Talk:Experience

Here is an updated Xp Efficiency Chart, all zlvls for all clvls for 1.0.0 by me where all the unknown/un-confirmed zone levels I just guessed/filled in because its been long enough since the 1.0.0 patch and will just update the zones tagged with '-NC' as they get filled in. The purpose of me making the google doc on Talk:Zone_Levels was originally for updating this chart; figured that I'd drop a link to it here to see if any on the wiki could see a use for it. Ebonmourn (talk) 07:29, 17 November 2013 (UTC)

Experience Amounts
Do we have any information at all about how much experience monsters give on death? For example, do all monsters of a given level give the same amount of exp? How much bonus experience is gained from magic/rare/unique mobs? How closely does the experience scaling at higher levels match with the increased experience needed? CosmicChopsticks (talk) 20:56, 21 November 2013 (UTC)


 * I'm pretty sure we have none of this info. GGG has always remained tight lipped when it comes to values regarding monster Life, Damage, Armour, Resistances, Exp, etc. Every now and then GGG will tell us that they've increased monster Life, or that they've doubled monster damaged or something but considering that we've never known any of the original values these statements don't help us a whole lot. -FaceLicker (talk) 22:45, 21 November 2013 (UTC)


 * I figure that most of the values could be found out by players through a lot of trial and error but with so much of the wiki still missing things that would be easier to get it sorta has a low priority. Also no-one has stepped up to the plate to try and figure it out. I know there is a evasion/accuracy chart out there somewhere but I think that those values are going off the character sheet and I don't know if those values are up to date. If the community ever gets around to categorizing every monster in the game with the monsters life, xp, armor, eva, damg, accu, resists, and etc; then yah it may happen at some point. Its likely that will be how it happens and a conclusion to your question if the xp amount is mainly relative to the monsters level will come from looking at that. I went in to the topic in a PoE forum reply to someone before here Ebonmourn (talk) 23:31, 21 November 2013 (UTC)

Experience Calculation
As far as I can tell with known information from patch notes and from Qarl on Reddit the following has to be true:


 * (Zone_Level_Base_XP * Mob_Type_Multiplier * Mob_Rarity_Multiplier) * Party_Members_Nearby * Party_Share(capped at: [1 / Party_Members_Nearby]) * Zone_to_Player_Level_Efficiency.

This assumes that Party_Share and Zone_to_Player_Level_Efficiency are not expressed by percents but in their decimal form.

I chose this formula as no party member ever receives more then 100% of the mobs original xp amount and the end values it depicts are the correct percentages assuming that the max possible Party_Share is [1 / Party_Members_Nearby]. To reiterate, the party share % when compared in ratio to the max share %, [1 / Party_Members_Nearby], is equal to the ratio between original mob xp amount and resulting modified xp granted.

The above formula still doesn't quite fit as it doesn't really punish the higher level player besides the zone efficiency but heavily punishes the lower level player on top of the zone efficiency while the higher level player or player's keep getting (100% * Zone_Efficiency%) of the mobs original xp value. Ebonmourn (talk) 03:24, 23 December 2013 (UTC)

Presenting equations
I'm not a fan of presenting the equations like it's done in a calculator. Especially when the equations cannot be copy/pasted into one! These equations:

$$\text{EffectiveDifference} = \max\left( \left| \text{PlayerLevel} - \text{MonsterLevel} \right| - \text{SafeZone}, 0 \right)$$

$$\text{XPMultiplier} = \max\left( \left({\text{PlayerLevel} + 5 \over \text{PlayerLevel} + 5 + \text{EffectiveDifference}^{2.5}}\right)^{1.5}, 0.01 \right)$$

Can be rewritten as

$$\text{EffectiveDifference} = \left| \text{PlayerLevel} - \text{MonsterLevel} \right| - \text{SafeZone}, \qquad 0 \le \text{EffectiveDifference}$$

$$\text{XPMultiplier} = \left({\text{PlayerLevel} + 5 \over \text{PlayerLevel} + 5 + \text{EffectiveDifference}^{2.5}}\right)^{1.5}, \qquad 100% \ge \text{XPMultiplier} \ge 1%$$

I think this displays much clearer the equations limits. I'll go ahead and change to this if there's no objections. —The preceding unsigned comment was added by Illviljan (talk • contribs) 21:29, 24 October 2015 (UTC)


 * I don't think rewriting those that way is an improvement. When people look at the formula and want to calculate something, chances are they are actually using it. Also make sure to sign your posts. --OmegaK2 (t|c) 22:01, 24 October 2015 (UTC)

suggestion for easy access to the information that matter :
Add a table, with in line, the character level, and in colone, the map level (or do the oposite) ; and in the case, what is the percentage of xp that we gain.