Difference between revisions of "Experience"

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(Added notes on operation order, corrected X/256 modifiers for clvl < 70, added calculator links, reformatted tables)
m (Minor adjustments (Party section to follow shortly))
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{{Intro}}
 
{{Intro}}
 
*Player and [[mercenary]] gain experience when monsters are killed. Experience is only gained from the first kill in the case of monsters that can be resurrected. Player also gains experience from kills made by mercenary or pets.
 
*Player and [[mercenary]] gain experience when monsters are killed. Experience is only gained from the first kill in the case of monsters that can be resurrected. Player also gains experience from kills made by mercenary or pets.
*When the player gains enough experience to gain a level there is an audible 'ding', and the New Stats and New Skills buttons will appear to the left and right respectively on the interface bar (or in the left and right corners of the screen at 640x480 resolution). Clicking on these buttons will bring up the Character and Skill Tree screens to allocate [[attribute]] and skill points.
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*When the player gains enough experience to gain a level there is an audible 'ding', and the New Stats and New Skills buttons will appear to the left and right respectively on the interface bar at the bottom of the screen (or in the bottom left and right corners of the screen at 640x480 resolution). Clicking on these buttons will bring up the character and skill tree screens to allocate [[attribute]] and skill points.
  
  
[[File:Level up.png|thumb|600px|Each level gained allows the player character to allocate five attribute points and one skill point. Current experience and experience required to gain next level are displayed on both the character screen and the interface bar (when the cursor is held over the experience progress bar).]]
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[[File:Level up.png|thumb|600px|Each level gained allows the player character to allocate five attribute points and one skill point. Current experience and experience required to gain next level are displayed on both the character screen and the interface bar (when the cursor is held over the experience meter).]]
 
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*Points do not need to be allocated upon level up, but doing so is recommended. Attribute points are allocated by clicking on one of the buttons to the right of each of the four attributes on the character screen; a single click will allocate a single point, while a single click while holding down the Shift key will allocate '''all''' remaining points to the selected attribute. Skill points are allocated by clicking on a highlighted skill icon on one of the three skill tree tabs on the Skill Tree screen; they can only be allocated if the player is the required level, has all required skills and has invested less than 20 points in the skill (otherwise the icon is greyed out). Attribute and skill point allocation cannot be undone without respecialisation.
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*Points do not need to be allocated upon level up, but doing so is recommended. Attribute points are allocated by clicking on one of the buttons to the right of each of the four attributes on the character screen; a single click will allocate a single point, while a single click while holding down the Shift key will allocate '''all''' remaining points to the selected attribute. Skill points are allocated by clicking on a highlighted skill icon on one of the three skill tree tabs on the skill tree screen; they can only be allocated if the player is the required level, has all required skills and has invested less than 20 points in the skill (otherwise the icon is greyed out). Attribute and skill point allocation cannot be undone without respecialisation.
 
*Player also gains [[stamina]], [[life]] and [[mana]] with each level,depending on class:
 
*Player also gains [[stamina]], [[life]] and [[mana]] with each level,depending on class:
  
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*Displayed stamina, life and mana values are rounded down to the nearest point, but actual life and mana are rounded down to the nearest bit (1/256 point). [[Attack|Chance to hit]] of player, mercenary, [[pet]]s and monsters is also affected by level, as is the player's chance of [[block]]ing in [[Expansion]] games.
 
*Displayed stamina, life and mana values are rounded down to the nearest point, but actual life and mana are rounded down to the nearest bit (1/256 point). [[Attack|Chance to hit]] of player, mercenary, [[pet]]s and monsters is also affected by level, as is the player's chance of [[block]]ing in [[Expansion]] games.
*Base experience gained from each kill varies depending on monster type, monster level and [[difficulty]] level:
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*Base experience gained from each kill varies depending on [[difficulty]] level, monster level and monster type:
  
  
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*MonLvl values for the relevant difficulty and base monster level (no [[Champion]] or [[Unique (monster)|Unique]] bonus) are modified by percentage values in the MonStats.txt file, which vary depending on monster type. Experience gained is further modified by other factors, in the order listed on this page.
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*MonLvl values for the relevant difficulty and base monster level (no [[Champion]] or [[Unique (monster)|Unique]] bonus) [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=80995&st=15&p=922928&#entry922928] are modified by percentage values stored in the MonStats.txt file, which vary depending on monster type. Experience gained is further modified by other factors, in the order listed on this page.
  
  
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*While base level is used to calculate base experience values [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=80995&st=15&p=922928&#entry922928], modified level is used later when comparing to character level. [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=80995&st=15#entry948340]
 
 
*[[Boss]]es only receive the 500% (*5) experience bonus if they receive random Unique bonuses in Nightmare and Hell, so they only apply to [[Griswold|{{Ub|=Griswold}}]], [[Radament|{{Ub|=Radament}}]] and [[Nihlathak (boss)|{{Ub|=Nihlathak}}]].
 
*[[Boss]]es only receive the 500% (*5) experience bonus if they receive random Unique bonuses in Nightmare and Hell, so they only apply to [[Griswold|{{Ub|=Griswold}}]], [[Radament|{{Ub|=Radament}}]] and [[Nihlathak (boss)|{{Ub|=Nihlathak}}]].
 
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==Ceiling==
 
==Ceiling==
*A ceiling of 8,388,607 maximum experience from a single kill is applied at this stage, although this is only ever reached when playing solo at higher player counts for some [[Evil]]s in Hell: [http://phrozenkeep.hugelaser.com/forum/viewtopic.php?p=142335#p142335] [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=85792&#entry951589]
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*A ceiling of 8,388,607 maximum experience from a single kill is applied at this stage, although when playing solo this is only ever reached at higher player counts for some [[Evil]]s in Hell: [http://phrozenkeep.hugelaser.com/forum/viewtopic.php?p=142335#p142335] [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=85792&#entry951589]
  
  
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==Experience loss==
 
==Experience loss==
 
*Players can also ''lose'' experience upon [[death (Basic)|death]] in Nightmare and Hell [[difficulty]] levels: 5% of the difference between the minimum experience required for the player's current level and that required for the next level is lost upon death in Nightmare, while 10% is lost in Hell (although levels already gained cannot be lost).
 
*Players can also ''lose'' experience upon [[death (Basic)|death]] in Nightmare and Hell [[difficulty]] levels: 5% of the difference between the minimum experience required for the player's current level and that required for the next level is lost upon death in Nightmare, while 10% is lost in Hell (although levels already gained cannot be lost).
*In [[Expansion]] games, 75% of this lost experience can be recovered if the player is able to recover the [[corpse]] without saving and exiting.
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*In [[Expansion]] games, 75% of this lost experience can be recovered if the player is able to recover the corpse without saving and exiting.
 
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Revision as of 20:51, 22 January 2013