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+% experience gain capped at 10%?

dmngd

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May 5, 2006
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+% experience gain capped at 10%?

I've been hearing some people say that ondal + 10 exp anny is equivalent to a 10 exp anni.
 
Nope, just a rumor to stop people from leeching with Ondals. The maximum for +% exp should be +461% (2^9-51).
 
How big is the exp bonus for killing the actual monsters in runs? Is it better to attempt to get a few kills in or leech with ondals?
 
dmngd said:
How big is the exp bonus for killing the actual monsters in runs?
There is no bonus.
 
I always thought the person who did the killing blow got a little bit more experience than people who didn't make the killing blow. If there isn't, it would be big news to a lot of people.
 
From arreat summit:

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.

Finally, only those party members within 2 screens of the monster death receive experience.

My understanding is that the killer get 35% extra experience, am i wrong?
 
You are wrong. Monsters just yield 35% more totally when a party member is in the same named area. Not necessarily close enough to share the exp, tho, so it pays off to place a character at the throne entrance, then solo the throne. Best way to do it is with 2 comps and do it in duel games, trade games, diaruns, or other games that tend to last a little.

At least that's how I understand it.... RTB knows for sure. Also about the baal party thingie that I never understood completely.
 
As far as my understanding on the exp calcuations go, it's a bonus of around 35% per player that is within the 80 tile radius of the monsters death, and assuming they are in the same party as the character that killed the creature. And it's not exactly 35% either, but rather *(89/256).

When a monster is spawned, the game determines how many players are in the game, and the monsters life is increased by 50% for each additional player (so up to 350% for a full house). When a monster is then killed by a character that is in a party, the game will determine how many party members are within an 80 time radius. Each additional player will increase the total exp pool of the monster.
 
I really wouldn't know, the only thing I have that gives % more exp is my anni... Even then it doesn't seem to make MUCH of a difference, it probably does but it seems to me it doesn't o.o
 
The only bonus experience items you can get are Ondal's Wisdom, Annihilus, and Learning Blessing from Experience Shrines. This maxes at +65% from whatever actual experience you earn, but that actual experience is:

Per monster on the number of people in the game at spawn;
Number of people in your party;
Number of in range, etc.

The reparty trick, if there is one, needs to be explained to me. I described it as 'fooling the code into thinking nine people were in the game,' which is why it only works when there are already eight. I also don't know if Baal keeps the experience reward when spawning, similar to keeping the boost in life all monsters get when spawning with more people in the game.

The question is (since experience earning is modified by partied players in range, and those players share experience earned) at what point is it not worth playing in an eight-player game? IOW, how much more experience do you get just standing back letting other characters make the kills, but taking longer because the monsters are harder, over just leveling by yourself in a single-player game? I'm really trying to discover what the /players 8 command really does, since I usually hit double-digit levels before Stony Field. There is an experience enhancement even with no one in range, correct? That would be the reason some people Chaos with casters while the rest are Baaling, I would assume.
 
The reparty trick, if there is one, needs to be explained to me. I described it as 'fooling the code into thinking nine people were in the game,' which is why it only works when there are already eight. I also don't know if Baal keeps the experience reward when spawning, similar to keeping the boost in life all monsters get when spawning with more people in the game.

Are you talking about the act 2 minion bug thing with Hell Baal, in a players 8 game? If so, that's an issue with a signed integer overflow. Someone on the AB had figured it out, and I can probably find it again if need be.



 
There is an experience enhancement even with no one in range, correct? That would be the reason some people Chaos with casters while the rest are Baaling, I would assume.
Players8 command adds "people" to the game to fill it, but they count as unpartied. 8 partied players are better than 8 unpartied, at least when it comes to drops. (need only half as many partied players)

I don't know what this means for exp, but I was under the impression it works something like this:

- When monster spawns, game checks for number of players to determine exp, nodrop base chance and hp.
- When the monster is killed, it checks for partied players (to see if nodrop should be further reduced) and for party members in same named area, and/or in range of the killer (to enhance exp by ~35% and to know where to send the exp)
- If a party member is in the same area, and within exp range, then the exp is first divided between them based on their levels, then modified by level penalty (compared to monster level) and then this final number is modified by expshrine/anni/ondals.
- If a party member is in the same area, but out of range, the exp is still enhanced by ~35% but all the exp goes to the killer, then modified by level penalty (compared to monster level) and then this final number is modified by expshrine/anni/ondals.

That's only how I was thinking. Let me know if I'm wrong.



 
Ideally, having eight-player games with all eight in the same area, but the killer being out of the eighty tile share range, earns the killer the absolute most amount of experience? Is there a graph showing the most ideal combinations (could having eight-total/one-in-range get you more than seven-total/none-in-range, etc)? Since having Annihilus doesn't have any disadvantages, only finding shrines and wearing Ondal's would make that difficult, the latter probably not being worth it and the former being lucky unless using a map hack of some kind (even in single-player). Since Annihilus isn't possible in SP (don't say it), that means you need to build an incredibly strong character to make it through yourself and have seven others sitting on the River of Flame waypoint. Is this how FFX made CLvl99 first this season?
 
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