0
Also, monsters that are higher level tend to have more HP and grant more XP per kill.
As for leveling, the real benefit is being able to use items with higher level requirements.
The system, as Ganoidyn said, is meant to make you push yourself and progress through the game rather than kill the same stuff over and over and later get rushed through.
... is what mfb and I compiled back in Dec 2011 (source). Seems to be accurate, still.Code:clvl-mlvl factor items(+xp) <= -3 1.25 100% -2 1.20 100% -1 1.15 100% 0 1 100% 1 0.9 100% 2 0.8 100% 3 0.7 100% 4 0.6 100% 5 0.45 100% 6 0.3 0% 7 0.15 0% 8 0.05 0% 9 0.02 0% >= 10 0 0%
We've also come up with some of the formulas to calculate the experience table to level up. I've pasted the data into a google sheet, if someone is interested. (view)
Last edited by pmpch; 26-04-2012 at 20:03.
Awesome. It's always great to get confirmations for observations from more than one source.
Very cool. Good to know that <=-3 clvl-mlvl keeps the constant 1.25 factor. In some ways depressing when you consider that's as high as it goes, but...ah well.
To be honest, I have serious doubts about the part of the table where monster level is higher by 4 or more levels than the player's. When the matchmaking system was bugged I routinely went through Cathedral level 2-4 with level 1 characters and they usually didn't gain a level until I cleared most of level 2. If they indeed get 25% bonus XP in that case they should have leveled-up after a few enemies.
Like I said, you might be getting less exp because you are teamed with players of much higher level than you. I had a level 1 friend join me for an SK run (I was at least level 10) and he only got to level 2-3 (I think one time he did this he reached 2 and the other time he reached 3 by the end of the run).
IIRC (not sure though) in D2 your share of the exp would include a factor equal to your level divided by the sum of levels in party. I would not be surprised if that (or something similar) exists in D3. It makes a lot of sense to significantly lower the efficiency of rushing (though in D2 was not enough, obviously, as even 0.01% of the exp in hell was a lot for a low level character).
Additionally, the factor calculated in this way is not very effective either, since a level 60 character probably contributes a lot more than 1.5X of what a level 40 character contributes!
Yes. If I recall correctly there is some sort of penalty applied when lowly champion groups with higher level players. I don't have any specifics though.
Hopefully skilled players won't be 'trapped in easy mode' for too long at the start of the game, forced to fight equal-level (but hopelessly outmatched) monsters because of penalties for killing monsters of too high a level.
Bookmarks