espr
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- Feb 1, 2005
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I use separate installs. The version switcher gave me issues thanks to window's UAC, so I find it easiest to just maintain multiple folders and rename them as needed.
While looking for information of where to level up in prep for NM Diablo/CS and Hell in general, I came across some great information from Jarulf (of d1 guide fame), here's some of the snippets
Of particular note here, is how prior to patch 1.03, apparently the additional exp penalties applying to levels above 75 did not work correctly. E.g. a Lvl85 leveling off of Lvl 82's, is supposed to gain 33.3% exp, but will instead gain 100%. A Lv91 against the same monster is supposed to get 4.8% exp, but will instead gain 24% exp.
Of particular note, if true, Izual could make for a very good exp target. Also standing out from the list is:
Tal rasha's tombs (Lv68-70, ~6-7k avg with 10k unravellers and 20k sarcophogi)
Act 3 Side Temples (Lv73-75 ~8k avg with some outliers like 10k vamps)
Trav Council Lv75 (+3 for uniques) (avg 16k exp and x3 for the uniques presumably)
Not particularly useful, but interesting is that mlvl apparently very very slightly increases the chances of their drops rolling rare/magic/etc...
More useful, potentially, is according to Jarulf's charts 151% MF is apparently a breakpoint that forces exceptional items to be magic+ only. They also have an inherently increased chance of being rare, presumably because they cannot be unique or set.
Here's the files I'm speaking about: https://web.archive.org/web/*/pf.chemeng.lth.se/diablo2/*
While looking for information of where to level up in prep for NM Diablo/CS and Hell in general, I came across some great information from Jarulf (of d1 guide fame), here's some of the snippets
Code:
Level difference Experience given (%) *
mlvl - clvl | clvl < 25 | clvl 25 to 75 | clvl 76 to 80 | clvl 81 to 85 | clvl 86 to 90 | clvl > 90
>10 5 clvl/mlvl clvl/mlvl/2 clvl/mlvl/3 clvl/mlvl/4 clvl/mlvl/5
10 5 clvl/mlvl clvl/mlvl/2 clvl/mlvl/3 clvl/mlvl/4 clvl/mlvl/5
9 15 clvl/mlvl clvl/mlvl/2 clvl/mlvl/3 clvl/mlvl/4 clvl/mlvl/5
8 36 clvl/mlvl clvl/mlvl/2 clvl/mlvl/3 clvl/mlvl/4 clvl/mlvl/5
7 68 clvl/mlvl clvl/mlvl/2 clvl/mlvl/3 clvl/mlvl/4 clvl/mlvl/5
6 88 clvl/mlvl clvl/mlvl/2 clvl/mlvl/3 clvl/mlvl/4 clvl/mlvl/5
1 to 5 100 clvl/mlvl clvl/mlvl/2 clvl/mlvl/3 clvl/mlvl/4 clvl/mlvl/5
-5 to 0 100 100 50.0 33.3 25.0 20.0
-6 81 81 40.5 27.0 20.3 16.2
-7 62 62 31.0 20.7 15.5 12.4
-8 43 43 21.5 14.3 10.8 8.6
-9 24 24 12.0 8.0 6.0 4.8
-10 5 5 2.5 1.7 1.3 1
< -10 5 5 2.5 1.7 1.3 1
* Prior to v1.03, any character with a clvl greater of 75, still recieved the same value as that of a character of clvl 25 to 7
Of particular note here, is how prior to patch 1.03, apparently the additional exp penalties applying to levels above 75 did not work correctly. E.g. a Lvl85 leveling off of Lvl 82's, is supposed to gain 33.3% exp, but will instead gain 100%. A Lv91 against the same monster is supposed to get 4.8% exp, but will instead gain 24% exp.
Code:
EXP Samples
Name NM Hell mLvl (nm/h)
Diablo 151,405 569,765 65 / 90
Izual 107,573 448,866 54 / 79
Mephisto 55,023 236,152 51 / 76
Duriel 34,446 153,495 47 / 72
Hephaesto 8,412 36,446 50 / 75
Grotesque 5,066 20,942 55 / 80
Urduar 4,661 18,908 57 / 82
Stygian Hag 4,136 17,583 52 / 77
Oblivion Kn. 3,959 16,365 55 / 80
Storm Caster 3,925 16,227 55 / 80
Venom Lord 3,858 15,949 55 / 80
Council Mem. 3,676 15,926 50 / 75
Grot. Wyrm 2,684 11,095 55 / 80
Of particular note, if true, Izual could make for a very good exp target. Also standing out from the list is:
Tal rasha's tombs (Lv68-70, ~6-7k avg with 10k unravellers and 20k sarcophogi)
Act 3 Side Temples (Lv73-75 ~8k avg with some outliers like 10k vamps)
Trav Council Lv75 (+3 for uniques) (avg 16k exp and x3 for the uniques presumably)
Not particularly useful, but interesting is that mlvl apparently very very slightly increases the chances of their drops rolling rare/magic/etc...
More useful, potentially, is according to Jarulf's charts 151% MF is apparently a breakpoint that forces exceptional items to be magic+ only. They also have an inherently increased chance of being rare, presumably because they cannot be unique or set.
Here's the files I'm speaking about: https://web.archive.org/web/*/pf.chemeng.lth.se/diablo2/*