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d2jsp Forums > Diablo II > Diablo 2 Discussion > Classic Cs Runs Per Level Inside > Original Posted Feb 16, 2009
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Jan 22 2020 02:43pm
Can this community help me confirm if this table continues valid ?

CS runs per level. Assume a 7/8 player game of reasonable competency. These are rough amounts to give you an idea of how many runs you'll need, not an exact amount.

70-71: 3
71-72: 3
72-73: 4
73-74: 5
74-75: 5
75-76: 6
76-77: 6
77-78: 8
78-79: 10
79-80: 11
80-81: 12
81-82: 15
82-83: 17
83-84: 22
84-85: 29
85-86: 40
86-87: 60
87-88: 90
88-89: 140
89-90: 220
90-91: 440
91-92: 800
92-93: 1740
93-94: 3780
94-95: 5150
95-96: 6750
96-97: 12250
97-98: 22250
98-99: 36375

Note: This is a list made up Lorg's post, with 86-99 from elsewhere. Thought I'd put it together and edit it, maybe it deserves a sticky. I know I'm favouriting it

If you have a char above level 69 and find cs runs with 7 or 8 players, post a reply here to confirm this data for path 1.14D
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Jan 22 2020 06:32pm
I feel like it has been done counting only 3 seals + dia, you need less runs than that if you kill maws/venom/urds (depending on your level)

but in any case it shouldn't be too far off

This post was edited by adebisi on Jan 22 2020 06:33pm
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Jan 22 2020 06:37pm
Quote (adebisi @ Jan 22 2020 06:32pm)
I feel like it has been done counting only 3 seals + dia, you need less runs than that if you kill maws/venom/urds (depending on your level)

but in any case it shouldn't be too far off


2-4/8 with all elite packs in river/chaos is going to be way better.

cant speak for levels above 90, but below 90, it's pretty insane.
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Jan 22 2020 06:53pm
obviously there are better ways to run, but he's talking about 7/8 here and probably all high level

This post was edited by adebisi on Jan 22 2020 06:54pm
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Jan 23 2020 03:10am
94 - 99 is very very accurate

70-93 looks good to but like above people said... the more udars and sv's you kill the less runs u will need
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Jan 23 2020 05:51pm
It is accurate, but dont expect to find 7-8 player games with reasonable competency any more.

Also, due to exp splitting bug, didnt everyone run 7 player games anyway? At least back in the old days.


This reminded me that I was in the game where GS_Naokzee (Nkozi??) got legit level 96 with his goldsking barb.
As far as I know, after that he started to bot, trying to reach 97 and got banned...


Apart clearing urdars, some players use exp shrines (found in act1), or those level 6 feeder mules that somehow raise the exp received, but I never really investigated how this worked (I think those who botted with 8 bots used this).
Obviously there was Act5 for some time, but as far as I know, now Act5 is patched and new chars cannot go there.


This post was edited by dropship on Jan 23 2020 05:53pm
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Jan 25 2020 06:27pm
Quote (dropship @ 23 Jan 2020 17:51)
It is accurate, but dont expect to find 7-8 player games with reasonable competency any more.

Also, due to exp splitting bug, didnt everyone run 7 player games anyway? At least back in the old days.


This reminded me that I was in the game where GS_Naokzee (Nkozi??) got legit level 96 with his goldsking barb.
As far as I know, after that he started to bot, trying to reach 97 and got banned...


Apart clearing urdars, some players use exp shrines (found in act1), or those level 6 feeder mules that somehow raise the exp received, but I never really investigated how this worked (I think those who botted with 8 bots used this).
Obviously there was Act5 for some time, but as far as I know, now Act5 is patched and new chars cannot go there.


im interested in this lvl 6 feeder mule loading you speak of :unsure:
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Jan 25 2020 08:13pm
I never really run 1/8 so I never really bothered to check why exactly they used level 6, when level 1 seems to show much better numbers.

This is such a simple thing and most players who run 1/8 (1/7?) dont know this lol.

This is probably not the right place to discuss this.

This post was edited by dropship on Jan 25 2020 08:17pm
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Jan 26 2020 04:57am
low levels chars from 1 to 19 give you more exp
the highest is the low level char, the less added exp you get on main char

1/8ers usualy using lv6 chars because they killing em in cs (many times) till start of lv6
with only dia exp, they dont level up to 7
so they keep em lv6 for ever and keep adding best bonus exp possible

;)
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Jan 26 2020 07:10am
When you search in google for "Diablo 2 Erfahrungs Calc" you will find a calculator that can be used to see the experience split.

It's in German, but you can figure it out easily.

Also it's more of a question if you want to level up the mules as well, or not, because most players probably want to level them too. But this means that the highest chars get exp much slower. So probably after some time (95?) it is worth considering using those feeder mules.

One could actually make a calculation where:
there are 4 characters level 95
then there are:
* 4 level 6 mules -> 25970 exp for each lvl 95
* 4 level 90 mules -> 14178 exp for each lvl 95

So if you run with 4 feeder mules you get around 183% faster. BUT this is only for level 95->96.
For next level you would have to calculate this again, since exp received at level 96 is smaller due to dimishing returns.
[also your level 90 mules would probably get level 92 / 93]


What a pity that D2jps does not allow direct links, but when you search in google for "diablo 2 experience amazon basin"

anyway it shows that:
level exp at level needed for next
95 2 492 671 933 x 224 750 564
96 2 717 422 497 x 244 978 115
97 2 962 400 612 x 267 026 144
98 3 229 426 756 x 291 058 498

sum
1 027 813 321


So now we see that 224 750 564 of exp is needed to go 95->96.
If you divide this by 25970 exp / per run this means 8 654 runs [this is with mules that die close to diablo]
If you divide this by 14178 exp / per run this is 15 852 runs [this is with level 90+ that dont die]

Such calculation would have to be repeated for each level, because each level has different dimishing returns. For example at level 96, when you want to get 97, with those mules you dont get 14188 exp per run, but rather you get 10450 per run (with level 6 mules).
Also if you wanted to see how much exp with those "high level" mules, they probably are not 90 any more, but rather went from 90 to 93 (assumig that they started at 90).

This is a very interesting calculation, because it seems to show that the number of runs is significantly cut - what might make it worth it if you want to get to level 99 as fast as possible.
In fact one probably one could make a team where there are 3x level 95 + 5x level 6 -> this should be even faster (although team of 1sorc+1barb+1paladin probably can rip more often? especially at higher levels, I think some players who 1/8 used 2 hammerdins and a summon necro; biggest issue was sorc ripping).


Another question is if you dont prefer to also level up those mules to say 70->92; most players prefer to have few other chars as well (say bowazon mule, nec mule). But maybe you already have them.


I think this system is designed to allow players who play in a party to reach same level in same time. This is more visible in low level games, where if there are 2 players: you level 8 and other player level 4, then you both will reach level 15 in same time (*here I did not bother to check at which level exactly you will "meet"). Also Id argue if this is useful or not, since usually nowadays players go to proper monster_level areas to get experience as efficient as possible (still the level 8 and 4 could run countess/or tristruns).

This is a very interesting calculation, maybe I will run up Excel to see number of runs say 93 -> 99, but Im lazy and I barely play this game any more.
So maybe if you donate me I will bother to check :P

The biggest issue is that exp needs to be rewritten from German skill calculator, but everyone seems to confirm that it is solid.

This post was edited by dropship on Jan 26 2020 07:40am
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