Word from early testers of Diablo 3 v1.08 is that the increased experience gain from Monster Power is no longer additive, but multiplicative. This change is enabling players to pull in massive experience gain on higher levels of Monster Power, as some early testers have noted:

    I’m on the PTR right now and every neph stack is going to the multiplier and not the base bonus experience. Was this intended? If it was, awesome update. Now it’s actually worth it to stack up to experience farm in higher MP levels.

    EDIT: Having over 1100% bonus experience makes farming experience in MP10 fun.
    Lylirra: Confirmed: intentional!

    We know a lot of players were doing runs where they’d play high MP and skip Elites. That’s still an option, but we wanted to make Elites more enticing. This seemed like the best way to do it that worked across all MP levels. Let us know what you think/how it feels!

    Scorpion exp was nerfed because it was a heavily imbalanced way to farm experience. It became THE way to farm paragon levels, and if you weren’t then you were doing it wrong.
    Lylirra: To build off that, here’s what Wyatt had to say earlier in response to the nerf:

    “Scorpions have had their XP reduced. Sorry to be the bearer of bad news. We looked and considered buffing everything else instead, but in light of the multiplayer buffs we were already providing, we didn’t want to inflate the game as a whole even further.

    Specifically, Scorpions have had their XP reduced by 75%. That probably sounds like a lot at an emotional level, because it’s never fun to have a source of XP reduced by that much, but I hope some can agree if you think about it – a Mallet Lord is worth 1.5x the xp a scorpion is. And that’s not just mallet lords, most of the monsters in the game are within a certain reasonable ratio of one another and the scorpions were a very obvious outlier.”

    Previously, all +exp gear and other bonuses were additive. For instance, a character could have:
    + 35% from a Hellfire Ring
    + 7% from a Hellfire Ring on a merc (35/5 = 7% to you)
    + 25% from a Ruby in your helm
    + 50% from DiabloWikiMonster Power 2
    + 75% from 5 stacks of DiabloWikiNephalem Valor
    = 193% total Experience Gain

    This is no longer the case, and while I haven’t had a chance to get on the PTR yet and confirm exactly how the math works, it sounds like each stack of Nephalem Valor now multiplies rather than adds to your total bonus. Thus in the above example the character would still have + 118% exp from gear and Monster Power, but rather than just adding 75% more from Nephalem Valor stacks, that would be 118 x 1.75 = 206.5% EXP.

    That’s only 13.5% more exp, but the bonuses really stack up from higher MP levels and party play. So take that same character and put them on MP6, in a 4 player game. Now they’re gaining 218% from gear and MP, + another 30% for the 4 player game, for 248% x 1.75 = 434% exp, rather than the 283% they’d gain in that exact same game in v1.07. (No multiplayer bonus or exponential exp gain from stacks in v1.07.)

    The benefits really stack up from higher levels of Monster Power; upwards of 1000% exp gain is now possible, which means that rich characters able to play on higher MP levels will very quickly max out to Paragon 100… and what then?

    Click through for some more math on the impact of this feature change.

    Quoting a couple of other posts from the B.net thread, for useful math examples.

    Additive (old method):
    500% base + 1 stack of neph (15%) = new bonus exp of 515%
    500% base + 2 stacks of neph (15% + 15%) = new bonus exp of 530%
    500% base + 5 stack of neph (75% total) = new bonus exp of 575%

    Multiplicative (new method):
    500% base + 1 stack of neph (* 1.15) = new bonus exp of 575%
    500% base + 2 stack of neph (* 1.3) = new bonus exp of 650%
    500% base + 5 stack of neph (* 1.75) = new bonus exp of 875%

    add on another 30% for 4 player bonus:
    500% base + 5 stack neph (1.75 + .3 coop bonus 2.05) = 1025%

    What the change does do is widen the experience gap between mp levels. For example, on live mp7 with 5 stacks (and no other exp bonuses) is 350% experience while playing solo, and MP 8 is 415% experience, a 65% difference. On PTR currently, MP7 @ 5 stacks single player is 481.25% experience, while MP8 is 595% experience, a 113.75% difference. For most players, I’m guessing, it will make going up to the highest MP you can handle without dying consistently the most efficient level to farm at.

    It also means a hellfire ring is now worth 61.25% experience with 5 stacks, and 75.25% in a 4 player game with 5 stacks. Other exp % items would be affected as well. It will make whether or not to use a HF ring or ruby in helm a more interesting consideration.

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