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May 14 2026 09:09pm
How did you come to this conclusion? Did you RE the game and pull out the numbers?
What's the determination criteria in the best practices? Pure experience and statistical analysis?
How does the game "spawn" elites, is it on map load? Or player proximity to a tile?. Why do I consistently find an elite pack remaining north of trist when the entire thing is done then? Wouldn't superunique and the other guaranteed spawns have taken that slot?

On Evil urns, should you just pop 'em or avoid them early in the clear of a zone till saturation to avoid eating a slot of a specific area?

I'm a proponent of straight line farming, but in pairs imo. A pair of ppl traversing A3 river banks to Durance 2 as well as Frigid onwards (downwards to Dac since it's narrow there anyway, then skip the rest imo) in A5 are great examples - way more coverage. Lots of similar places without A1 style paths where elites spawn along the route anyway. I consistently get anywhere from 4 to 8 more heralds myself clearing obvious missed spots or half arsed straight lining. Might not seem worth it but at least I don't waste time with T1-T4 and I'm almost surprised when 2 or more acts are cleared and I spawn a T3 herald, obviously it wasn't cleared or the players had a specific goal in mind such as density for xp or act boss for statue.


Initial numbers come from level data pulled from game files, but I wasn't satisfied with the data presented and tested every single zone over a period of ~500 hours.

Examples of discrepancies include zones like "den of evil", being coded to have 2-4 elites in hell difficulty, and the Monastery gate is set to 0. But obviously in the trialing those numbers were inaccurate. with Monastery gate rolling 0-2, and the den of evil being exclusive to corpsefire only (likely a quest linked area bug).
Fatty180 (reddit) was instrumental in our approach to data collection in the City of the damned and Roneye has been awesome in providing insights to routes, and spawning logic. Pavke was a huge help as well in understanding herald spawning logic and in our 9000+ elite pack data collection for herald spawn rates between games.

In order to determine the best routes we compared traditional routes, and full clears vs. an elite kill per minute focus, usually skipping the last elites in an area if an elite isn't observed within 2 screens.
D2R forward loads monsters and rolls them into elite packs usually within 2.2 - 3 full screens of the player character, if there are additional spots in the native cap then an elite will roll. If you see large packs with no elites present, you've likely exceeded the native cap for the area, and that large group is a "failed" elite pack. Superuniques and guaranteed champion packs will always spawn in the area on their respective tile when a player is within 2 screens of the tile, only then will they consume an elite number. Ideally we want to stick to saturation pathing (when possible) that allows the native cap to be reached before we target super uniques / guaranteed champions in order to maximize our returns.

Evil urns will consume an elite pack number, so its best to save them after you've cleared a bit of your zone, if nothing spawns its a sign that you've already spawned the maximum elites for the area (Avoid them in the early clear)

Monster shrines These are true bonus elites, they wont count towards the elite counter

The biggest issue I have in running in pairs is I don't have any friends :lol: , group farming heralds and area clears is quite literally the best way to maximize your ekpm. The best group I'm aware of reaches 1 herald every ~1.15m, running split p7 farming with a horker
We have experienced some bugs where Tristram can spawn 7 total packs that include the area super uniques, though this was observed twice in about 300+ runs. Similarly we had a couple runs where specific TZ's spawned with no mobs at all (ruined temple, Tower Cellar, Tristram (single occasion)

I'd like to hear more about this north elite you are seeing, is it in the tristram town area? If not, what is your usual route / pathing
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May 14 2026 09:10pm
Didn't read but I agree


:hug: I Appreciate you
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May 14 2026 09:13pm
Thanks for the detailed breakdown

Im aware of this but never applied on ladder playthrough bec the goal for pala is to get to chaos sanctuary asap and seal doesnt count for total elite packs anyway.

This is particularly most useful for sorc and barb with their usual farming areas. For hammerdin w enigma and nova sorc, the static path and density to chaos yields more loot vs optimizing other loc.

This is definitely used for current tz farm but next season regular mobs can spawn heralds


3.2 will change up the meta for herald farming forsure, I think this will benefit players on the 99 grind the most, specifically when working with rotating terror zones. That and anyone with regular terror zones on expansion.

In general, I find just knowing how many mobs to look for in a given area can make a huge difference in making the most of your time
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May 14 2026 09:19pm
Initial numbers come from level data pulled from game files, but I wasn't satisfied with the data presented and tested every single zone over a period of ~500 hours.

Examples of discrepancies include zones like "den of evil", being coded to have 2-4 elites in hell difficulty, and the Monastery gate is set to 0. But obviously in the trialing those numbers were inaccurate. with Monastery gate rolling 0-2, and the den of evil being exclusive to corpsefire only (likely a quest linked area bug).
Fatty180 (reddit) was instrumental in our approach to data collection in the City of the damned and Roneye has been awesome in providing insights to routes, and spawning logic.Pavke was a huge help as well in understanding herald spawning logic and in our 9000+ elite pack data collection for herald spawn rates between games.

In order to determine the best routes we compared traditional routes, and full clears vs. an elite kill per minute focus, usually skipping the last elites in an area if an elite isn't observed within 2 screens.
D2R forward loads monsters and rolls them into elite packs usually within 2.2 - 3 full screens of the player character, if there are additional spots in the native cap then an elite will roll. If you see large packs with no elites present, you've likely exceeded the native cap for the area, and that large group is a "failed" elite pack. Superuniques and guaranteed champion packs will always spawn in the area on their respective tile when a player is within 2 screens of the tile, only then will they consume an elite number. Ideally we want to stick to saturation pathing (when possible) that allows the native cap to be reached before we target super uniques / guaranteed champions in order to maximize our returns.

Evil urns will consume an elite pack number, so its best to save them after you've cleared a bit of your zone, if nothing spawns its a sign that you've already spawned the maximum elites for the area (Avoid them in the early clear)

Monster shrines These are true bonus elites, they wont count towards the elite counter

The biggest issue I have in running in pairs is I don't have any friends :lol: , group farming heralds and area clears is quite literally the best way to maximize your ekpm. The best group I'm aware of reaches 1 herald every ~1.15m, running split p7 farming with a horker
We have experienced some bugs where Tristram can spawn 7 total packs that include the area super uniques, though this was observed twice in about 300+ runs. Similarly we had a couple runs where specific TZ's spawned with no mobs at all (ruined temple, Tower Cellar, Tristram (single occasion)

I'd like to hear more about this north elite you are seeing, is it in the tristram town area? If not, what is your usual route / pathing


Legend, thank you vm.
It's sometimes north west of the portal. I usually enter the portal and go NW then SW by the town outskirts where almost always an elite (champ) pack resides (or 2!) before traversing SE towards Griz. Sometimes I've spotted an elite/champ right above the burning house in addition to in between it within Trist. Sometimes it could be by the low wall (typically where you lure summons during Uber Trist in) but I don't always go all the way there unless it's obvious and I hear/spot one of the following:
- The in-game aura chime
- The in-game elite pack spotted chime (should be louder imho)
- A distinct colour difference of the "main" boss of the pack.

I'm also looking for friends but regionally it's a bit hit/miss. 200+ ping games is too hard to be effective.


Edit: I'm familiar the counter per area concept. Hard to keep track of though esp when optimising EKPM (Google search this acronym for lols. Knew I got PTSD from this years back lmao). Have thought of an hook or whip up some ahk that simply counts how many has been killed per area before blurting a warning/alarm thresholds for either too low or saturation.

This post was edited by F2001 on May 14 2026 09:24pm
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