Not really sure exactly what your goal is, I'm assuming since most of those targets aren't efficient for leveling it's a mostly for fun/what if type deal. Also some are really really good at lower levels, but bad once you're 97/98, and some are really bad early on, but really good at 98 (like nihla). And with that being said of course the exp penalty going down to only 5% of exp gained when you're 10 or more levels above the monster, then with the further exp penalty for levels over 70 it's like.. nearly zero for almost every target once you're 97/98 right? So most these runs are going to be astronomical numbers of runs to 99.
There is also Party XP Bonus and Party XP distribution, int overflow (although this is fixed in D2R), XP cap... and there bunch of integer math behind it all. The full XP formula is somewhat complicated. Most of the work is already finished...
I have "developed" a tool that precisely calculates the received XP from
any monster under
any settings. trash/champ/unique/su/minion/boss... doesnt matter. The XP Calculator gives precise XP you get with all edge cases and limitations included...
But still a fun thing to look at imo and I fully support you and I'd love to look at these that you didn't mention:
1. Pindle
2. Eldritch or shenk or both eldritch and shenk in the same run
3. AT runs (with some average # of boss packs since you're just running boss packs here)
4. Pit runs (same as AT)
See, I knew about Eldritch and Shenk runs and that they are used in quick leveling, but I didn't consider Pindle runs. Thats what I need! AT and Pit runs are included. Included in what you may ask. Well...
I also have huge amount of monster quantity and distribution data. I can say, with extremely high degree of certainty, what type of monsters you will encounter in you AT/Pit runs and
in what numbers! Since The Calculator gives XP per monster kill and now we have monster quantity numbers per Area, The XP Calculator can now show the precise XP you get per run in any Area! (on average)
Side note: Since we now know the average XP number per area, if you are getting less XP than what The Calculator shows, that means your
seed is "bad" and it is producing less monsters than average. If you see lower density map, maybe you would want to re-roll you map...
Ohhh and you could also add in a terrorized option to see how that affects things, and with that you could add in some bosses that otherwise wouldn't be considered like Andariel or Mephisto,
Yes, The Calculator works for Terror Zones. This is the initial reason I wanted to make this. To compare how much faster are TZs compared to standard runs. As far as I know, this is the only XP Calculator that works for Terror Zones.
If you wanted to make a really useful tool, you could make it so that you could calculate
runs to your character's next level (since the most efficient target changes from level to level), Then add these input fields:
1. the desired run
2. your character's level
3. the desired /players count
4. your character's average run time for that run (optional)
Then it'd spit out the # of runs to your character's next level up and total time (assuming you entered an average run time). That'd be sick as hell and I'd definitely use the heck outta that. Probably a crazy amount of work to put something like that together though
Here are the Player Settings from my Calculator. Everything here is fully functional.
Based on these settings, the Calculator spits out XP for any monster in the game. And than it adds up all XP for the Areas and sorts tham from least runs to monst. Here is a quick mockup on how it will look:
This part is not yet fully functional. I am still gathering A5 monster data and testing edge cases (pre spawned monsters, tile spawn uniques etc...)
The idea is for the Player to imput there level and settings and get prices number of runs for next level. The Calculator will pull the TZ data from an api and show current and next TZ. (will think about this feature and if I should added it or not). I am also considering adding "Desired level" feature.
But this is where the "problem" lies... this is only number of runs. Not the time it take to level to next level. I can not possibly conceive the number of different builds and clear times. So the time part will be left for the Player to pick and choose based on their preference and build.
These are only "full" runs. From the Compendium you linked, we can see it is about XP/min. And some runs give way more XP per minute than full runs. For example Gripphon runs where you run only Vizier and Infector and Uniques in 30 sec. I now want to ad hoc as many Single Target/Pack as possible. There will be a 3rd part of columns with Single/Pack runs. Preferably want to cover all runs that 99ers thought throughout the years. Most Single Target/Pack runs will show huge numbers of runs needed for next level, but serious Player will know those runs take short amount of time and are better than full runs.
Pindle, Eldrich and Thresh, and maybe Snapchip are other single targets that stand out (plus Andy and Meph), and possibly Council, for leveling. Especially if TZs are factored in, I think would be cool resource. And there may be some other quick single targets if terrorized, but I also think load times in D2R could counterbalance (full disclosure: I’m still almost entirely in v1.14).
Very happy to help provide feedback on this project. So please feel free to PM me
Thanks for the imput. For example, I did now know that Snapchip run is considered an XP farming run. I know he gives a lot of XP in certain parts of leveling but I wouldn't put him on the list if you didn't mention him. Andy and Meph are included but here is a sneak peak: TZ Act bosses are really bad for XP.