A while back, I did a quick analysis of the Paragon XP system and created a nice chart from the results. I first posted the results on Battle.net here, and figured it could help some people here in the Theorycrafting and Analysis section of Diablofans. Enjoy.
*Hours are calculated at a rate of 60 million XP/hour, which seems to be a relatively common number I see thrown around when talking about XP farming rates. Note that this will depend highly on your class, build, gear, playstyle, and farm route.
The most efficient way to farm Paragon XP is to select a MP level where you can 1-shot nearly all the white monsters. Put a ruby in your hat, wear a Hellfire ring and give your follower one, and give yourself as many mobility skills as you can (also make sure you have 24% movespeed from your gear). Then run Arreat Crater Level 2 backwards -> Keep Depths Level 2 -> Rakkis backwards.
For a very nice pie chart of the data, see this image (source):
Milestones:
Paragon level 56 is the quarter-point to 100
Paragon level 78 is the halfway point to 100
Paragon level 91 is the three-quarters-point to 100
It'll be interesting to see how 1.07 changes Paragon farming. With the bonus XP for monster power being added, it will likely be more efficient to farm mp3-4 for above average geared folks, and higher for the demigods among us.
Also keep in mind it may be more profitable to equip Leoric's and Hellfire rings and do lower MP then equipping Pox and Litany.
Also keep in mind it may be more profitable to equip Leoric's and Hellfire rings and do lower MP then equipping Pox and Litany.
Looking forward to seeing some math on this.
Actually, Leoric's might be pretty useless with 1.07, especially on high MPs. Consider that an average act 3 Inferno mob yields 5000 XP (without any bonuses).
510% bonus XP from MP10, 75% from NV5 => 34250 XP without any +XP equipment.
For each of the following items added, take a look at the XP gain:
35% Hellfire Ring => 36000 (+5.1%)
31% ruby => 35800 (+4.5%)
30% Leoric's => 35750 (+4.4%)
7% Hellfire Ring on follower => 34600 (+1%)
You might want to wear a Hellfire Ring if you have one that makes you lose less than 5% DPS and the ruby is probably a no-brainer if you have enough HP and you aren't interested in a MF gem. So let's say, you take HR+ruby => 37550 XP. Adding a Leoric's on top will yield you 39050 XP from this average mob, a plus of less than 4%. Given that Leoric's provides you with almost zero DPS gain, I don't see why anyone running high MPs would even think about wearing one in 1.07.
As you already said, high-end equipped characters will probably run high MPs. It'll indeed be interesting what average players will do. I will probably switch between low MP and high MP just to prevent falling asleep. Maybe I should start tracking my MP then to see what works best for me. I don't think you're gonna see any math that can apply to any character, build, playstyle, and MP - it just depends on so many variables that it's almost impossible to quantify. At least I hope so; I hope the numbers for the XP bonuses chosen by Blizzard will not be too high/too low so that in the end everyone will run MP0 or MP10.
*The experience bonus rewarded for killing monsters on Monster Power levels 1-10 in Inferno has been increased:
MP 1: 25% (up from 10%)
MP 2: 50% (up from 20%)
MP 3: 80% (up from 30%)
MP 4: 120%(up from 45%)
MP 5: 165% (up from 60%)
MP 6: 215% (up from 75%)
MP 7: 275% (up from 95%)
MP 8: 340% (up from 115%)
MP 9: 420% (up from 135%
MP 10: 510% (up from 160%)
It should be easy enough to calculate the best mp level. I'm sure there's an easy formula for those mathematically inclined to work out. It's probably best to do mp3-6 in most cases, unless you can kill mobs two, three times faster then "norm".
Surprised I haven't seen a thread like this popping up anywhere else.
There were threads about this after MP was introduced, like this one. Why is there no simple formula? Well, because you always have to consider how much time is wasted with moving vs. how much time is spent on actually killing things. While for most people the sweet spot was MP0, there are definitely builds and high DPS numbers where the sweet spot is more like MP2+, for example barbs who need to generate rage in order to maintain speed. This went on and on and on in countless threads, and in the end it comes down to every individual. Most likely (hopefully) it will be the same in 1.07.
Someone proof me otherwise, but I'm pretty sure there will be no mathematical formula. And if there is one, it will definitely not be "easy", just look at the 1.05 sweet spot threads and you see that it's anything but easy.
^ No offense guys, but there IS a way to make a simple "calculation". Determine what the average elite HP is at each MP and make a chart of how long it takes you (in theory) to kill the average elite at different DPS levels. The resulting spreadsheet will allow people to look at their DPS level and follow the chart to the point at which the exp gain is =< the exp gain from each mp.
For example, at 100k dps it takes 5 seconds to kill an elite at mp0. At 100k dps it takes 5.5 seconds to kill an elite at mp1. The difference there is 10% speed, which is less than the 25% bonus, so they should move to mp1. People will have to understand that a 25% increase in exp isn't a 25% increase in your total exp and calculate what % increase THEY get from mp bonus and go from there, but that could be put in a chart as well (something like what Bagstone did).
The real key numbers here I think are going to be in the 200-250k dps range. I doubt that there is more than a 5% difference in kill time between mp0 and mp1.
Thanks Tesla and Turtel, you explain exactly why it's NOT simple.
Just to add one thing: char sheet DPS says nothing about kill speed. I don't know too much about other classes, but while Archon wizards' DPS is quite close to char sheet DPS, CMWW effective DPS is way higher. There is a simulator, written by Loroese, to estimate your true DPS. But in the end the only reliable measure of real DPS (and subsequently what you call kill speed) is to make a timed run and note down your xp/hour gain.
Okay, let me be more clear: yes, there IS a way to make a simple "calculation". But that calculation will be off for many classes, builds, play styles, and so on => it'll be some guesstimate, but not a guide or generalizable numbers.
I think, even the new numbers are off by a ludicrous amount. The sweet spot will still be, where you one-shot trash. Only people able to one-shot higher than mp0 mobs will profit (unless they already play higher mps despite it not being effective). Any ideas, what percentage of the player base that may be?
I would personally just copy-paste the hp% gain numbers for the closest-possible-to-perfect solution. Off the top of my head, mp1 has 150% hp and 125% xp and mp2 has 225% hp and 150% xp. First graders should see, that's nowhere near a fair tradeoff.
Now with my suggestion one-shotting 100 hp mobs would be as efficient as two-shotting 200 hp mobs or taking 50 hits for a 50,000 hp mob. From an offensive point of view, all things would be perfectly equal. Mobility and defense would make the picture a little more complicated, with the first getting more value as you go down in mp and the latter the other way, so that's kind of balanced too. Go for a fast mp0 build vs a safe mp10 build. Or something in between, whatever you like and what Blizzard had intended but won't happen with the new -still silly- numbers.
Oh and I'm sure, they'd respond with "We don't want people to lvl too fast". I'd say no one would lvl any faster than now just by making high mps as effective as mp0 for the efficiency of mp0 isn't even touched. Again, only the super high dps people would gain and why shouldn't they? After all, that's what Diablo is about
You guys are making my oversimplification too complicated
Of course there are variables, but you can get a general idea from a chart like that. Don't mean to sound condescending but the answers to some of your roadblocks are so simple it makes me wonder if you're just trolling.
OBVIOUSLY one shotting mobs is a pre-req to the mp that you are on. That should be VERY easy to make a chart on dps to figure that out.
OBVIOUSLY burst dmg ability should be considered when making the chart, do you ever farm without burst damage intentionally?
OBVIOUSLY you will have to make different charts for the most common builds. How many are there, 6? 7? This isn't difficult, it's just more time consuming.
Seriously guys, I will put this chart together for Archon at mp0-5 at dps 150, 200, and 250.
Is anyone really proposing that the decision as to what mp you are farming at has anything to do with anything but Elite kill time? Think about that a second. If you are one-shotting mobs (prerequisite obv) then your travel time will be exactly the same on all MPs because you're doing the same route. The only time you stop is when you are things you can't one shot, which will be elites. So your real decision here is how long it takes you to kill elites.
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*Hours are calculated at a rate of 60 million XP/hour, which seems to be a relatively common number I see thrown around when talking about XP farming rates. Note that this will depend highly on your class, build, gear, playstyle, and farm route.
The most efficient way to farm Paragon XP is to select a MP level where you can 1-shot nearly all the white monsters. Put a ruby in your hat, wear a Hellfire ring and give your follower one, and give yourself as many mobility skills as you can (also make sure you have 24% movespeed from your gear). Then run Arreat Crater Level 2 backwards -> Keep Depths Level 2 -> Rakkis backwards.
For a very nice pie chart of the data, see this image (source):
Milestones:
Ha. Bagstone.
Also keep in mind it may be more profitable to equip Leoric's and Hellfire rings and do lower MP then equipping Pox and Litany.
Looking forward to seeing some math on this.
Actually, Leoric's might be pretty useless with 1.07, especially on high MPs. Consider that an average act 3 Inferno mob yields 5000 XP (without any bonuses).
510% bonus XP from MP10, 75% from NV5 => 34250 XP without any +XP equipment.
For each of the following items added, take a look at the XP gain:
35% Hellfire Ring => 36000 (+5.1%)
31% ruby => 35800 (+4.5%)
30% Leoric's => 35750 (+4.4%)
7% Hellfire Ring on follower => 34600 (+1%)
You might want to wear a Hellfire Ring if you have one that makes you lose less than 5% DPS and the ruby is probably a no-brainer if you have enough HP and you aren't interested in a MF gem. So let's say, you take HR+ruby => 37550 XP. Adding a Leoric's on top will yield you 39050 XP from this average mob, a plus of less than 4%. Given that Leoric's provides you with almost zero DPS gain, I don't see why anyone running high MPs would even think about wearing one in 1.07.
As you already said, high-end equipped characters will probably run high MPs. It'll indeed be interesting what average players will do. I will probably switch between low MP and high MP just to prevent falling asleep. Maybe I should start tracking my MP then to see what works best for me. I don't think you're gonna see any math that can apply to any character, build, playstyle, and MP - it just depends on so many variables that it's almost impossible to quantify. At least I hope so; I hope the numbers for the XP bonuses chosen by Blizzard will not be too high/too low so that in the end everyone will run MP0 or MP10.
MP 1: 25% (up from 10%)
MP 2: 50% (up from 20%)
MP 3: 80% (up from 30%)
MP 4: 120%(up from 45%)
MP 5: 165% (up from 60%)
MP 6: 215% (up from 75%)
MP 7: 275% (up from 95%)
MP 8: 340% (up from 115%)
MP 9: 420% (up from 135%
MP 10: 510% (up from 160%)
It should be easy enough to calculate the best mp level. I'm sure there's an easy formula for those mathematically inclined to work out. It's probably best to do mp3-6 in most cases, unless you can kill mobs two, three times faster then "norm".
Surprised I haven't seen a thread like this popping up anywhere else.
Someone proof me otherwise, but I'm pretty sure there will be no mathematical formula. And if there is one, it will definitely not be "easy", just look at the 1.05 sweet spot threads and you see that it's anything but easy.
For example, at 100k dps it takes 5 seconds to kill an elite at mp0. At 100k dps it takes 5.5 seconds to kill an elite at mp1. The difference there is 10% speed, which is less than the 25% bonus, so they should move to mp1. People will have to understand that a 25% increase in exp isn't a 25% increase in your total exp and calculate what % increase THEY get from mp bonus and go from there, but that could be put in a chart as well (something like what Bagstone did).
The real key numbers here I think are going to be in the 200-250k dps range. I doubt that there is more than a 5% difference in kill time between mp0 and mp1.
Just to add one thing: char sheet DPS says nothing about kill speed. I don't know too much about other classes, but while Archon wizards' DPS is quite close to char sheet DPS, CMWW effective DPS is way higher. There is a simulator, written by Loroese, to estimate your true DPS. But in the end the only reliable measure of real DPS (and subsequently what you call kill speed) is to make a timed run and note down your xp/hour gain.
Okay, let me be more clear: yes, there IS a way to make a simple "calculation". But that calculation will be off for many classes, builds, play styles, and so on => it'll be some guesstimate, but not a guide or generalizable numbers.
I would personally just copy-paste the hp% gain numbers for the closest-possible-to-perfect solution. Off the top of my head, mp1 has 150% hp and 125% xp and mp2 has 225% hp and 150% xp. First graders should see, that's nowhere near a fair tradeoff.
Now with my suggestion one-shotting 100 hp mobs would be as efficient as two-shotting 200 hp mobs or taking 50 hits for a 50,000 hp mob. From an offensive point of view, all things would be perfectly equal. Mobility and defense would make the picture a little more complicated, with the first getting more value as you go down in mp and the latter the other way, so that's kind of balanced too. Go for a fast mp0 build vs a safe mp10 build. Or something in between, whatever you like and what Blizzard had intended but won't happen with the new -still silly- numbers.
Oh and I'm sure, they'd respond with "We don't want people to lvl too fast". I'd say no one would lvl any faster than now just by making high mps as effective as mp0 for the efficiency of mp0 isn't even touched. Again, only the super high dps people would gain and why shouldn't they? After all, that's what Diablo is about
http://eu.battle.net/d3/en/profile/Sol77-2972/hero/66110450
Of course there are variables, but you can get a general idea from a chart like that. Don't mean to sound condescending but the answers to some of your roadblocks are so simple it makes me wonder if you're just trolling.
OBVIOUSLY one shotting mobs is a pre-req to the mp that you are on. That should be VERY easy to make a chart on dps to figure that out.
OBVIOUSLY burst dmg ability should be considered when making the chart, do you ever farm without burst damage intentionally?
OBVIOUSLY you will have to make different charts for the most common builds. How many are there, 6? 7? This isn't difficult, it's just more time consuming.
Seriously guys, I will put this chart together for Archon at mp0-5 at dps 150, 200, and 250.
Is anyone really proposing that the decision as to what mp you are farming at has anything to do with anything but Elite kill time? Think about that a second. If you are one-shotting mobs (prerequisite obv) then your travel time will be exactly the same on all MPs because you're doing the same route. The only time you stop is when you are things you can't one shot, which will be elites. So your real decision here is how long it takes you to kill elites.