Experience Levels /100
等级 | 经验值 |
---|---|
1 | 0 |
2 | 525 |
3 | 1,760 |
4 | 3,781 |
5 | 7,184 |
6 | 12,186 |
7 | 19,324 |
8 | 29,377 |
9 | 43,181 |
10 | 61,693 |
11 | 85,990 |
12 | 117,506 |
13 | 157,384 |
14 | 207,736 |
15 | 269,997 |
16 | 346,462 |
17 | 439,268 |
18 | 551,295 |
19 | 685,171 |
20 | 843,709 |
21 | 1,030,734 |
22 | 1,249,629 |
23 | 1,504,995 |
24 | 1,800,847 |
25 | 2,142,652 |
26 | 2,535,122 |
27 | 2,984,677 |
28 | 3,496,798 |
29 | 4,080,655 |
30 | 4,742,836 |
31 | 5,490,247 |
32 | 6,334,393 |
33 | 7,283,446 |
34 | 8,348,398 |
35 | 9,541,110 |
36 | 10,874,351 |
37 | 12,361,842 |
38 | 14,018,289 |
39 | 15,859,432 |
40 | 17,905,634 |
41 | 20,171,471 |
42 | 22,679,999 |
43 | 25,456,123 |
44 | 28,517,857 |
45 | 31,897,771 |
46 | 35,621,447 |
47 | 39,721,017 |
48 | 44,225,461 |
49 | 49,176,560 |
50 | 54,607,467 |
51 | 60,565,335 |
52 | 67,094,245 |
53 | 74,247,659 |
54 | 82,075,627 |
55 | 90,631,041 |
56 | 99,984,974 |
57 | 110,197,515 |
58 | 121,340,161 |
59 | 133,497,202 |
60 | 146,749,362 |
61 | 161,191,120 |
62 | 176,922,628 |
63 | 194,049,893 |
64 | 212,684,946 |
65 | 232,956,711 |
66 | 255,001,620 |
67 | 278,952,403 |
68 | 304,972,236 |
69 | 333,233,648 |
70 | 363,906,163 |
71 | 397,194,041 |
72 | 433,312,945 |
73 | 472,476,370 |
74 | 514,937,180 |
75 | 560,961,898 |
76 | 610,815,862 |
77 | 664,824,416 |
78 | 723,298,169 |
79 | 786,612,664 |
80 | 855,129,128 |
81 | 929,261,318 |
82 | 1,009,443,795 |
83 | 1,096,169,525 |
84 | 1,189,918,242 |
85 | 1,291,270,350 |
86 | 1,400,795,257 |
87 | 1,519,130,326 |
88 | 1,646,943,474 |
89 | 1,784,977,296 |
90 | 1,934,009,687 |
91 | 2,094,900,291 |
92 | 2,268,549,086 |
93 | 2,455,921,256 |
94 | 2,658,074,992 |
95 | 2,876,116,901 |
96 | 3,111,280,300 |
97 | 3,364,828,162 |
98 | 3,638,186,694 |
99 | 3,932,818,530 |
100 | 4,250,334,444 |
技能宝石 /1
名字 |
---|
瓦尔:裂隙 |
辅助宝石 画质 /6
物品 词缀 /2
名字 | 等级 | Pre/Suf | 描述 | 比重 |
---|---|---|---|---|
塑界者的 | 85 | 前缀 | 经验值获取提高 (2–3)% | ring_shaper 50 普通 0 |
狩猎者的 | 85 | 前缀 | 经验值获取提高 (2–3)% | ring_basilisk 50 普通 0 |
怪物 词缀 /52
名字 | 等级 | Pre/Suf | 描述 | 比重 |
---|---|---|---|---|
1 | 传奇 | 怪物提供的经验值提高 250% monster no drops [0] | ||
1 | 传奇 | 怪物提供的经验值提高 750% monster no drops [0] | ||
1 | 传奇 | 怪物提供的经验值提高 450% monster no drops [0] | ||
1 | 传奇 | 怪物提供的经验值提高 250% 掉落的物品稀有度提高 4500% | ||
1 | 传奇 | 怪物提供的经验值提高 250% 掉落的物品稀有度提高 5000% | ||
1 | 传奇 | 怪物提供的经验值提高 250% 掉落的物品稀有度提高 5500% | ||
1 | 传奇 | 怪物提供的经验值提高 250% 掉落的物品稀有度提高 15000% | ||
1 | 传奇 | 怪物提供的经验值提高 250% 掉落的物品稀有度提高 6000% | ||
1 | 传奇 | 怪物提供的经验值提高 250% 掉落的物品稀有度提高 10000% | ||
1 | 传奇 | 怪物提供的经验值提高 250% 掉落的物品稀有度提高 11000% | ||
1 | 传奇 | 怪物提供的经验值提高 250% 掉落的物品稀有度提高 12000% | ||
1 | 传奇 | 怪物提供的经验值提高 250% 掉落的物品稀有度提高 13000% | ||
1 | 传奇 | 怪物提供的经验值提高 325% 掉落的物品稀有度提高 20000% | ||
1 | 传奇 | 怪物提供的经验值提高 400% 掉落的物品稀有度提高 20000% | ||
1 | 传奇 | 怪物提供的经验值提高 100% 掉落的物品稀有度提高 15000% | ||
1 | 传奇 | 怪物提供的经验值提高 100% 掉落的物品数量提高 1500% 掉落的物品稀有度提高 2000% | ||
1 | 传奇 | 怪物提供的经验值提高 100% 掉落的物品稀有度提高 % | ||
1 | 传奇 | 怪物提供的经验值提高 1000% 掉落的物品数量提高 1500% 掉落的物品稀有度提高 2000% | ||
1 | 传奇 | 怪物提供的经验值提高 20000% | ||
1 | 传奇 | 怪物提供的经验值提高 200% 掉落的物品稀有度提高 % | ||
1 | 传奇 | 怪物提供的经验值提高 20000% 掉落的物品数量提高 2000% 掉落的物品稀有度提高 2000% | ||
1 | 传奇 | 怪物提供的经验值提高 13100% 掉落的物品稀有度提高 % | ||
1 | 传奇 | monster no drops or experience [1] | ||
诡计之 | 68 | 传奇 | 阻挡被压制的法术伤害 +10% 法术伤害压制率 +100% 怪物提供的经验值提高 20000% 反射非伤害型异常状态 moment of respite damage taken over time +% final [-50] | no_common_monster_mods 0 legion_monster 0 essence_monster 0 delve_monster 0 abyss_monster 0 breach_commander 0 immobile 0 blight_monster 0 magic 0 普通 50 |
灵幻 | 24 | 传奇 | 怪物提供的经验值降低 175% 掉落的物品数量提高 -350% monster spirit walker [1] | not_part_of_pack 0 rare 0 no_spirit_walkers_archnemesis 0 普通 1000 |
灵魂行者 | 1 | Bloodlines | 怪物提供的经验值降低 175% 掉落的物品数量提高 -350% monster spirit walker [1] | |
长牙魔符 | 1 | Talisman | 怪物提供的经验值提高 500% monster no drops [0] | |
1 | 传奇 | additional item drop slots when deleted on death [1] monster inherent experience granted +% final if deleted on death [154] | ||
1 | 传奇 | additional item drop slots when deleted on death [1] monster inherent experience granted +% final if deleted on death [111] | ||
1 | 传奇 | additional item drop slots when deleted on death [1] monster inherent experience granted +% final if deleted on death [100] | ||
1 | 传奇 | additional item drop slots when deleted on death [1] monster inherent experience granted +% final if deleted on death [80] | ||
1 | 传奇 | additional item drop slots when deleted on death [1] monster inherent experience granted +% final if deleted on death [71] | ||
1 | 传奇 | additional item drop slots when deleted on death [1] monster inherent experience granted +% final if deleted on death [67] | ||
1 | 传奇 | additional item drop slots when deleted on death [1] monster inherent experience granted +% final if deleted on death [117] | ||
1 | 传奇 | additional item drop slots when deleted on death [0] monster inherent experience granted +% final if deleted on death [100] | ||
1 | 传奇 | 怪物提供的经验值提高 300% monster no drops [0] | ||
1 | 传奇 | 怪物提供的经验值提高 500% 掉落的物品稀有度提高 % delve monster life +% final [0] 生命魔力 生命 | ||
1 | 传奇 | 怪物提供的经验值提高 333% 掉落的物品稀有度提高 % delve monster life +% final [0] 生命魔力 生命 | ||
1 | 传奇 | 伤害提高 10% 怪物提供的经验值提高 1500% 掉落的物品稀有度提高 % delve monster life +% final [10] 生命魔力 生命 | ||
1 | 传奇 | 伤害提高 20% 怪物提供的经验值提高 3000% 掉落的物品稀有度提高 % delve monster life +% final [20] 生命魔力 生命 | ||
1 | 传奇 | 怪物提供的经验值提高 7500% 掉落的物品稀有度提高 % monster no map drops [0] | ||
1 | 传奇 | 怪物提供的经验值提高 3000% 掉落的物品稀有度提高 % monster no map drops [0] | ||
1 | 传奇 | 生命上限总增 94% 怪物提供的经验值提高 125% monster rarity damage +% final [15] 生命魔力 生命 伤害 | ||
1 | 传奇 | 怪物提供的经验值提高 2000% monster no drops [0] | ||
1 | 传奇 | 角色体型增大 30% monster sentinel experience +% [100] tagged by sentinel [1] | ||
1 | 传奇 | 角色体型增大 25% monster sentinel experience +% [100] tagged by sentinel [1] | ||
1 | 传奇 | 角色体型增大 25% archnemesis monster life +% final [150] monster sentinel experience +% [500] tagged by sentinel [1] tagged by sentinel unique [1] | ||
1 | 传奇 | 怪物提供的经验值提高 500% monster no drops [1] | ||
1 | AzmeriDust | attack cast movement speed +% [0] azmeri monster slain experience +% final [0] from league item quantity +% permyriad [0] has azmeri dust buff warden [0] monster damage +% final from azmeri dust [0] monster difficulty tankiness +% [0] | ||
1 | AzmeriDust | area of effect +% final from azmeri dust [0] azmeri monster slain experience +% final [0] from league item rarity +% permyriad [0] has azmeri dust buff voodoo [0] monster damage +% final from azmeri dust [0] monster difficulty tankiness +% [0] | ||
1 | AzmeriDust | azmeri monster slain experience +% final [0] chance to drop currency per item permyriad from azmeri dust [0] critical strike chance +% final from azmeri dust [0] has azmeri dust buff primal [0] monster damage +% final from azmeri dust [0] monster difficulty tankiness +% [0] | ||
1 | 传奇 | 怪物提供的经验值提高 250% 掉落的物品稀有度提高 25000% |
化石 词缀 /1
名字 | 等级 | Pre/Suf | 描述 | 比重 |
---|---|---|---|---|
地下的 | 1 | 前缀 | 经验值加成提高 % 区域内有许多【瓦尔生物】 区域内找到的物品有 10% 的几率在掉落时腐化 map item drop quantity +% [20] map item drop rarity +% [20] map pack size +% [10] | 异界地图 1000 expedition_logbook 0 普通 0 |
地图 词缀 /1
名字 | 等级 | Pre/Suf | 描述 | 比重 |
---|---|---|---|---|
经验之 | 69 | 后缀 | 经验值加成提高 (50–150)% | uber_tier_map 0 腐化地区 1000 普通 0 |
夺宝奇兵装备 词缀 /40
名字 | 等级 | Pre/Suf | 描述 | 比重 |
---|---|---|---|---|
劫道的 | 1 | 前缀 | 任务经验获取率提高 (3–4)% map item drop rarity +% [0] | 普通 1000 |
骗子的 | 45 | 前缀 | 任务经验获取率提高 (5–6)% map item drop rarity +% [0] | 普通 800 |
罪犯的 | 75 | 前缀 | 任务经验获取率提高 (7–8)% map item drop rarity +% [0] | 普通 600 |
主脑的 | 81 | 前缀 | 任务经验获取率提高 (9–10)% map item drop rarity +% [0] | 普通 400 |
单纯的 | 1 | 前缀 | 解密术获得的经验提高 (3–4)% | heist_equipment_lockpick 1000 普通 0 |
复杂的 | 45 | 前缀 | 解密术获得的经验提高 (5–6)% | heist_equipment_lockpick 800 普通 0 |
复合的 | 75 | 前缀 | 解密术获得的经验提高 (7–8)% | heist_equipment_lockpick 600 普通 0 |
专门的 | 82 | 前缀 | 解密术获得的经验提高 (9–10)% | heist_equipment_lockpick 400 普通 0 |
单纯的 | 1 | 前缀 | 凶蛮之力获得的经验提高 (3–4)% | heist_equipment_bruteforce 1000 普通 0 |
复杂的 | 45 | 前缀 | 凶蛮之力获得的经验提高 (5–6)% | heist_equipment_bruteforce 800 普通 0 |
复合的 | 75 | 前缀 | 凶蛮之力获得的经验提高 (7–8)% | heist_equipment_bruteforce 600 普通 0 |
专门的 | 82 | 前缀 | 凶蛮之力获得的经验提高 (9–10)% | heist_equipment_bruteforce 400 普通 0 |
单纯的 | 1 | 前缀 | 洞察获得的经验提高 (3–4)% | heist_equipment_perception 1000 普通 0 |
复杂的 | 45 | 前缀 | 洞察获得的经验提高 (5–6)% | heist_equipment_perception 800 普通 0 |
复合的 | 75 | 前缀 | 洞察获得的经验提高 (7–8)% | heist_equipment_perception 600 普通 0 |
专门的 | 82 | 前缀 | 洞察获得的经验提高 (9–10)% | heist_equipment_perception 400 普通 0 |
单纯的 | 1 | 前缀 | 爆破获得的经验提高 (3–4)% | heist_equipment_demolition 1000 普通 0 |
复杂的 | 45 | 前缀 | 爆破获得的经验提高 (5–6)% | heist_equipment_demolition 800 普通 0 |
复合的 | 75 | 前缀 | 爆破获得的经验提高 (7–8)% | heist_equipment_demolition 600 普通 0 |
专门的 | 82 | 前缀 | 爆破获得的经验提高 (9–10)% | heist_equipment_demolition 400 普通 0 |
单纯的 | 1 | 前缀 | 逆向奇术获得的经验提高 (3–4)% | heist_equipment_counterthaumaturge 1000 普通 0 |
复杂的 | 45 | 前缀 | 逆向奇术获得的经验提高 (5–6)% | heist_equipment_counterthaumaturge 800 普通 0 |
复合的 | 75 | 前缀 | 逆向奇术获得的经验提高 (7–8)% | heist_equipment_counterthaumaturge 600 普通 0 |
专门的 | 82 | 前缀 | 逆向奇术获得的经验提高 (9–10)% | heist_equipment_counterthaumaturge 400 普通 0 |
单纯的 | 1 | 前缀 | 解除陷阱获得的经验提高 (3–4)% | heist_equipment_trapdisarmament 1000 普通 0 |
复杂的 | 45 | 前缀 | 解除陷阱获得的经验提高 (5–6)% | heist_equipment_trapdisarmament 800 普通 0 |
复合的 | 75 | 前缀 | 解除陷阱获得的经验提高 (7–8)% | heist_equipment_trapdisarmament 600 普通 0 |
专门的 | 82 | 前缀 | 解除陷阱获得的经验提高 (9–10)% | heist_equipment_trapdisarmament 400 普通 0 |
单纯的 | 1 | 前缀 | 灵敏获得的经验提高 (3–4)% | heist_equipment_agility 1000 普通 0 |
复杂的 | 45 | 前缀 | 灵敏获得的经验提高 (5–6)% | heist_equipment_agility 800 普通 0 |
复合的 | 75 | 前缀 | 灵敏获得的经验提高 (7–8)% | heist_equipment_agility 600 普通 0 |
专门的 | 82 | 前缀 | 灵敏获得的经验提高 (9–10)% | heist_equipment_agility 400 普通 0 |
单纯的 | 1 | 前缀 | 欺诈的获得的经验提高 (3–4)% | heist_equipment_deception 1000 普通 0 |
复杂的 | 45 | 前缀 | 欺诈的获得的经验提高 (5–6)% | heist_equipment_deception 800 普通 0 |
复合的 | 75 | 前缀 | 欺诈的获得的经验提高 (7–8)% | heist_equipment_deception 600 普通 0 |
专门的 | 82 | 前缀 | 欺诈的获得的经验提高 (9–10)% | heist_equipment_deception 400 普通 0 |
单纯的 | 1 | 前缀 | 工程学获得的经验提高 (3–4)% | heist_equipment_engineering 1000 普通 0 |
复杂的 | 45 | 前缀 | 工程学获得的经验提高 (5–6)% | heist_equipment_engineering 800 普通 0 |
复合的 | 75 | 前缀 | 工程学获得的经验提高 (7–8)% | heist_equipment_engineering 600 普通 0 |
专门的 | 82 | 前缀 | 工程学获得的经验提高 (9–10)% | heist_equipment_engineering 400 普通 0 |
其他属性 词缀 /43
名字 | 等级 | Domain | Pre/Suf | 描述 | 比重 |
---|---|---|---|---|---|
古灵祝福之 | 40 | Chest | 后缀 | 内含高等级的技能宝石 | 宝石 800 普通 0 |
1 | Chest | 传奇 | 内含高等级的技能宝石 | ||
1 | SanctumRelic | 传奇 | 耀金币在击败天灾先驱时转换为经验值 | ||
1 | Jewel | 传奇 | 被腐化技能石获取的经验值提高 10% 宝石 | ||
1 | MapDevice | 传奇 | 区域内有致命贪婪遭遇战 区域内的致命贪婪怪物提供的经验值提高 100% map ultimatum league [1] | ||
1 | MapDevice | 传奇 | 区域内有致命贪婪遭遇战 区域内的致命贪婪怪物提供的经验值提高 100% 区域内的致命贪婪遭遇战提供的奖励视作你额外完成了一轮 map ultimatum league [1] | ||
1 | MapDevice | 传奇 | 区域内有致命贪婪遭遇战 区域内的致命贪婪怪物提供的经验值提高 200% 区域内的致命贪婪遭遇战提供的奖励视作你额外完成了 2 轮 map ultimatum league [1] | ||
1 | MapDevice | 传奇 | 区域内的致命贪婪怪物提供的经验值提高 150% 区域内的致命贪婪遭遇战提供的奖励视作你额外完成了 2 轮 | ||
1 | MapDevice | 传奇 | 经验值加成提高 % map legion endless mode + s [60] map legion endless pack size +% [0] map legion fragment faction karui [1] | ||
1 | MapDevice | 传奇 | 经验值加成提高 % map legion endless mode + s [60] map legion endless pack size +% [0] map legion fragment faction maraketh [1] | ||
1 | MapDevice | 传奇 | 经验值加成提高 % map legion endless mode + s [60] map legion endless pack size +% [0] map legion fragment faction eternal [1] | ||
1 | MapDevice | 传奇 | 经验值加成提高 % map legion endless mode + s [60] map legion endless pack size +% [0] map legion fragment faction templar [1] | ||
1 | MapDevice | 传奇 | 经验值加成提高 % map legion endless mode + s [60] map legion endless pack size +% [0] map legion fragment faction vaal [1] | ||
1 | MapDevice | 传奇 | 经验值加成提高 10% 怪物生命总增 15% 怪物伤害提高 10% 奖励强化 10% 怪物的眩晕避免率在每次再生时 +20% 怪物的生命在每次再生时每秒回复 1% 怪物的最大生命在每次再生时都提高 10% map num legion uber fragments [1] 生命魔力 生命 伤害 | ||
1 | MapDevice | 传奇 | 经验值加成提高 10% 怪物生命总增 15% 怪物伤害提高 10% 奖励强化 10% 怪物的攻击和施法速度在每次再生时加快 10% 怪物的移动速度在每次再生时加快 10% 怪物的最大生命在每次再生时都提高 10% map num legion uber fragments [1] 生命魔力 生命 伤害 | ||
1 | MapDevice | 传奇 | 经验值加成提高 10% 怪物生命总增 15% 怪物伤害提高 10% 奖励强化 10% 怪物的暴击率在每次再生时提高 50% 怪物的暴击伤害加成在每次再生时提高 3% 怪物的最大生命在每次再生时都提高 10% map num legion uber fragments [1] 生命魔力 生命 伤害 | ||
1 | MapDevice | 传奇 | 经验值加成提高 10% 怪物生命总增 15% 怪物伤害提高 10% 奖励强化 10% 怪物的物理伤害减免在每次再生时额外获得 4% 怪物的抗性在每次再生时额外获得 4% 怪物的最大生命在每次再生时都提高 10% map num legion uber fragments [1] 生命魔力 生命 伤害 | ||
1 | MapDevice | 传奇 | 经验值加成提高 10% 怪物生命总增 15% 怪物伤害提高 10% 奖励强化 10% 怪物在每次再生时造成的伤害提高 10% 怪物的最大生命在每次再生时都提高 10% map num legion uber fragments [1] 生命魔力 生命 伤害 | ||
1 | MapDevice | 传奇 | 经验值加成提高 45% 怪物群规模扩大 6% | ||
1 | ExpeditionRelic | 后缀 | 怪物提供的经验值提高 40% | expedition_templar_remnant 0 expedition_vaal_remnant 0 expedition_karui_remnant 0 expedition_eternalempire_remnant 0 expedition_eternalempire_remnant2 0 expedition_eternalempire_remnant3 0 expedition_eternalempire_remnant4 0 expedition_maraketh_remnant 0 expedition_maraketh_remnant2 0 expedition_sirens_remnant 0 expedition_monkeytribe_remnant 0 expedition_lostmen_remnant 0 普通 1750 | |
45 | ExpeditionRelic | 后缀 | 怪物提供的经验值提高 60% | expedition_templar_remnant 0 expedition_vaal_remnant 0 expedition_karui_remnant 0 expedition_eternalempire_remnant 0 expedition_eternalempire_remnant2 0 expedition_eternalempire_remnant3 0 expedition_eternalempire_remnant4 0 expedition_maraketh_remnant 0 expedition_maraketh_remnant2 0 expedition_sirens_remnant 0 expedition_monkeytribe_remnant 0 expedition_lostmen_remnant 0 普通 1750 | |
68 | ExpeditionRelic | 后缀 | 怪物提供的经验值提高 80% | expedition_templar_remnant 0 expedition_vaal_remnant 0 expedition_karui_remnant 0 expedition_eternalempire_remnant 0 expedition_eternalempire_remnant2 0 expedition_eternalempire_remnant3 0 expedition_eternalempire_remnant4 0 expedition_maraketh_remnant 0 expedition_maraketh_remnant2 0 expedition_sirens_remnant 0 expedition_monkeytribe_remnant 0 expedition_lostmen_remnant 0 普通 1750 | |
78 | ExpeditionRelic | 后缀 | 怪物提供的经验值提高 100% | expedition_templar_remnant 0 expedition_vaal_remnant 0 expedition_karui_remnant 0 expedition_eternalempire_remnant 0 expedition_eternalempire_remnant2 0 expedition_eternalempire_remnant3 0 expedition_eternalempire_remnant4 0 expedition_maraketh_remnant 0 expedition_maraketh_remnant2 0 expedition_sirens_remnant 0 expedition_monkeytribe_remnant 0 expedition_lostmen_remnant 0 普通 1750 | |
1 | ExpeditionRelic | 后缀 | 怪物提供的经验值提高 40% | 普通 1000 | |
45 | ExpeditionRelic | 后缀 | 怪物提供的经验值提高 60% | 普通 1000 | |
68 | ExpeditionRelic | 后缀 | 怪物提供的经验值提高 80% | 普通 1000 | |
78 | ExpeditionRelic | 后缀 | 怪物提供的经验值提高 100% | 普通 1000 | |
1 | PrimordialAltar | 传奇 | 经验值加成提高 (8–12)% | primordial_altar_downside 0 tangle_altar 500 普通 0 | |
1 | PrimordialAltar | 传奇 | 经验值加成提高 (8–12)% | primordial_altar_downside 0 cleansing_fire_altar 500 普通 0 | |
智者的 | 1 | CrucibleMap | 前缀 | 经验值加成提高 50% | uber_tier_map 0 crucible_map_low 2000 普通 0 |
智者的 | 1 | CrucibleMap | 前缀 | 经验值加成提高 100% | uber_tier_map 0 crucible_map_high 2000 普通 0 |
敬奉艾贝拉斯 | 1 | Necropolis | NecropolisDevoted | 怪物提供的经验值提高 200% | 普通 10667 |
敬奉艾贝拉斯 | 1 | Necropolis | NecropolisDevoted | 怪物提供的经验值提高 400% | 普通 8000 |
敬奉艾贝拉斯 | 46 | Necropolis | NecropolisDevoted | 怪物提供的经验值提高 600% | 普通 5333 |
敬奉艾贝拉斯 | 10 | Necropolis | NecropolisDevoted | 怪物提供的经验值提高 400% | 普通 3733 |
敬奉艾贝拉斯 | 20 | Necropolis | NecropolisDevoted | 怪物提供的经验值提高 800% | 普通 2933 |
敬奉艾贝拉斯 | 46 | Necropolis | NecropolisDevoted | 怪物提供的经验值提高 1200% | 普通 2133 |
敬奉艾贝拉斯 | 1 | Necropolis | NecropolisDevoted | 怪物提供的经验值提高 200% | 普通 1000 |
敬奉艾贝拉斯 | 1 | Necropolis | NecropolisDevoted | 怪物提供的经验值提高 400% | 普通 1000 |
敬奉艾贝拉斯 | 46 | Necropolis | NecropolisDevoted | 怪物提供的经验值提高 600% | 普通 1000 |
敬奉艾贝拉斯 | 10 | Necropolis | NecropolisDevoted | 怪物提供的经验值提高 400% | 普通 1000 |
敬奉艾贝拉斯 | 20 | Necropolis | NecropolisDevoted | 怪物提供的经验值提高 800% | 普通 1000 |
敬奉艾贝拉斯 | 46 | Necropolis | NecropolisDevoted | 怪物提供的经验值提高 1200% | 普通 1000 |
物品 /21
该区域有额外 4 种随机词缀
经验值提高 200%
怪物生命总增 250%
该区域获取物品的稀有度提高 60%
怪物群规模提高 60%
怪物等级:84
致命贪婪遭遇战提供的奖励视作你额外完成了 2 轮
防止 75% 的经验值损失
将损失经验值的 300% 添加到宝石中
使经验值获得提高 100%,持续 60 秒
传奇 /9
魔力回复速度提高 (45–65)%
经验值获取提高 2%
你每装备一个传奇装备,智慧提高 2%
消灭怪物有 3% 的几率额外掉落一个智慧卷轴
(未装备药剂和珠宝)
+(20–30) 最大魔力
经验值获取提高 5%
+10% 所有元素抗性
元素伤害提高 (10–20)%
攻击速度加快 50%
物品稀有度降低 (30–50)%
经验值获取降低 (30–50)%
物理攻击伤害的 0.4% 转化为魔力偷取
(吸取的魔力会随时间逐渐回复。多个吸取效果可以同时发生, 但有一个上限)
红色插槽内的技能石 +2 等级
绿色插槽内的技能石 +30% 品质
蓝色插槽内的技能石获得的经验提高 100%
穿戴对人物属性无需求
local socketed gems in white sockets get nothing [1]
(属性分为力量,敏捷和智慧三种)
对禁域使用时摧毁该物品
羁绊技能的施法速度加快 (10–15)%
羁绊技能的技能效果持续时间延长 (10–15)%
当你战败后,羁绊目标在 2 秒内不会战败
当你因羁绊对象战败而战败时,不损失经验值
(属性分为力量,敏捷和智慧三种)
Community Wiki
经验值
In order to level a 角色 up it is necessary to get more experience. Currently there is only one source for experience in this game, which is killing monsters. Every monster gives experience depending on the type of the monster, its 稀有度, the area level and certain 统计数据s affecting the monster or the area it is in. The amount for the next level increases very fast.
Experience table
The amount is the same for every character in every league. The number shows how much total experience is necessary to reach the level.
Experience table
Level | Total XP | XP to Gain | Level | Total XP | XP to Gain | |
---|---|---|---|---|---|---|
1 | 0 | 525 | 51 | 60,565,335 | 6,528,910 | |
2 | 525 | 1,235 | 52 | 67,094,245 | 7,153,414 | |
3 | 1,760 | 2,021 | 53 | 74,247,659 | 7,827,968 | |
4 | 3,781 | 3,403 | 54 | 82,075,627 | 8,555,414 | |
5 | 7,184 | 5,002 | 55 | 90,631,041 | 9,353,933 | |
6 | 12,186 | 7,138 | 56 | 99,984,974 | 10,212,541 | |
7 | 19,324 | 10,053 | 57 | 110,197,515 | 11,142,646 | |
8 | 29,377 | 13,804 | 58 | 121,340,161 | 12,157,041 | |
9 | 43,181 | 18,512 | 59 | 133,497,202 | 13,252,160 | |
10 | 61,693 | 24,297 | 60 | 146,749,362 | 14,441,758 | |
11 | 85,990 | 31,516 | 61 | 161,191,120 | 15,731,508 | |
12 | 117,506 | 39,878 | 62 | 176,922,628 | 17,127,265 | |
13 | 157,384 | 50,352 | 63 | 194,049,893 | 18,635,053 | |
14 | 207,736 | 62,261 | 64 | 212,684,946 | 20,271,765 | |
15 | 269,997 | 76,465 | 65 | 232,956,711 | 22,044,909 | |
16 | 346,462 | 92,806 | 66 | 255,001,620 | 23,950,783 | |
17 | 439,268 | 112,027 | 67 | 278,952,403 | 26,019,833 | |
18 | 551,295 | 133,876 | 68 | 304,972,236 | 28,261,412 | |
19 | 685,171 | 158,538 | 69 | 333,233,648 | 30,672,515 | |
20 | 843,709 | 187,025 | 70 | 363,906,163 | 33,287,878 | |
21 | 1,030,734 | 218,895 | 71 | 397,194,041 | 36,118,904 | |
22 | 1,249,629 | 255,366 | 72 | 433,312,945 | 39,163,425 | |
23 | 1,504,995 | 295,852 | 73 | 472,476,370 | 42,460,810 | |
24 | 1,800,847 | 341,805 | 74 | 514,937,180 | 46,024,718 | |
25 | 2,142,652 | 392,470 | 75 | 560,961,898 | 49,853,964 | |
26 | 2,535,122 | 449,555 | 76 | 610,815,862 | 54,008,554 | |
27 | 2,984,677 | 512,121 | 77 | 664,824,416 | 58,473,753 | |
28 | 3,496,798 | 583,857 | 78 | 723,298,169 | 63,314,495 | |
29 | 4,080,655 | 662,181 | 79 | 786,612,664 | 68,516,464 | |
30 | 4,742,836 | 747,411 | 80 | 855,129,128 | 74,132,190 | |
31 | 5,490,247 | 844,146 | 81 | 929,261,318 | 80,182,477 | |
32 | 6,334,393 | 949,053 | 82 | 1,009,443,795 | 86,725,730 | |
33 | 7,283,446 | 1,064,952 | 83 | 1,096,169,525 | 93,748,717 | |
34 | 8,384,398 | 1,192,712 | 84 | 1,189,918,242 | 101,352,108 | |
35 | 9,541,110 | 1,333,241 | 85 | 1,291,270,350 | 109,524,907 | |
36 | 10,874,351 | 1,487,491 | 86 | 1,400,795,257 | 118,335,069 | |
37 | 12,361,842 | 1,656,447 | 87 | 1,519,130,326 | 127,813,148 | |
38 | 14,018,289 | 1,841,143 | 88 | 1,646,943,474 | 138,033,822 | |
39 | 15,859,432 | 2,046,202 | 89 | 1,784,977,296 | 149,032,822 | |
40 | 17,905,634 | 2,265,837 | 90 | 1,934,009,687 | 160,890,604 | |
41 | 20,171,471 | 2,508,528 | 91 | 2,094,900,291 | 173,648,795 | |
42 | 22,679,999 | 2,776,124 | 92 | 2,268,549,086 | 187,372,170 | |
43 | 25,456,123 | 3,061,734 | 93 | 2,455,921,256 | 202,153,736 | |
44 | 28,517,857 | 3,379,914 | 94 | 2,658,074,992 | 218,041,909 | |
45 | 31,897,771 | 3,723,676 | 95 | 2,876,116,901 | 235,163,399 | |
46 | 35,621,447 | 4,099,570 | 96 | 3,111,280,300 | 253,547,862 | |
47 | 39,721,017 | 4,504,444 | 97 | 3,364,828,162 | 273,358,532 | |
48 | 44,225,461 | 4,951,099 | 98 | 3,638,186,694 | 294,631,836 | |
49 | 49,176,560 | 5,430,907 | 99 | 3,932,818,530 | 317,515,914 | |
50 | 54,607,467 | 5,957,868 | 100 | 4,250,334,444 | 0 |
Death
In default leagues, loss of experience is incurred upon death. The penalty is a percentage of the total required for the next level and is applied as follows:
- 0% loss in Act 1 to Act 5 and normal Labyrinth
- 5% loss in Act 6 to Act 10 and cruel/merciless Labyrinth
- 10% loss in any area reached from the map device and the Eternal Labyrinth
Losing experience in this way will not cause you to lose a level.
In player-versus-player battles, the experience penalty does not apply. Likewise, a hardcore character that dies in PvP will not be lost.
Experience penalties
The player suffers a penalty to experience gained if the player is too far above or below the monster's level. There is a safe level range where no penalty is applied, which is equal to three plus one for every sixteen complete player levels:
For example, a level 24 character has a safe zone of 4 levels. Any additional level difference in excess of this safe range is the effective level difference. So from monster level 20 to 28, there is an effective difference of 0; at monster levels 19 and 29, the effective difference is 1.
A monster at a certain level will give a certain amount of experience. If the player is outside the safe zone the following multiplier will be applied to the raw experience earned from the monster, with a minimum of 1% of the raw experience:
For player levels below 95:
For player levels equal to or higher than 95:
3.1 XP Penalty is a new penalty for level 95 and above listed in the following table:
Player Level | 3.1 XP Penalty |
---|---|
95 | 1.065 |
96 | 1.115 |
97 | 1.187 |
98 | 1.2825 |
99 | 1.4 |
Continuing our example, a level 24 character receives 95% experience for level 19 monsters, 52.5% experience for level 17 monsters, and 20% experience for level 15 monsters.
The plot below displays how the experience penalty varies with different zone and player levels. Notice that the safe zone with no experience penalty gets larger with higher player levels and that near max level it is impossible to play with no experience penalty.
By following the safe zone recommendations for each player level a high experience gained per map ratio is guaranteed. However that does not necessarily mean it is the most efficient use of a players time. For example the difficulty in the safe zone might be too high leading to the map being cleared slowly and a low experience gained per hour even if the experience gained per map is high. Therefore to level efficiently a high experience gained per hour is necessary, not staying inside the safe zone of the experience penalty.
Areas with monster level above 70 are considered to have a lower monster level for the purpose of experience penalty calculations. This has no effect on the stats of the monsters in the area or the loot that those monsters drop.
Monster level | Map tier | Effective monster level |
---|---|---|
70 | 3 | 70 |
71 | 4 | 70.94 |
72 | 5 | 71.82 |
73 | 6 | 72.64 |
74 | 7 | 73.40 |
75 | 8 | 74.10 |
76 | 9 | 74.74 |
77 | 10 | 75.32 |
78 | 11 | 75.84 |
79 | 12 | 76.30 |
80 | 13 | 76.70 |
81 | 14 | 77.04 |
82 | 15 | 77.32 |
83 | N/A | 77.54 |
84 | N/A | 77.70 |
An analytically deduced formula for the preceding table is:
Combining together the experience penalty for high level characters and the adjustment of monster level, here are some example sets of experience penalties, one for tier 8 (Effective monster level 74.10), one for tier 10 (Effective monster level 75.32), and one for tier 15 (Effective monster level 77.32).
Tier 8 | Tier 10 | Tier 15 | |||||
---|---|---|---|---|---|---|---|
Player level | Safe Zone | Effective Diff | XP Multiplier | Effective Diff | XP Multiplier | Effective Diff | XP Multiplier |
94 | 8 | 11.9 | 0.06917 | 10.68 | 0.09613 | 8.68 | 0.17129 |
95 | 8 | 12.9 | 0.04933 | 11.68 | 0.06746 | 9.68 | 0.11734 |
96 | 9 | 12.9 | 0.04580 | 11.68 | 0.06261 | 9.68 | 0.10876 |
97 | 9 | 13.9 | 0.03360 | 12.68 | 0.04523 | 10.68 | 0.07660 |
98 | 9 | 14.9 | 0.02510 | 13.68 | 0.03329 | 11.68 | 0.05497 |
99 | 9 | 15.9 | 0.01906 | 14.68 | 0.02494 | 12.68 | 0.04018 |
So a level 99 player will be earning 1.9% experience for clearing tier 8 content, 2.5% experience for clearing tier 10, and 4% experience for clearing tier 15. In practical terms, this means that if the player can clear a tier 8 more than twice as fast as a tier 15, they will be much better off clearing tier 8 content when looking at experience efficiency per hour (because 4.0 is a bit more than two times 1.9). And if they can clear tier 10 content at most 31.5% slower than tier 8 content, then they are better off clearing tier 10 content (because 2.5% is 31.5% more than 1.9%). Bear in mind that this changes with player level and with the density of monsters in a map as well.
An additional consequence can be seen by the difference in XP multiplier across different levels. For example, tier 10 content at level 94 gives 9.6% experience, but at level 99 only gives 2.5% experience. This means that if a level 94 and 99 were to theoretically do the same tier 10 content (separately from each other), it would take the level 99 approximately 3.84 times longer doing the same content to gain the same absolute amount of experience. In other words, if a level 94 were to gain X million experience in tier 10 maps in one hour, then it would take the level 99 about 3 hours and 50 minutes to gain that same X million experience if they were going at the same pace.
As an example using only tier 10 content as a guideline, the penalties for level 90 and above, expressed with the amount of time relative to leveling up from level 90 to 91 (using level 90->91 as a baseline), we can come up with a table showing what share of total time from level 90 to 100 a given level will take, as well as the cumulative progress towards level 100. Looking at the below chart, level 95->96 will take about 8.41% of the total time, and once you are complete with that level (in other words, base level 96), you will be 23.58% complete with progress towards level 100. Additionally, it will take about 6.576 times longer going from level 95 to 96 than it took to go from 90 to 91, as there is 1.46 times as much absolute XP to gain for that level, and the multiplier is 4.5 times lower at level 95 than at level 90, so 4.5 times less experience gained per unit time * 1.46 times as much experience to gain = 6.57 times longer to go from 95->96 than to go from 90->91.
Player level | Safe Zone | Effective Diff | XP Multiplier | XP | XP Adjustment | Time to level | Percent of total time | Cumulative progress |
---|---|---|---|---|---|---|---|---|
90 | 8 | 6.68 | 0.30355 | 160,890,604 | 1 | 1 | 1.28% | 1.28% |
91 | 8 | 7.68 | 0.22507 | 173,648,795 | 1.079 | 1.456 | 1.86% | 3.14% |
92 | 8 | 8.68 | 0.16770 | 187,372,170 | 1.165 | 2.108 | 2.70% | 5.84% |
93 | 8 | 9.68 | 0.12619 | 202,153,736 | 1.256 | 3.022 | 3.87% | 9.70% |
94 | 8 | 10.68 | 0.09613 | 218,041,909 | 1.355 | 4.279 | 5.47% | 15.17% |
95 | 8 | 11.68 | 0.06747 | 235,163,399 | 1.462 | 6.576 | 8.41% | 23.58% |
96 | 9 | 11.68 | 0.06261 | 253,547,862 | 1.576 | 7.640 | 9.77% | 33.36% |
97 | 9 | 12.68 | 0.04523 | 273,358,532 | 1.699 | 11.402 | 14.58% | 47.94% |
98 | 9 | 13.68 | 0.03330 | 294,631,836 | 1.831 | 16.694 | 21.35% | 69.29% |
99 | 9 | 14.68 | 0.02494 | 317,515,914 | 1.973 | 24.017 | 30.71% | 100.00% |
Note that changing the tier between 4 and 15 for the above chart does not change the percentage values very much, in each case, no matter which monster level the zone is, base level 98 will still be roughly 50% of the way from 90->100, and base level 99 will still be roughly 70% of the way. It works out this way because the XP multiplier only starts to bottom out at 1% when you're level 99 and running a tier 3 (effective monster level 70) zone; in higher level zones, the XP penalty formula decreases approximately linearly, and keeps roughly the same proportion between each level. This is where the efficiency aspect comes into play again. At level 99, if you can clear a tier 10 zone at most 2.5 times as slowly as a tier 3, you're better off running a tier 10 instead of a tier 3 (multiplier for level 99, tier 3 = 0.01, multiplier for level 99, tier 10 = 0.025). Similarly with Level 90 players, but it's more dramatic, as Level 90 tier 3 multiplier = 0.064, and Level 90 tier 10 multiplier = 0.306 [4.78 times as much]. So you'd need to clear a tier 3 at least 5 times as fast as a tier 10 on a level 90 character in order to be efficient.
Comparing experience gains at high levels
We can use the efficiency calculations from above to show how much experience a player of a given level must get per unit time in order to be achieving the same experience per unit time of another player level, taking into account experience penalties. If two characters are running tier 11 content, we can compare how much one is getting versus how much the other should be getting in order to keep pace with the other.
- For example, using the chart below: a level 91 character must get 7.00 times as much experience per unit time as a level 98 player to be keeping the same pace.
- A level 80 character must be getting 3.79 times as much experience per unit time as a level 91 character to be keeping the same pace.
Comparing experience gains at high levels
Level | Safe Zone | XP Multiplier | Units of Experience | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80 | 8 | 100.00% | 35.58 | 26.48 | 19.37 | 13.90 | 12.90 | 8.99 | 6.81 | 5.09 | 3.79 | 2.81 | 2.11 | 1.62 | 1.30 | 1.12 | 1.02 | 1.00 |
81 | 8 | 100.00% | 35.58 | 26.48 | 19.37 | 13.90 | 12.90 | 8.99 | 6.81 | 5.09 | 3.79 | 2.81 | 2.11 | 1.62 | 1.30 | 1.12 | 1.02 | 1.00 |
82 | 8 | 100.00% | 35.58 | 26.48 | 19.37 | 13.90 | 12.90 | 8.99 | 6.81 | 5.09 | 3.79 | 2.81 | 2.11 | 1.62 | 1.30 | 1.12 | 1.02 | 1.00 |
83 | 8 | 100.00% | 35.58 | 26.48 | 19.37 | 13.90 | 12.90 | 8.99 | 6.81 | 5.09 | 3.79 | 2.81 | 2.11 | 1.62 | 1.30 | 1.12 | 1.02 | 1.00 |
84 | 8 | 99.98% | 35.57 | 26.48 | 19.37 | 13.90 | 12.89 | 8.99 | 6.80 | 5.09 | 3.78 | 2.81 | 2.11 | 1.62 | 1.30 | 1.11 | 1.02 | 1.00 |
85 | 8 | 97.63% | 34.73 | 25.86 | 18.91 | 13.57 | 12.59 | 8.78 | 6.64 | 4.97 | 3.70 | 2.74 | 2.06 | 1.58 | 1.27 | 1.09 | 1.00 | |
86 | 8 | 89.68% | 31.90 | 23.75 | 17.37 | 12.46 | 11.56 | 8.06 | 6.10 | 4.57 | 3.39 | 2.52 | 1.89 | 1.45 | 1.17 | 1.00 | ||
87 | 8 | 76.75% | 27.30 | 20.33 | 14.87 | 10.67 | 9.90 | 6.90 | 5.22 | 3.91 | 2.91 | 2.16 | 1.62 | 1.24 | 1.00 | |||
88 | 8 | 61.72% | 21.96 | 16.34 | 11.95 | 8.58 | 7.96 | 5.55 | 4.20 | 3.14 | 2.34 | 1.73 | 1.30 | 1.00 | ||||
89 | 8 | 47.47% | 16.89 | 12.57 | 9.19 | 6.60 | 6.12 | 4.27 | 3.23 | 2.42 | 1.80 | 1.33 | 1.00 | |||||
90 | 8 | 35.59% | 12.66 | 9.42 | 6.89 | 4.95 | 4.59 | 3.20 | 2.42 | 1.81 | 1.35 | 1.00 | ||||||
91 | 8 | 26.42% | 9.40 | 7.00 | 5.12 | 3.67 | 3.41 | 2.37 | 1.80 | 1.35 | 1.00 | |||||||
92 | 8 | 19.63% | 6.98 | 5.20 | 3.80 | 2.73 | 2.53 | 1.76 | 1.34 | 1.00 | ||||||||
93 | 8 | 14.69% | 5.23 | 3.89 | 2.85 | 2.04 | 1.89 | 1.32 | 1.00 | |||||||||
94 | 8 | 11.12% | 3.96 | 2.95 | 2.15 | 1.55 | 1.43 | 1.00 | ||||||||||
95 | 8 | 7.75% | 2.76 | 2.05 | 1.50 | 1.08 | 1.00 | |||||||||||
96 | 9 | 7.19% | 2.56 | 1.91 | 1.39 | 1.00 | ||||||||||||
97 | 9 | 5.16% | 1.84 | 1.37 | 1.00 | |||||||||||||
98 | 9 | 3.78% | 1.34 | 1.00 | ||||||||||||||
99 | 9 | 2.81% | 1.00 |
Figuring out how long it will take to get from one level to a different level
We can say that if we're going a specific speed at a given level in a given tier of content, then we can compute how fast you'll move to a different level.
Show the math-heavy explanation of how the table gets generated
For example, going 10 Million XP/hour at level 96, we can compute how fast we will get to 97, 98, 99, and 100 if we continue at the same pace which was giving 10 Million XP/hour at level 96 by adjusting for each level based on the XP multiplier for that level, and then dividing the total amount of XP required to get to the next level by the rate at which we're gaining XP. Starting at base level 96, we need 253.5 Million XP to get to level 97, and we know that if we're going 10 Million XP/hour, it will take 25.35 hours (253.5/10 = 25.35). We also know that the XP multiplier at level 96 is 1.39 times higher than at level 97, so at level 97, we'd be gaining XP at 10/1.39 = 7.19 Million XP/hour, and level 97 takes 273.3 million XP, therefore, it will take 38.01 hours to go from base 97 to base 98, then we can compute the difference between the level 96 multiplier and the level 98 multiplier (or between 98 and 97, we just need to use the correct amount of XP/hour in the formula). The whole formula would look like: 253.5/10 + 273.3/(10/1.39) + 294.6/(10/1.91) + 317.5/(10/2.56) = 200.88 hours.
This does change slightly with a change in tier.
- For example, using tier 13 content: 253.5/10 + 273.3/(10/1.41) + 294.6/(10/1.95) + 317.5/(10/2.64) = 205.15 hours.
- For example, using tier 8 content: 253.5/10 + 273.3/(10/1.36) + 294.6/(10/1.82) + 317.5/(10/2.40) = 192.34 hours.
- For example, using tier 3 content: 253.5/10 + 273.3/(10/1.30) + 294.6/(10/1.67) + 317.5/(10/1.82) = 167.86 hours.
Now, you might look at that and wonder why higher tier content means that you're going slower. The reason is that we're calculating independent of how much XP each individual Map would give, we're only concerned with the tier, and we're telling it that we're getting a given amount of XP at level 96 in that tier. The XP Multiplier drops off slightly differently between different tiers, and bottoms out much more quickly at lower tiers. This is where changes in map type for efficiency come into play. If you can actually meet a given XP rate in a given tier of map, there is going to be a sweet spot in terms of which tier of maps you would actually want to run. In practical terms, people run maps for a given layout and density.
A hyperbolic example to explain why it's "faster" at lower tiers:
- Getting 200 M XP/hour at level 96 in tier 11: 253.5/200 + 273.3/(200/1.39) + 294.6/(200/1.91) + 317.5/(200/2.56) = 10.04 hours.
- Getting 200 M XP/hour at level 96 in tier 3: 253.5/200 + 273.3/(200/1.30) + 294.6/(200/1.67) + 317.5/(200/1.82) = 8.39 hours.
- Getting 200 M XP/hour at level 96 in a level 67 zone: 253.5/200 + 273.3/(200/1.03) + 294.6/(200/1.03) + 317.5/(200/1.03) = 5.82 hours.
You will note that it simply would not be possible to run enough Level 67 zones in an hour to get 200 M XP/hour at level 96. It is, however, possible [though practically out of reach for all but the most insane of players] to run enough tier 11 maps to get 200 M XP/hour at level 96 (translates to 78.13 M/hour at 99). Note that at level 99 the tier 11 content that was giving a pace of 200 M/hour at 96 is now giving a pace of 78.13 M/hour; and the Level 67 content that was giving a pace of 200 M/hour at 96 is now giving a pace of 194 M/hour at level 99 because the XP multiplier is just 1% for level 97+ players running Level 67 content.
Another way to think of this discrepancy is due to XP efficiency between the different tiers. The XP multiplier at level 96 for Level 67 content is 1.03%, and for tier 11 content is 7.19%. This means you will generally be gaining 6.98 times as much XP doing tier 11 content as you will be gaining in Level 67 content. It is a bit difficult to actually state how much someone would be gaining, simply because you cannot do a direct comparison between the two. They are different monster levels and give different raw experience, but in general, it should be a good measuring-stick to tell that you would need to run about 7 times as many Level 67 zones as tier 11 maps in the same amount of time to get the same amount of experience. It doesn't quite work like that, but it should be close.
This also shows that the difference in XP multiplier governs how much you'll be gaining at a given level within a given tier of content. So notice that the level 67 zones bottom out at 1% XP Multiplier at level 97, 98, and 99. This means that if you are able to gain a given amount of XP at level 97, you will gain the same amount of XP at level 98 and 99. The XP Multiplier drops down to the minimums much more quickly (or degrades more slowly) for lower level content due to the way the XP Multiplier formula works. So this means that you are not slowing down as much in terms of XP gains when you increase in level. This also means that we should be able to find a theoretical sweet spot for Map tier versus XP gained through empirical tests. Because it is clear that it takes much longer to get to level 100 while running level 67 content than it does while running tier 11 content.
Great! Now maybe we know that we just want to run tier 11 content from 80 to 100. How long will it take? We can re-arrange the formula from calculating the 96->100 values to insert an X for the amount we gain per hour:
- 253.5/X + 273.3/(X/1.39) + 294.6/(X/1.91) + 317.5/(X/2.56)
- This can be expressed as: 1/x*(253.5 + 273.3*1.39 + 294.6*1.91 + 317.5*2.56)
That means we take the sum of our XP amounts per level multiplied by the ratio of XP multipliers between the levels being compared:
- 80-100: 1/x*(74.1 + 80.18*1.00 + 86.72*1.00 + 93.75*1.00 + 101.35*1.00 + 109.52*1.02 + 118.34*1.12 + 127.81*1.3 + 138.03*1.62 + 149.03*2.11 + 160.89*2.81 + 173.65*3.79 + 187.37*5.09 + 202.15*6.81 + 218.04*8.99 + 235.16*12.9 + 253.54*13.9 + 273.36*19.37 + 294.63*26.48 + 317.52*35.58) = 1/x * 37737.2521
- So at 400 Million XP/hour at level 80, you'd expect it to take 94.34 hours to hit level 100.
- And at 100 Million XP/hour at level 80, you'd expect it to take four times as long, so 377.37 hours to hit level 100.
We can see that this is actually a very simple formula when we pre-compute most of it, and we'll end up with just a single division operation. We can therefore generate a table for tier 11 content, showing the Numerator of the division operation (expressed in Millions of XP), so that we can quickly compute how long it will take to go from one level to a different level. It is also important to note, that for most tiers, these values will not change much, and particularly for tiers near to 11 (such as tiers 8-13), this table should be close enough to get a very accurate estimate of the time it will take. Note the numerator for 80->100 in the table is slightly different from the value calculated above, because above just rounded the XP from one level to the next, and the table uses the exact values.
To use this table, find your level in the left-hand column, and then the level you would like to reach on the top row. Where they intersect gives you a "Raw XP" value (in Millions), which you can divide by your XP/hour, to see how long it'll take to get from one level to the next. You can also subtract out the XP you've gained in your current level (in Millions) from the value, and divide, in order to get a better estimate.
To Player Level
To Player Level | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
From Player Level | 100 | 99 | 98 | 97 | 96 | 95 | 94 | 93 | 92 | 91 | 90 | 89 | 88 | 87 | 86 | 85 | 84 | 83 | 82 | 81 |
80 | 37735.25 | 26439.49 | 18636.51 | 13341.55 | 9817.23 | 6784.60 | 4824.42 | 3448.62 | 2493.99 | 1836.64 | 1384.52 | 1070.54 | 846.88 | 680.34 | 548.38 | 436.20 | 334.83 | 241.07 | 154.33 | 74.13 |
81 | 37661.11 | 26365.34 | 18562.37 | 13267.40 | 9743.08 | 6710.46 | 4750.27 | 3374.48 | 2419.84 | 1762.49 | 1310.37 | 996.39 | 772.73 | 606.20 | 474.24 | 362.06 | 260.69 | 166.92 | 80.18 | |
82 | 37580.91 | 26285.14 | 18482.17 | 13187.21 | 9662.88 | 6630.26 | 4670.08 | 3294.28 | 2339.64 | 1682.30 | 1230.18 | 916.19 | 692.54 | 526.00 | 394.04 | 281.86 | 180.49 | 86.73 | ||
83 | 37494.17 | 26198.40 | 18395.43 | 13100.47 | 9576.14 | 6543.52 | 4583.33 | 3207.54 | 2252.90 | 1595.55 | 1143.43 | 829.45 | 605.79 | 439.26 | 307.30 | 195.12 | 93.75 | |||
84 | 37393.97 | 26100.15 | 18298.52 | 13004.47 | 9480.76 | 6448.66 | 4488.81 | 3113.25 | 2158.78 | 1501.55 | 1049.50 | 735.58 | 511.96 | 345.45 | 213.51 | 101.35 | ||||
85 | 36415.92 | 25387.60 | 17769.38 | 12599.79 | 9158.91 | 6198.09 | 4284.32 | 2941.09 | 2009.06 | 1367.28 | 925.86 | 619.31 | 400.95 | 238.36 | 109.52 | |||||
86 | 33347.54 | 23218.00 | 16220.64 | 11472.35 | 8311.89 | 5592.37 | 3834.56 | 2600.81 | 1744.73 | 1155.25 | 749.81 | 468.24 | 267.68 | 118.34 | ||||||
87 | 28439.11 | 19769.77 | 13781.10 | 9717.29 | 7012.43 | 4684.93 | 3180.52 | 2124.62 | 1391.94 | 887.44 | 540.44 | 299.47 | 127.81 | |||||||
88 | 22766.23 | 15794.87 | 10979.15 | 7711.28 | 5536.19 | 3664.56 | 2454.80 | 1605.71 | 1016.54 | 610.85 | 331.81 | 138.03 | ||||||||
89 | 17403.01 | 12041.44 | 8337.74 | 5824.47 | 4151.64 | 2712.20 | 1781.79 | 1128.77 | 675.64 | 363.63 | 149.03 | |||||||||
90 | 12935.73 | 8916.03 | 6139.27 | 4255.02 | 3000.85 | 1921.67 | 1224.12 | 734.53 | 394.81 | 160.89 | ||||||||||
91 | 9483.20 | 6499.24 | 4437.96 | 3039.21 | 2108.20 | 1307.09 | 789.27 | 425.83 | 173.65 | |||||||||||
92 | 6917.00 | 4699.92 | 3168.38 | 2129.11 | 1437.37 | 842.14 | 457.41 | 187.37 | ||||||||||||
93 | 5037.94 | 3378.18 | 2231.65 | 1453.63 | 935.78 | 490.18 | 202.15 | |||||||||||||
94 | 3660.85 | 2404.36 | 1536.39 | 947.41 | 555.38 | 218.04 | ||||||||||||||
95 | 2400.06 | 1524.13 | 919.05 | 508.46 | 235.16 | |||||||||||||||
96 | 2008.49 | 1195.84 | 634.48 | 253.55 | ||||||||||||||||
97 | 1259.35 | 676.20 | 273.36 | |||||||||||||||||
98 | 721.15 | 294.63 | ||||||||||||||||||
99 | 317.52 |
A few quick examples:
- Level 86 to 93, when we are going 45 million XP/hour at 86 takes 2600.81/45 = 57.80 hours.
- Level 90 to 100, when we are going 100 million XP/hour at 90 takes 12935.73/100 = 129.36 hours.
- Level 92 to 95, when we are going 30 million XP/hour at 92 takes 842.14/30 = 28.07 hours.
- If you're 83 Million XP into Level 97 and want to go to level 100, and you are gaining 25 Million XP/hour at level 97: (1259.35 - 83)/25 = 47.05 hours.
Party play
Party play experience has witnessed a revision since its first incarnation in the game. In the original system, a monster with a solo experience of 1000 would instead have PartySize * 1000 experience, which would then get split among the party members proportional to (PlayerLevel+10)^2.71. However, this system promoted lower level players boosting higher level players. To remedy this, in Patch 0.9.13e they instead took these experience values that players would get and capped them at the solo experience of the monster. This means characters can get penalized for being lower level relative to the party, but not rewarded for being higher level (both compared to solo play).
All other experience penalties and multipliers apply in addition to this party penalty.
The following formula captures the revised system, which caps out the multiplier at 1, while keeping the same effect for players who would be penalized.
In the following example a party containing a level 10 and 30 player kill a monster which gives 1000 solo experience: Percentual Old Share of experience:
Level 10 player would receive: (10+10)^2.71 / ((10+10)^2.71 + (30+10)^2.71) = 3355/25313 = 0.132 = 13.2% of the 2*1000 XP = 264 XP
Level 30 player would receive: (30+10)^2.71 / ((10+10)^2.71 + (30+10)^2.71) = 21957/25313 = 0.867 = 86.7% of the 2*1000XP = 1734 XP
Revised Capped System:
Level 10 player: 264 exp
Level 30 player: 1000 exp
The table below shows the players "share" from level 1 to 100.
Party play
Level | Share | Level | Share | Level | Share | Level | Share | Level | Share |
---|---|---|---|---|---|---|---|---|---|
1 | 664 | 21 | 11,005 | 41 | 42,414 | 61 | 103,970 | 81 | 203,705 |
2 | 840 | 22 | 11,993 | 42 | 44,706 | 62 | 107,986 | 82 | 209,828 |
3 | 1,044 | 23 | 13,036 | 43 | 47,074 | 63 | 112,099 | 83 | 216,067 |
4 | 1,276 | 24 | 14,135 | 44 | 49,520 | 64 | 116,310 | 84 | 222,421 |
5 | 1,538 | 25 | 15,290 | 45 | 52,045 | 65 | 120,619 | 85 | 228,892 |
6 | 1,833 | 26 | 16,503 | 46 | 54,649 | 66 | 125,027 | 86 | 235,480 |
7 | 2,160 | 27 | 17,775 | 47 | 57,335 | 67 | 129,535 | 87 | 242,187 |
8 | 2,522 | 28 | 19,107 | 48 | 60,102 | 68 | 134,145 | 88 | 249,013 |
9 | 2,920 | 29 | 20,501 | 49 | 62,951 | 69 | 138,857 | 89 | 255,959 |
10 | 3,355 | 30 | 21,957 | 50 | 65,885 | 70 | 143,672 | 90 | 263,026 |
11 | 3,830 | 31 | 23,477 | 51 | 68,903 | 71 | 148,591 | 91 | 270,215 |
12 | 4,344 | 32 | 25,061 | 52 | 72,008 | 72 | 153,615 | 92 | 277,527 |
13 | 4,900 | 33 | 26,711 | 53 | 75,199 | 73 | 158,745 | 93 | 284,963 |
14 | 5,500 | 34 | 28,428 | 54 | 78,477 | 74 | 163,982 | 94 | 292,523 |
15 | 6,143 | 35 | 30,213 | 55 | 81,845 | 75 | 169,326 | 95 | 300,208 |
16 | 6,832 | 36 | 32,068 | 56 | 85,302 | 76 | 174,779 | 96 | 308,019 |
17 | 7,568 | 37 | 33,992 | 57 | 88,851 | 77 | 180,342 | 97 | 315,959 |
18 | 8,352 | 38 | 35,988 | 58 | 92,490 | 78 | 186,015 | 98 | 324,024 |
19 | 9,185 | 39 | 38,056 | 59 | 96,223 | 79 | 191,799 | 99 | 332,220 |
20 | 10,069 | 40 | 40,198 | 60 | 100,049 | 80 | 197,695 | 100 | 340,544 |
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