as the title says - i'm trying to figure out whether or not to run with exp gear - red gem in helm, hellfire ring, etc. does anyone have any tips on whether to stack these types of items, or simply skip it and max out your char.
thanks!
Rollback Post to RevisionRollBack
NA servers - add me if ya want - ysoserious#1178. - i run a clan if anyone wants an invite. no requirements to join - as long as your nice and friendly your more than welcome
Red gem in helm does next to nothing on T6 - you go from 1600% (assuming solo) to 1641% (or 1682% with Leorics), which is about 2.5% increase. Even less if you're in a party.
It is, however, bugged in GRifts, and is multiplicative with the rift modifier. Meaning that you can get a full 82% bonus, which is huge, and a lot of people are abusing it by farming medium grifts while wearing lots of exp gear.
Same goes for Hellfire ring and Cain's set, of course.
Flat experience bonuses, such as the secondary affixes, or Gem of Ease, are (now?) increased by the difficulty multiplier and can give a good chunk of experience in the long run. I'm not entirely sure how much base exp level 70 monsters give, but I'm pretty sure the bonus is farily insignificant even on T6. If you can drop the emerald in weapon without losing efficiency, go ahead, but I'd rather keep my damage.
It's not that it's bugged in GRifts, %xp is scaling multiplicatively across the board. So wearing %xp gear will get you drastically more xp as will playing in a group. On top of that, the xp rewards for GRifts are very high, and in that area of 35-39 is where people have determined the greatest xp/hr is achieved. The easiest thing you can do is always play in a group of 4 and at least have a ruby in your helm.
It's not that it's bugged in GRifts, %xp is scaling multiplicatively across the board. So wearing %xp gear will get you drastically more xp as will playing in a group. On top of that, the xp rewards for GRifts are very high, and in that area of 35-39 is where people have determined the greatest xp/hr is achieved. The easiest thing you can do is always play in a group of 4 and at least have a ruby in your helm.
I was also under the impression (as others have stated) that this only occurs in GRifts. Can anyone confirm one way or another for us? Also on topic, what are people's impressions of running a Boon of the Hoarder/Custerian Wristguards combo? My seasonal character is still < p100, so I was thinking about using this combo to get a quick boost through the lower levels (if it's worth it).
Rollback Post to RevisionRollBack
i would choose my own religion and worship my own spirit, but if he ever preached to me i wouldn't want to hear it. i'd drop him, a forgotten god, languishing in shame; and then if i hit stormy seas, i'd have myself to blame.
It's not that it's bugged in GRifts, %xp is scaling multiplicatively across the board. So wearing %xp gear will get you drastically more xp as will playing in a group. On top of that, the xp rewards for GRifts are very high, and in that area of 35-39 is where people have determined the greatest xp/hr is achieved. The easiest thing you can do is always play in a group of 4 and at least have a ruby in your helm.
I was also under the impression (as others have stated) that this only occurs in GRifts. Can anyone confirm one way or another for us? Also on topic, what are people's impressions of running a Boon of the Hoarder/Custerian Wristguards combo? My seasonal character is still < p100, so I was thinking about using this combo to get a quick boost through the lower levels (if it's worth it).
I just tested it, it still grants exactly as much exp as you got gold, regardless of difficulty. So, still not worth it.
You can test it yourself if you need confirmation. The reason people are confused about it being only in GRifts, is because that's where you get the most benefit. The xp you get in GRifts at high difficulties is really a little extreme. In addition according to your character sheet, the xp bonus is additive, it will say something like %1700 xp instead of %3200. This is just an error in the character sheet. It's supposed to be additive, but as a result of the +monster xp affix scaling with difficulty, the %xp was also changed. It's a bug, but it's a bug confirmed by devs on stream as something that won't be fixed, they like that encourages people to play together.
I ran for a few hours with a friend who was at the same plvl as me and wasn't using any exp gear, while I had a ruby in Leoric's. After several hours we were still equal level, so I highly doubt that its multiplicative.
Is there any sort of benefit from using XP gear in GRs in the 15-25 range, or do you really need to be in the 30-40 range to see the massive gains?
Rollback Post to RevisionRollBack
i would choose my own religion and worship my own spirit, but if he ever preached to me i wouldn't want to hear it. i'd drop him, a forgotten god, languishing in shame; and then if i hit stormy seas, i'd have myself to blame.
any gr. obviously the higher you go and more quickly you do it lead to more gains. 35-40 is where well equipped groups are most efficient. if youre at 25, go for it. lower than 25 is lower than t6 difficulty, so id recommend you spend time gearing up instead of farming exp if youre at that point
any gr. obviously the higher you go and more quickly you do it lead to more gains. 35-40 is where well equipped groups are most efficient. if youre at 25, go for it. lower than 25 is lower than t6 difficulty, so id recommend you spend time gearing up instead of farming exp if youre at that point
Right on. Yeah, I'm still gearing, I was just wondering where the good sauce kicks in; thanks!
Rollback Post to RevisionRollBack
i would choose my own religion and worship my own spirit, but if he ever preached to me i wouldn't want to hear it. i'd drop him, a forgotten god, languishing in shame; and then if i hit stormy seas, i'd have myself to blame.
So the +% exp gear is multiplicative w/ GR exp scaling, that much is confirmed. My question would be, are the +% exp props multiplicative w/ each other or additive?
I believe XP bonuses are always additive from gear. It should be displayed in your character sheet if I recall?
Think a good way to think about it (if you don't get the additive vs. multiplicative thing right away) is that T6 starts out with a really low base XP, and starts the bonus XP at 1600%, and so the relative value of your gear bonus XP is low. But with greater rifts you can think of it as the base XP being higher to begin with, with no % being applied (or being applied in advance), so your gear bonus XP is more more valuable.
Say the T6 base monster XP was 10,000, then after the 1600% bonus, it's 170,000. A flawless ruby (41%) added on to that brings it to 1641%, which is 174100 (a gain of only 4100).
But in a Greater rift, the base XP is just scaled up with the rift level, so say you reach the Grift level where the base XP is already 170,000, adding 41% from a flawless ruby brings it to 239700, an increase of 69700.
Which is really just another way saying that the bonus XP granted by the greater rift is multiplicative with the bonus XP granted by gear, but on T6 the bonuses are additive with one another. Would be nice if they made it multiplicative on T6 as well, don't really see a downside to it. It will still be inferior to grift XP farming.
There is a super-easy way to find out whether the Ruby in the helmet works multiplicatively in GRs. Run a GR with it and then another without. Keep track of how much XP you get from each approach. I just did this, and the Ruby in a regular helmet gave me 41% more total XP.
There is a super-easy way to find out whether the Ruby in the helmet works multiplicatively in GRs. Run a GR with it and then another without. Keep track of how much XP you get from each approach. I just did this, and the Ruby in a regular helmet gave me 41% more total XP.
So you killed the exact same monsters in two consecutive grifts. While I don't dispute that you tested, I do contest how you have presented your test method and results. There is some obvious oversimplification of your testing procedure and results recording.
EXP gear, Cains Set, Borns Set, Leorics Crown, Leorics Signet, and Hellfire Ring are all the best items in the game
The best stat in the game is +Exp on monster kill. By using these items and stats in GR (the only thing to play in D3) you will become extremely powerful much faster than a normal player with normal gear
You will get all your set legendaries and other good items just by leveling paragon
Here's a related question but just pertaining to my particular setup. I don't play in public games. I have 4 accounts and saw that with the new patch, experience will be shared across the party.
Given this, would it be at all effective to enter a GR with 3 of my chars bunched up together in exp gear, and then to go clear the rift with my DPS char? I imagine it isn't nearly as good as just playing public games, but I like to run at my own pace.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
as the title says - i'm trying to figure out whether or not to run with exp gear - red gem in helm, hellfire ring, etc. does anyone have any tips on whether to stack these types of items, or simply skip it and max out your char.
thanks!
Red gem in helm does next to nothing on T6 - you go from 1600% (assuming solo) to 1641% (or 1682% with Leorics), which is about 2.5% increase. Even less if you're in a party.
It is, however, bugged in GRifts, and is multiplicative with the rift modifier. Meaning that you can get a full 82% bonus, which is huge, and a lot of people are abusing it by farming medium grifts while wearing lots of exp gear.
Same goes for Hellfire ring and Cain's set, of course.
Flat experience bonuses, such as the secondary affixes, or Gem of Ease, are (now?) increased by the difficulty multiplier and can give a good chunk of experience in the long run. I'm not entirely sure how much base exp level 70 monsters give, but I'm pretty sure the bonus is farily insignificant even on T6. If you can drop the emerald in weapon without losing efficiency, go ahead, but I'd rather keep my damage.
It's not that it's bugged in GRifts, %xp is scaling multiplicatively across the board. So wearing %xp gear will get you drastically more xp as will playing in a group. On top of that, the xp rewards for GRifts are very high, and in that area of 35-39 is where people have determined the greatest xp/hr is achieved. The easiest thing you can do is always play in a group of 4 and at least have a ruby in your helm.
I was also under the impression (as others have stated) that this only occurs in GRifts. Can anyone confirm one way or another for us? Also on topic, what are people's impressions of running a Boon of the Hoarder/Custerian Wristguards combo? My seasonal character is still < p100, so I was thinking about using this combo to get a quick boost through the lower levels (if it's worth it).
I just tested it, it still grants exactly as much exp as you got gold, regardless of difficulty. So, still not worth it.
You can test it yourself if you need confirmation. The reason people are confused about it being only in GRifts, is because that's where you get the most benefit. The xp you get in GRifts at high difficulties is really a little extreme. In addition according to your character sheet, the xp bonus is additive, it will say something like %1700 xp instead of %3200. This is just an error in the character sheet. It's supposed to be additive, but as a result of the +monster xp affix scaling with difficulty, the %xp was also changed. It's a bug, but it's a bug confirmed by devs on stream as something that won't be fixed, they like that encourages people to play together.
I ran for a few hours with a friend who was at the same plvl as me and wasn't using any exp gear, while I had a ruby in Leoric's. After several hours we were still equal level, so I highly doubt that its multiplicative.
only multiplicative in gr. tested.
Is there any sort of benefit from using XP gear in GRs in the 15-25 range, or do you really need to be in the 30-40 range to see the massive gains?
any gr. obviously the higher you go and more quickly you do it lead to more gains. 35-40 is where well equipped groups are most efficient. if youre at 25, go for it. lower than 25 is lower than t6 difficulty, so id recommend you spend time gearing up instead of farming exp if youre at that point
Right on. Yeah, I'm still gearing, I was just wondering where the good sauce kicks in; thanks!
So the +% exp gear is multiplicative w/ GR exp scaling, that much is confirmed. My question would be, are the +% exp props multiplicative w/ each other or additive?
40% ruby + 45% hellfire + 50% cain's:
40% + 45% + 50% = +135% exp
OR
1.40 * 1.45 * 1.50 = +204% more exp?
I believe XP bonuses are always additive from gear. It should be displayed in your character sheet if I recall?
Think a good way to think about it (if you don't get the additive vs. multiplicative thing right away) is that T6 starts out with a really low base XP, and starts the bonus XP at 1600%, and so the relative value of your gear bonus XP is low. But with greater rifts you can think of it as the base XP being higher to begin with, with no % being applied (or being applied in advance), so your gear bonus XP is more more valuable.
Say the T6 base monster XP was 10,000, then after the 1600% bonus, it's 170,000. A flawless ruby (41%) added on to that brings it to 1641%, which is 174100 (a gain of only 4100).
But in a Greater rift, the base XP is just scaled up with the rift level, so say you reach the Grift level where the base XP is already 170,000, adding 41% from a flawless ruby brings it to 239700, an increase of 69700.
Which is really just another way saying that the bonus XP granted by the greater rift is multiplicative with the bonus XP granted by gear, but on T6 the bonuses are additive with one another. Would be nice if they made it multiplicative on T6 as well, don't really see a downside to it. It will still be inferior to grift XP farming.
http://us.battle.net/d3/en/profile/Spiral-1401/hero/65250518
There is a super-easy way to find out whether the Ruby in the helmet works multiplicatively in GRs. Run a GR with it and then another without. Keep track of how much XP you get from each approach. I just did this, and the Ruby in a regular helmet gave me 41% more total XP.
So you killed the exact same monsters in two consecutive grifts. While I don't dispute that you tested, I do contest how you have presented your test method and results. There is some obvious oversimplification of your testing procedure and results recording.
EXP gear, Cains Set, Borns Set, Leorics Crown, Leorics Signet, and Hellfire Ring are all the best items in the game
The best stat in the game is +Exp on monster kill. By using these items and stats in GR (the only thing to play in D3) you will become extremely powerful much faster than a normal player with normal gear
You will get all your set legendaries and other good items just by leveling paragon
Here's a related question but just pertaining to my particular setup. I don't play in public games. I have 4 accounts and saw that with the new patch, experience will be shared across the party.
Given this, would it be at all effective to enter a GR with 3 of my chars bunched up together in exp gear, and then to go clear the rift with my DPS char? I imagine it isn't nearly as good as just playing public games, but I like to run at my own pace.