Here are some important things to understand if you want to optimize a trav barb...
Your kill speed is only a very small portion of the total time spent per run.
You measure gold per minute not only based on kill speed vs gf%...
No... it is measured in total game time, from lobby to lobby.
Here's how your time is split:
Loading, either 3 times if you start/leave in a3, or 5 times if your start/leave in a4 (CPU/net factor)
Visiting merchants and/or stash (human factor)
Running (FRW factor), in town, between each kill and loot
Casting (FCR factor), 3 warcries, a few tele, a few hork
Killing, the actual time swinging your weapons (dmg factor*)
Looting, id'ing, inventory management, decision making, human mistakes (human factor)
The actual kill time will vary based on your build/budget (and a little based on your skills as a player haha)
I would recommend to record you through a few runs.
Not your best, not your worst run... just something like 10 straight runs in a row.
Look closely, try to compile your average time spent doing each of the above categories.
Once you know more about your own average stats, you'll be able to see more clearly...
For example, what would happen if I added 30 FRW to my current amount, as I spend on average 10 sec running per game?
Effective Faster Run/Walk = [ (150 * FR/W) / (150 + FR/W) ]
Or... how many times do I cast per game on average?
Reaching next fcr bp = 1/25th sec x you average cast per game
*dmg factor:
Getting +1% dmg doesn't mean killing 1% faster.
It is not a linear increase... it's an increase in steps.
We could see dmg as a "breakpoint".
Luckily, using grief means we have a very narrow range between min/max dmg, and fighting always the same monsters also means that it is easier to figure out that "breakpoint".
Maybe you are currently killing on average in 4 hits.
And maybe dropping 2% dmg wouldn't change that. Maybe you would need +16% dmg to reduce your average from 4 hits to 3 hits.
You can evaluate the saved time value as 9 frames * 11 council / 25 if you can reach the next dmg "breakpoint"
That's basically ~3.96s total saved time if you suddenly need 1 less berserk attack to kill each of the 11 members.
Easier to evaluate against the 8 regular members, while the random auras on the 3 uniques will obviously make it vary more.
So it's not rocket science... but you get the idea
Council have a special TC
Treasure Class: Council (H)
Item / Weight / 1 in X
NoDrop / 19 / 0.345455
"gld,mul=2048" / 9 / 0.163636
Act 4 (H) Equip A / 15 / 0.272727
Act 4 (H) Junk / 5 / 0.090909
Act 4 (H) Good / 3 / 0.054545
Act 4 (H) Magic A / 4 / 0.072727
On p1
19/55 = noDrop
Which also means, you have 65.45% drop chance, and the drop is fixed to 3 items.
For each of those 3 picks, you get 9/55 chance to get gold.
This also means that you get:
0 gold drop: 0.5848
1 gold drop: 0.3434
2 gold drop: 0.0672
3 gold drop: 0.00438
Now comes in one of the most important factors... your find item's %
Based on the drop chance from kills, each 1% find item is worth 0.01528 kill (100/65.45/100)
65% is worth ~1kill (0.9931 to be more precise)
70% is worth 1.08 kill
75% is worth 1.15 kill
Unlike mf%, gf% has no diminishing return.
This is your base value, the one you can use to compare all other decisions made in the categories above, reflected by your gear choice that will make some factors higher, some factors lower.
This post was edited by SinsOfTheSun on Nov 13 2025 10:32pm