Experience Point Arithmetic
Experience is a complex part if Diablo. In order to enhance gameplay and prevent cheatin and rushing, experience is generally calculated from several factors, rather than just being a numeric value given to the player upon killing a monster. These calculations are handled differently in within the different Diablo games.
Experience Accumulation Explained
In Diablo II, much like any other RPG, character development is scaled by primarily by levels. These levels indicate how far a character has come along since starting out in the Rogue Camp. By advancing further and leveling up, players will unlock skills, earn skill points and stat points and be able to fullfil item requirements, which in turn will empower a character to delve even further down the road until they are finally strong enough to face Baal in Hell. Diablo II leaves a lot of room for players to assign improvements on their characters, but the whole game revolves around the following point:
- Kill monsters -> Level up -> Kill stronger monsters
By taking out hordes of demons, you will gradually gain Experience Points (EXP). Once you have amassed enough EXP, you will recieve the much wanted levelup, and the grind begins anew to improve even further. To check how many experience points you require to level, look up your character display sheet (press "C" or "A" ingame) or hover the pointer over the EXP bar on the HUD.
The experience system of Diablo II is shallow at first glance, but intricatley woven into a group of factors that will dictate how many experience points you gain, if any. The basic factors in the calculation are the following:
- Amount of players in the game
- Amount of players in the party
- How many party members are within two screens distance of you
- Character level
- Monster level
- Experience shrines
Further addendums include how many of your party are within two screens distance and what shrines or gear that adds EXP you are currently benefiting from, but for explanatory purposes, those will be discussed after the main points of EXP distribution have been summarized.
The character level is exactly what it sounds to be, the level of the player's character. It is used in the EXP calculation in a way that lets the game make sure a player is advancing as intended by the developers. As soon as a player is more than five levels ahead or below the monster level, penalties are applied to the character in order to disencourage them from advancing too quick or straying too far behind for whatever reason. The penalty becomes greater the bigger the level difference. This prevents high-level characters from boosting low-level characters, as the latter will gain practically no experience from difficult monsters, since the level difference is too great.It also slows down the levelling of high-level characters, especially around lvl 90 and onwards, making reaching lvl 99 a difficult goal.
Since players have no direct control over the level other than advancing step by step, it is used as a constant in the complete EXP equation.
Full EXP = Character Level = Monster Level +5/-5
The monster level is an internal number the game uses to check for various things such as drops, damage and EXP. This too is a constant in the term that players cannot control the enemy's level. Monster Level is determined by the spawnpoint location and under what status the monster spawned (ie. Normal, Boss, Boss Minion, Champion). Although each type of monster has an assigned amount of EXP they will award a player, the amount can differentiate off the norm should a player be more than five levels apart from the monster's level.
Full EXP = Monster Level = Character Level +5/-5