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Complete Rift and Grift Monster Progress % Values

Discussion in 'Diablo 3 General Discussion' started by Flux, Jul 9, 2015.

  1. Flux

    Flux Administrator

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    [caption id="attachment_383938" align="alignright" width="242"][​IMG] Yummy progress.[/caption]Monsters are worth very different amounts of progress to the bar in Rifts or GRifts, and the types of enemies you get can greatly influence your clear times. I notice this all the time when I'm doing speed runs; sometimes I'll get a nice dense Rift, mow through a ton of monsters, think I'm doing great, and frown when I notice the progress bar isn't even to 40%. Other times I'll get into a Rift that doesn't feel that dense, but thanks to a lot of high value monsters I'll look over and shrug in pleased surprise when I see the bar is already at 81% when it feels like I just got started.

    Everyone knows that bigger/tougher enemies tend to provide more progress, while trash mob ankle biters are worth little-to-nothing in progress. But what are the actual numbers? Blizzard has never provided them, but some fans have compiled lists, and this one by VocaloidNyan feels accurate to me. It's reproduced below in a table format for easier reading with less scrolling.

    Complete Rift and Grift Monster Progress % Values:

    Progression% -- Monster
    0.00% -- Doombringer
    0.01% -- Boggit
    0.01% -- Imp
    0.01% -- Scavenger
    0.01% -- Shadow Vermin
    0.02% -- Brood
    0.02% -- Fallen Grunt
    0.05% -- Accursed
    0.05% -- Betrayed
    0.05% -- Blood Moon Impaler
    0.05% -- Caine Bones
    0.05% -- Dark Vessel
    0.05% -- Deranged Cultist
    0.05% -- Fallen Maniac
    0.05% -- Lacuni Huntress
    0.05% -- Sand Wasp
    0.05% -- Savage Fiend
    0.05% -- Spitting Bones
    0.05% -- Stygian Crawler
    0.05% -- Stinging Wasp
    0.05% -- Summoned Archer
    0.08% -- Summoned Soldier












    Progression% -- Monster
    0.10% -- Dark Vessel
    0.10% -- Ghostly Gravedigger
    0.12% -- Corpse Worm
    0.12% -- Returned
    0.12% -- Returned Archer
    0.12% -- Returned Shieldman
    0.12% -- Ravenous Dead
    0.12% -- Skeletal Raider
    0.15% -- Chilling Construct
    0.15% -- Forgotten Shield Breaker
    0.15% -- Grim Wrath
    0.15% -- Smoldering Construct
    0.20% -- Demon Raider
    0.20% -- Enraged Phantom
    0.20% -- Exarch
    0.20% -- Foul Conjurer
    0.20% -- Infernal Zombie
    0.20% -- Revenant Archer
    0.20% -- Sewer Serpent
    0.20% -- Shadow of Death
    0.20% -- Vile Revenant
    0.20% -- Winged Assassin












    Progression% -- Monster
    0.25% -- Cuddle Bear
    0.25% -- Dark Hellion
    0.25% -- Darkmoth
    0.25% -- Demonic Hellflyer
    0.25% -- Ghostly Murderer
    0.25% -- Hell Witch
    0.25% -- Hungry Corpse
    0.25% -- Lashing Creeper
    0.25% -- Retching Cadaver (Minions count)
    0.25% -- Revenant Soldier
    0.25% -- Shrieking Terror
    0.25% -- Subjugator
    0.25% -- Summoned Shieldguy
    0.25% -- Twinkleroot
    0.25% -- Vile Temptress
    0.25% -- Webspitter Spider
    0.30% -- Anarch
    0.30% -- Blood Moon Sorcerer
    0.30% -- Corrupted Angel
    0.30% -- Moon Clan Ghost
    0.30% -- Moon Clan Warrior
    0.30% -- Returned Executioner
    0.30% -- Returned Summoner (Minions count)
    0.30% -- Revenant Shield Guard
    0.35% -- Armored Destroyer
    0.35% -- Barbed Lurker
    0.35% -- Blood Moon Mauler
    0.35% -- Flesh Gorger
    0.35% -- Voracious Zombie
    0.37% -- Herald of Pestilence
    0.37% -- Terror Demon
    0.38% -- Arachnid Horror


    Progression% -- Monster
    0.40% -- Dark Blood Moon Shaman
    0.40% -- Morlu Incinerator
    0.40% -- Oppressor
    0.40% -- Pink Rainbow Unicorn
    0.40% -- Purple Rainbow Unicorn
    0.50% -- Corpse Raiser
    0.50% -- Bogan Trapper
    0.50% -- Chubby Purple Unicorn
    0.50% -- Dusk Eater
    0.50% -- Exorcist
    0.50% -- Fallen Hellhound
    0.50% -- Ghostly Seraph
    0.50% -- Grotesque
    0.50% -- Hulking Phasebeast
    0.50% -- Lacuni Warrior
    0.50% -- Vicious Mangler
    0.60% -- Primordial Scavenger
    0.60% -- Unholy Thrall
    0.60% -- Toxic Lurker
    0.65% -- Armaddon
    Progression% -- Monster
    0.75% -- Fallen Master
    0.75% -- Plague Nest
    0.75% -- Sand Dweller
    0.87% -- Death Maiden (Minions don't count)
    0.90% -- Tusk Bogan
    0.95% -- Colossal Golgor
    0.95% -- Demonic Tremor
    1.00% -- Progress Orb
    1.25% -- Disentombed Hulk
    1.25% -- Executioner
    1.25% -- Horned Charger
    1.25% -- Maggot Brood
    1.25% -- Mallet Lord
    1.25% -- Punisher
    1.25% -- Savage Beast
    1.25% -- Skeletal Beast






    Note that elites and champsions (and most types of minions) are worth additional progress, and that Elites drop Progress Orbs which are worth about 1.0% exp each, on top of the extra progress delivered by the Elites.

    [caption id="attachment_384003" align="alignright" width="241"][​IMG] Early Grift Progress Bar graphics.[/caption]I've long noticed that Rift levels with Whimsyshire monsters are great for progress, especially when it's *not* the actual Whimsyshire tileset. Cuddlebears and Chubby Unicorns are very juicy targets, not hard to kill, often quite numerous, and worth a lot of progress. You can also see why Zombie levels often lead to personal highs, given that zombies are very easy targets and quite numerous, and worth far more progress than most other easy kills.

    On the other hand, almost everyone seems to think Wasps should be worth more, as annoying as they can be with their evasive movement and potentially high projectile damage. Winged Assassins and Lacuni Huntresses are also worth very little, considering how annoying is their hide-and-leap AI. I've also noticed that Boggit-heavy levels are slow runs, thanks to Boggits that are worth almost no progress, but very good at getting in the way, while the Trappers are evasive and drop their slowing traps.

    Any disagreements you guys have with the values presented in the chart? Impressions about which monsters are too high or too low? IMHO, most of the good/bad feelings are due to the progress being roughly equal to monster hps. Thus low hps enemies that move around feel undervalued, while higher hps enemies that aren't dangerous feel sweet spot-ish.
    Continue reading the Original Blog Post.
     

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