|}
    1 to 5 100
    -5 to 0 100
    -6     81
    -7     62
    -8     43
    -9     24
    -10     5
    <-10     5


If the level difference is large (10 levels or more), you will only receive 5% of experience points for that monster.  
When the difference is above or below 10 levels, the experience gained is only 5% of the maximum. This feature is designed to keep players from leveling up on much weaker monsters, and to keep low level characters from gaining a ton of experience by partying with higher level characters and moving into levels they could never manage on their own.


Characters Level 25-69
===Characters Level 25-69===


    For any monster above your level, you get EXP*(Player Level / Monster Level).
From level 25 to 69, 100% of experience is awarded for monsters within 5 levels of a character. Good experience can also be obtained from monsters higher than a character's level:
* EXP*(Player Level / Monster Level).


    For monsters between 5-10 levels below you, you receive between 100% and 5% experience.
Experience gains are penalized when the monsters are more than 5 levels below the character.


    lvl differenceexp %
{|
    6     81
! width="50%" | lvl diff
    7      62
! width="50%" | exp%
    8      43
|-
    9      24
| width="50%" | 6<br /> 7<br /> 8<br /> 9<br /> 10<br /> >10
    105
| width="50%" | 81%<br /> 62%<br /> 43%<br /> 24%<br /> 5 %<br /> 5 %
    > 10        5
|}


    If the monster is more than 10 levels below your level, you receive 5% of the monster's experience points.  
As with characters below level 25, monsters more than 10 levels below a character's level are worth just 5% of their potential experience.


Characters Above Level 70


    For any monster above your level, you get EXP*(Player Level / Monster Level).
===Characters Above Level 70===


    For monsters between 5-10 levels below you, you receive between 100% and 5% experience.
The same ratio of experience rewards applies to characters over level 70. However, all experience gained past level 70 is subject to a penalty that increases with each additional level a character gains, as shown in the following table.
* Figures apply to v1.10+. (The level 90+ penalties were much less severe in v1.09 and earlier.)
* These penalties are applied '''after '''the normal experience calculations based on clvl/mlvl:


    lvl differenceexp %
{|
    6      81
! Level
    7      62
! Experience
    8      43
! Level
    9      24
! Experience
    105
! Level
    > 10        5
! Experience
|-
| 70
| 95.31%
| 80
| 48.44%
| 90
| 5.96%
|-
| 71
| 90.63%
| 81
| 43.75%
| 91
| 4.49%
|-
| 72
| 85.94%
| 82
| 39.06%
| 92
| 3.42%
|-
| 73
| 81.25%
| 83
| 34.38%
| 93
| 2.54%
|-
| 74
| 76.56%
| 84
| 29.69%
| 94
| 1.95%
|-
| 75
| 71.88%
| 85
| 25.00%
| 95
| 1.46%
|-
| 76
| 67.19%
| 86
| 18.75%
| 96
| 1.07%
|-
| 77
| 62.50%
| 87
| 14.06%
| 97
| 0.78%
|-
| 78
| 57.81%
| 88
| 10.55%
| 98
| 0.59%
|-
| 79
| 53.13%
| 89
| 7.91%
| 99
| ---
|}


    If the monster is more than 10 levels below your level, you receive 5% of the monster's experience points.
Leveling up past level 90 has become far more time-consuming since the v1.10 patch. During v1.09, it was not difficult at all to rise from 90 to 99, and the fastest players reached level 99 in less than two days following some ladder resets in 2001 and 2002.


    After experience is calculated, the following penalties will apply. For example a level 70 character only receives 95.31% of the experience.
==Experience In a Party==


    Level Experience Level Experience Level Experience
The total experience earned for killing a monster is increased by 35% when a party member of the killer is in the same named area, defined as the "level" on the Automap. Further divisions get complicated. To quote the game designers:
    70 95.31% 80 48.44% 90 5.96%
    71 90.63% 81 43.75% 91 4.49%
    72 85.94% 82 39.06% 92 3.42%
    73 81.25% 83 34.38% 93 2.54%
    74 76.56% 84 29.69% 94 1.95%
    75 71.88% 85 25.00% 95 1.46%
    76 67.19% 86 18.75% 96 1.07%
    77 62.50% 87 14.06% 97 0.78%
    78 57.81% 88 10.55% 98 0.59%
    79 53.13% 89 7.91%  


As you can see, high-level characters receive only a small amount of experience for killing low-level monsters. Similarly, low-level characters only get a small amount of experience for killing high-level monsters.
<blockquote>The total experience earned for killing a monster is divided evenly among all party members. Each member's share of the experience is equal to the member's level divided by the sum of all members' levels. This Experience Share is then multiplied by another percentage, calculated on a sliding scale that is based on the difference between your character's level and the monster's level, regardless of whether you are in a party or not. The sliding scale only applies if the difference is between 5 and 10 levels. With a small difference (5 levels or less), you receive 100% of your Experience Share. With a large difference (10 levels or more), you will receive 5% of your Experience Share. As a result, high-level characters receive only a small amount of experience for killing low-level monsters. Similarly, low-level characters only get a small amount of experience for killing high-level monsters. This is so that a low-level character running in a high-level party won't receive ridiculous amounts of experience fighting high-level monsters that only his party-mates can destroy.


What happens when two neutral players attack the same monster?
Finally, only those party members within 2 screens of the monster death receive experience.</blockquote>
Whichever player makes the killing blow will get the experience.


Experience In a Party
The total experience earned for killing a monster is increased by 35% when a party member of the killer is in the same named area, defined as the "level" on the Automap. Then the pool is divided as explained below:


The total experience earned for killing a monster is divided evenly among all party members. Each member's share of the experience is equal to the member's level divided by the sum of all members' levels. This Experience Share is then multiplied by another percentage, calculated on a sliding scale that is based on the difference between your character's level and the monster's level, regardless of whether you are in a party or not. The sliding scale only applies if the difference is between 5 and 10 levels. With a small difference (5 levels or less), you receive 100% of your Experience Share. With a large difference (10 levels or more), you will receive 5% of your Experience Share. As a result, high-level characters receive only a small amount of experience for killing low-level monsters. Similarly, low-level characters only get a small amount of experience for killing high-level monsters. This is so that a low-level character running in a high-level party won't receive ridiculous amounts of experience fighting high-level monsters that only his party-mates can destroy.
==Experience Loss In Nightmare and Hell Difficulty==


Finally, only those party members within 2 screens of the monster death receive experience.
In Nightmare and Hell difficulties, non-[[hardcore]] characters lose experience each time they die. The experience lost is based on the amount of experience required to reach the next level, and the penalty is 5% in Nightmare and 10% in Hell.
* There is no experience loss from deaths on normal difficulty.
* It is not possible to drop down a level from experience loss.


Do you get any extra or bonus experience for being in a party?
For example, if a character needed to gain 100,000 experience to move from one level to the next, and died on Hell difficulty, the experience loss would be 10% of 100,000, or 10,000 exp. If that character restarts in town and manages to return to his/her corpse and fully loot it, the experience loss is reduced by 75%. This would cut the 10,000 loss from the example given to just 2,500 exp. If a character leaves the game and doesn't recover their corpse until the next game, the full experience penalty remains in effect permanently.
Yes.


Experience Loss In Nightmare and Hell Difficulty
Experience is lost for each and every death, so it's not a wise strategy, in terms of experience loss, to die multiple times trying to recover your first corpse.
In Nightmare and Hell difficulties, you lose experience each time you die. However, you will never lose a level. Your experience loss (5% in Nightmare, and 10% in Hell) is applied to the difference in experience points between your current level and the next level. For example, If you reached level X with 1,000,000 experience and you would reach level X+1 at 2,000,000 experience, then the penalty is 5% or 10% of (2,000,000 - 1,000,000): 5% or 10% of 1,000,000 points.


You can regain some experience in Nightmare and Hell Difficulty by recovering your corpse
===Dueling===
In Nightmare and Hell difficulty settings, whenever your character dies, he or she suffers a loss of gold and experience points. In games of Diablo II: Lord of Destruction, if you recover your corpse at the location of its demise, you can regain 75% of the experience points you lost. If, however, you choose to 'Save and Exit' out of your current game in order to restart and recover your body in town, you will not regain any of your lost experience.


Do you get any experience for killing monsters that were resurrected by other monsters?
Experience loss counts for PvP deaths as well, so it's not a good idea to duel on Nightmare or Hell. If you are going to die on the higher difficulty levels, it's wise to do so immediately after you level up. Since the experience loss will never drop you down a level, your experience won't drop any lower than the minimum for a given level.
No. You only get experience from killing a monster the first time.


Do Hirelings and Minions steal your experience?
==Monster Experience In Multiplayer Games==
No. You don't lose any experience for using Hirelings. In fact, you gain experience, because the experience points from their kills are added to your own experience point totals.


Monster Experience In Multiplayer Games
Monsters are worth more experience and have more hit points when more players are in the game, or when larger games are simulated by single players using the [[Player_Settings#The_Players_X_Command|/players X command]]. See the [[Player_Settings#Experience|Player Settings page]] for much more detail on these topics.
Monsters' experience value and Hit Points will change with the number of players in the game. When more people join a game, the monsters become harder, and as they leave the game, the monsters become easier. For the ultimate challenge, fight solo against monsters on Hell difficulty in an 8-player game. In multiplayer, when a monster is created, its Hit Points are multiplied by the number of players in the game: (Life = Hit Points * (Number of Players + 1) / 2). The monster's base experience value is determined by the following formula:


Experience = X * (n + 1) / 2
The following formulas are used to scale up monster hit points and experience values. Monster hit points and experience value increase identically in v1.10+. For example, monsters are have 450% more hit points and are worth 450% more experience in an 8 player game.


X = base experience
* '''1.00-1.08:''' Experience = X * (2n + 1) / 3
n = # of players in the game
* '''1.09:''' see list below
* '''1.10+:''' Experience = X * (n + 1) / 2
** X = base experience
** n = # of players in the game


Upping the Party Members in Single Player and TCP/IP
{|
Typing "/players X", where X is a number between the current number of players and the maximum (8), in the message box will set the effective number of players in the game (in single player, open Battle.net and TCP/IP games only). This will increase the Monster Life, Experience, and Item Drops. If this command sets the number of players higher than the current amount of players in the game, the added amount of players will be considered to be just in the game, and not part of your party.  
!Player setting
!XP 1.08
!XP 1.09
!XP 1.10+
|-
|1
|100%
|100%
|100%
|-
|2
|167%
|175%
|150%
|-
|3
|233%
|250%
|200%
|-
|4
|300%
|325%
|250%
|-
|5
|367%
|375%
|300%
|-
|6
|433%
|400%
|350%
|-
|7
|500%
|425%
|400%
|-
|8
|567%
|450%
|450%
|}
 
==Miscellaneous Exp Info==
 
Monsters resurrected by shamans (Fallen, Mummies, and Fetishes) are not worth experience and will not drop items. They are only valuable to kill once.
 
Monsters produced by monster generators (Foul Crows, Zombies, and Imps) are worth experience, but very little, and they do not drop items. The generators themselves are worth good experience, though.
 
Reanimated horde zombies are worth full experience and may drop items when they resurrect themselves. Each kill counts for the full amount.
 
Monsters killed by a character's mercenary or minions are worth full experience. Monsters killed by each other, via Convert, Confuse, or other skills, award their experience to the character who cast the spell on them.
 
If two unpartied characters attack the same monster, the character who strikes the killing blow gains the full experience. It's always better to party up and cooperate, in terms of experience gains.




Line 115:Line 222:
[[category:basics]]
[[category:basics]]
[[category:calculations]]
[[category:calculations]]
{{D2 Monster Nav|monster_info}}

Latest revision as of 12:15, 18 January 2011

Diablo II Monsters [e]
Types
AnimalsDemonsUndead
Info
Complete Monster Listing
ModifiersExperience
ChampionsSuperUniques
Monster Categories
AnimalsDemonsUndead
Act BossesGuest Monsters
ObjectsSuperUniques
Uber Monsters

Gaining experience allows characters to gain levels. This is almost always considered a good thing. The amount of experience awarded by each monster varies with the difficulty level, the type of monster, the level of the character, how many characters are in the game, in the party, in the area, and various other factors. The experience by area chart can be used to choose a good level up spot, but it doesn't account for random bosses or how fast a charactor can kill.


Experience For Non-partied Players

Characters Under Level 25

Characters receive 100% of the potential experience from a given monster if the character's level and the monster's level are within +/- 5 levels. The more levels above or below that range, the less experience awarded, by the following values:

mlvlclvl exp
>10
10
9
8
7
6
1 to 5
-5 to 0
-6
-7
-8
-9
-10
<-10
5%
5%
15%
36%
68%
88%
100%
100%
81%
62%
43%
24%
5%
5%

When the difference is above or below 10 levels, the experience gained is only 5% of the maximum. This feature is designed to keep players from leveling up on much weaker monsters, and to keep low level characters from gaining a ton of experience by partying with higher level characters and moving into levels they could never manage on their own.

Characters Level 25-69

From level 25 to 69, 100% of experience is awarded for monsters within 5 levels of a character. Good experience can also be obtained from monsters higher than a character's level:

  • EXP*(Player Level / Monster Level).

Experience gains are penalized when the monsters are more than 5 levels below the character.

lvl diffexp%
6
7
8
9
10
>10
81%
62%
43%
24%
5 %
5 %

As with characters below level 25, monsters more than 10 levels below a character's level are worth just 5% of their potential experience.


Characters Above Level 70

The same ratio of experience rewards applies to characters over level 70. However, all experience gained past level 70 is subject to a penalty that increases with each additional level a character gains, as shown in the following table.

  • Figures apply to v1.10+. (The level 90+ penalties were much less severe in v1.09 and earlier.)
  • These penalties are applied after the normal experience calculations based on clvl/mlvl:
LevelExperienceLevelExperienceLevelExperience
7095.31%8048.44%905.96%
7190.63%8143.75%914.49%
7285.94%8239.06%923.42%
7381.25%8334.38%932.54%
7476.56%8429.69%941.95%
7571.88%8525.00%951.46%
7667.19%8618.75%961.07%
7762.50%8714.06%970.78%
7857.81%8810.55%980.59%
7953.13%897.91%99---

Leveling up past level 90 has become far more time-consuming since the v1.10 patch. During v1.09, it was not difficult at all to rise from 90 to 99, and the fastest players reached level 99 in less than two days following some ladder resets in 2001 and 2002.

Experience In a Party

The total experience earned for killing a monster is increased by 35% when a party member of the killer is in the same named area, defined as the "level" on the Automap. Further divisions get complicated. To quote the game designers:

The total experience earned for killing a monster is divided evenly among all party members. Each member's share of the experience is equal to the member's level divided by the sum of all members' levels. This Experience Share is then multiplied by another percentage, calculated on a sliding scale that is based on the difference between your character's level and the monster's level, regardless of whether you are in a party or not. The sliding scale only applies if the difference is between 5 and 10 levels. With a small difference (5 levels or less), you receive 100% of your Experience Share. With a large difference (10 levels or more), you will receive 5% of your Experience Share. As a result, high-level characters receive only a small amount of experience for killing low-level monsters. Similarly, low-level characters only get a small amount of experience for killing high-level monsters. This is so that a low-level character running in a high-level party won't receive ridiculous amounts of experience fighting high-level monsters that only his party-mates can destroy. Finally, only those party members within 2 screens of the monster death receive experience.


Experience Loss In Nightmare and Hell Difficulty

In Nightmare and Hell difficulties, non-hardcore characters lose experience each time they die. The experience lost is based on the amount of experience required to reach the next level, and the penalty is 5% in Nightmare and 10% in Hell.

  • There is no experience loss from deaths on normal difficulty.
  • It is not possible to drop down a level from experience loss.

For example, if a character needed to gain 100,000 experience to move from one level to the next, and died on Hell difficulty, the experience loss would be 10% of 100,000, or 10,000 exp. If that character restarts in town and manages to return to his/her corpse and fully loot it, the experience loss is reduced by 75%. This would cut the 10,000 loss from the example given to just 2,500 exp. If a character leaves the game and doesn't recover their corpse until the next game, the full experience penalty remains in effect permanently.

Experience is lost for each and every death, so it's not a wise strategy, in terms of experience loss, to die multiple times trying to recover your first corpse.

Dueling

Experience loss counts for PvP deaths as well, so it's not a good idea to duel on Nightmare or Hell. If you are going to die on the higher difficulty levels, it's wise to do so immediately after you level up. Since the experience loss will never drop you down a level, your experience won't drop any lower than the minimum for a given level.

Monster Experience In Multiplayer Games

Monsters are worth more experience and have more hit points when more players are in the game, or when larger games are simulated by single players using the /players X command. See the Player Settings page for much more detail on these topics.

The following formulas are used to scale up monster hit points and experience values. Monster hit points and experience value increase identically in v1.10+. For example, monsters are have 450% more hit points and are worth 450% more experience in an 8 player game.

  • 1.00-1.08: Experience = X * (2n + 1) / 3
  • 1.09: see list below
  • 1.10+: Experience = X * (n + 1) / 2
    • X = base experience
    • n = # of players in the game
Player settingXP 1.08XP 1.09XP 1.10+
1100%100%100%
2167%175%150%
3233%250%200%
4300%325%250%
5367%375%300%
6433%400%350%
7500%425%400%
8567%450%450%

Miscellaneous Exp Info

Monsters resurrected by shamans (Fallen, Mummies, and Fetishes) are not worth experience and will not drop items. They are only valuable to kill once.

Monsters produced by monster generators (Foul Crows, Zombies, and Imps) are worth experience, but very little, and they do not drop items. The generators themselves are worth good experience, though.

Reanimated horde zombies are worth full experience and may drop items when they resurrect themselves. Each kill counts for the full amount.

Monsters killed by a character's mercenary or minions are worth full experience. Monsters killed by each other, via Convert, Confuse, or other skills, award their experience to the character who cast the spell on them.

If two unpartied characters attack the same monster, the character who strikes the killing blow gains the full experience. It's always better to party up and cooperate, in terms of experience gains.