Gear Strategy: +EXP% Equipment in T6 vs. Grifts


EXP display in T6.

EXP display in T6.

A subtext to all of the recent posts about party sharing exp leeches is the changes to how +EXP gear in the current Patch 2.2. Which sorts of +EXP buffs are additive and which are multicative, and when/how these apply, is different than in the past, and it makes a big difference. A guy breaks it down clearly in a B.net forum thread, so I’ll just quote that.

Gear Strategy: +EXP% Equipment in T6 vs. Grifts

Greater Rifts:

  • XP % from items are summed up (Cains+Borns+Ruby+Leoric+Hellfire.), and then multiplied with GR XP modifier.
  • +Experience from secondaries & Gem of Ease are NOT multiplied by GR XP modifier.
  • T6 Rifts:

  • XP % from items are summed up (Cains+Borns+Ruby+Leoric+Hellfire.) ADDITIVELY with T6 XP% modifier.
  • +Experience from secondaries & Gem of Ease ARE multiplied, by T6 XP% modifier.
  • Example GR#1:

  • +91% XP (20% Born + 30% Leorics Ring + 41% Ruby)
  • If you killed a zombie worth 1,000,000 XP, you would instead get 1,910,000 XP.
  • Example GR#2:

  • +2000 XP from Gem of Ease
  • If you killed a zombie worth 1,000,000 XP, you would instead get 1,002,000 XP.
  • Example T6#1:

  • +91% XP (20% Born + 30% Leorics Ring + 41% Ruby)
  • Since T6 base = 1600% +91% = 1691% = ~5.7% ,more XP
  • If you killed a skeleton worth 100,000 XP, you would instead get 105,688 XP.
  • Example T6#2:

  • +2000 XP from Gem of Ease
  • T6 Base of +1600% XP = +34000 XP = ~34% more XP
  • If you killed a skeleton worth 100,000 XP, you would instead get 134,000 XP.
  • Conclusion:

  • 1) STOP using Gem of Ease in GRs. Completely not worth it. It adds < 0.1% to your XP gain in GR35+. The extra XP you receive from Gem of Ease and XP per Kill is exactly the same from GR1 to GR100.
  • 2) XP% gear in T6 really isn’t worth it either. +% XP is additive into the base T6 +1600% and results in ~5% more XP for a lot of damage sacrificed.
  • 3) Gem of Ease IS actually somewhat decent in T6. ~18% more XP against standard mobs like zombies, ~3% on ‘large’ mobs.
  • Read that a couple of times if it doesn’t sink in right away. The main point is that in Patch 2.2, wearing +EXP% gear (HFR/Leoric’s Ring, Born’s/Cain’s sets, Ruby helm) in T6 does you very little good, while that gear makes a HUGE difference to your EXP in Grifts. Hence people wearing all the +EXP% stuff in parties and leeching.

    You can utilize it in solo play as well, of course. To get some numbers, I tested this today doing three solo GR36 rifts with my DH.

    • EXP +0%: 1.392b -> 1.875b = 483b.
      • Gear: No +Exp gear, Diamond in helm + Unity + CoE, Nat’s chest.
    • EXP +41%: 141b -> 846b = 705b.
      • Gear: Ruby Helm + Born’s chest + shoulders, Unity + Nat’s Ring.
    • EXP +61%: 1028b -> 1846b = 818b.
      • Gear: Ruby Helm + Born’s Chest & Shoulders + Unity + RoRG.

    All three grifts were fairly average in layout and monster type/density and my clear times were approximately 4:30, 5:20, 6:20. (If anything, the first was the worst Rift.) More runs to get averages would be scientific, but the time declines felt about right, given how much DPS I was taking off at each step.

    Clearly from this, if you want to really gain EXP, you should run a Ruby helm in Grifts, with additional bonuses from Leoric’s Ring or Born’s/Cain’s if possible. Hardcore has to think this sort of switching over more carefully, and the overall time factors in as well; no point in gaining 40% more exp if you take 50% longer to do it. (Unless you really hate Realm of Trials and want to milk all possible exp out of every Grift you clear?)

    Note that Cain’s Set 3p bonus grants +50% EXP bonus, much bigger than the 20% 3p bonus from Born’s… but since Cain’s slots are helm/gloves/pants/boots, it’s impossible for almost all sets to wear two pieces of it while maintaining your 6p bonus, even with a RoRG. Whereas Born’s is sword/shoulders/chest, so most classes can use the sword + chest/shoulders. I was able to use it with my DH since Natalya’s set doesn’t have shoulders.

    Tagged As: | Categories: *Featured, Diablo 3, Experience, Item Sets, Party Play

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    1. Solid summary for the people that were unaware of how vastly different xp farming in Grifts is compared to normal T6 rifts.

      The only thing i will point out is that similar to your article about the Uber event keys being global drops “now” (they’ve been that way for a long time), the difference in how xp% gear works inside greater rifts has been around since at least the start of Season 2, and possibly season 1 as well. Just not as widely known.

    2. i am dumb but i dont understand this…

      Example T6#2:
      •+2000 XP from Gem of Ease
      •T6 Base of +1600% XP = +34000 XP = ~34% more XP
      •If you killed a skeleton worth 100,000 XP, you would instead get 134,000 XP.

      then

      •3) Gem of Ease IS actually somewhat decent in T6. ~18% more XP against standard mobs like zombies, ~3% on ‘large’ mobs

      so its 34% or 18% ??? or does the 18% is based on a lvl 1 geam of ease??

      • Don’t get caught up in the math from the thread Flux quoted. It’s not very precise because it isn’t using actual monster xp values etc.

        The basic point is that in greater rifts the base XP value of the monster is adjusted to the level of the greater rift and then items with xp% like a ruby in a helm multiply that adjusted value. Whereas outside of greater rifts monster xp values are static and then multiplied by the difficulty bonus%.

        Again don’t pay too much attention to my actual numbers because i’m also making up the base xp value but this should work to illustrate what’s happening.

        Let’s say a zombie on normal difficulty at level 70 has a base xp value of 100,000. That 100,000 is the base value and it is then modified by the bonus from whatever difficulty you are playing on plus your xp% from gear. This is additive and would look like this for T6 with a ruby in your helm 100,000 * (1+ 16 + 0.41) = 1,741,000.

        It should be obvious that in this situation the ruby isn’t doing a whole lot for you.

        Inside a greater rift there is no difficulty bonus xp%. Instead the base value of the monster is adjusted to the GR level and then further modified by any xp% gear you have on.

        A greater rift 26 is equivalent to T6. So the base value of xp for the monsters should be the same as a kill on T6 with no gear, but taking into account the 1,600% bonus for T6. Therefore continuing the example with our made up 100,000 base xp number. If we killed the same zombie in GR26 with a rubie in our helm we would get a base xp value of 100,000 * 17 = 1,700,000 and then we would get to modify this higher base value by the ruby in our helm 1,700,000 *1.41 = 2,397,000.

        That’s an incredible difference for the exact same mob with the exact same gear. If you consider that T6 and GR26 should be equal. In T6 you have the ruby in your helm and got 1,741,000 xp in GR26 you got 2,397,000.

        Now we can move over to gem of ease real fast. The point here is that the bonus xp value from your gem of ease is modified by the difficulty level of your game. So whatever level your gem is if you’re in T6 it gets adjusted by the 1,600% modifier. But it’s a separate xp value from that of the monster. So it is not rolled into the adjusted base xp values for greater rifts.

        At the end of the day your take away should be. Gem of ease is somewhat meaningful in T6, but not really that helpful in greater rifts.

        The other takeaway and more important for those trying to really maximize their paragon level is that gear with xp% bonuses (ruby in helm, born set, cain set, leoric ring, hellfire ring) aren’t very noticeable buffs in T6, but extremely noticeable inside greater rifts.

        Sorry for such a long post to rehash information that’s already out there. Hopefully i’ve presented it in a manner that’s more relate able for anyone that was still confused.

        • I finally had time to try some T6 runs with GoE in my offhand weapon last night… not impressed. EXP varies a lot in T6 depending on the monsters you get, but I recorded my starting and ending EXP and did 2 runs with gem of ease and 2 without, ending both at the guardian… and the Gem of Ease Rifts came in 1st and 3rd in EXP, while the 2 without GoE were 2nd and 4th. And all were quite close on the total EXP.

          Since the GoE is +exp per kill, it’ll make more of a diff when you get a rift with a bunch of small trash mobs, and will make little diff when you get big 1% progress type enemies. And the later type of Rift is obviously much faster to too 100% progress.

          I guess if you’re going to do like 20 T6 rifts in a row, and you can do them almost as fast with a GoE instead of an Emerald, you might as well use it. But it’s not a big obvious diff like going with +exp% in Grifts.

          • Ya i should have clarified for my takeaway that GoE is really only worth using in T6 (not greater rifts) if you can use it without sacrificing speed and efficiency. This is much easier to accomplish for anyone that is dual wielding. But once you reach a certain gear level you should be mostly one shotting T6 even without an emerald in your weapon and at that point you may as well use GoE because why not?

    3. ty vishos 🙂 i think i will do some testing like flux did for the fun of it !!!)( on t6 with the gem of ease…)

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