Analysis of 3000 completed Trav runs (with maths)

So I just completed 3000 Travincal runs on my frenzy barb. The barb runs dual high roll Griefs and Fortitude. I do not have an Enigma. I also run only 245 GF. I do not stack GF and do not recommend it. More on why later. FI chance is 48% with 1 point in FI. This is at p=1.

I recorded all relevant loot, and other things, like run times. This took me about 3 weeks. Average time to complete the run is currently 47 seconds, based on a stopwatch of my last 20 runs. When I started, it was 59 seconds per run. The difference maker was swapping a second Grief for Lawbringer at about 2500 runs in.

But that is the actual time in run. In between is gambling, gem combining, rune combining, buying pots and scrolls, repairs, logging mules, and relogging. Bottom line is I currently run about 50 per hour, and about 40 per hour when I started. Total time for all runs was about 70 hours.

RUNES

I recorded all runes of Pul+, and most importantly, the total number of runes.

Total Pul+ runes: 4 Pul, 5 Um, 3 Mal, 2 Ist, 1 Lo.
Total runes: 962, or a little over .3 runes per run.

An observation: the second stat is far more important than the first, for statistical purposes. Because higher runes have low drop chances, 3000 runs will not accurately measure the drop chance. While it’s perfectly fine for a good estimate of total runes of all types. And your chance of high runes is directly a function of how many total runes drop in the first place.

You cannot use this notion to determine the drop chance of any particular HR, or even all say Vex+ drops, but you CAN use it to determine which farm locations are relatively better or worse than others for getting HR’s, because, as I said, on average and over time the total HR’s you get is directly related to the total runes you get per hour while doing each run. Because you can’t get an HR unless the code first roles a rune. More on this when I compare Trav to cows at the end.

PGEMS

You’re about to discover that pgems are a significant aspect of farming Trav, in terms of total contribution to wealth. Here’s why.

I did not record particular gems, just the total number.

Total gems: 6,887. Average is 2.3 gems per run. If you hadn’t noticed, that is a lot of gems.
An “average” gem is right about a normal gem, i.e. a diamond as opposed to a flawless or flawed diamond. So an average gem drop converts to a pgem at 9:1.

6,887/9=~765 pgems.

What is good about pgems? Well you can reroll GC’s for any 3, or reroll rare diadems for 6 pskulls, craft caster gear with pamethysts, or craft blood items with prubies. And several other things.

What is better than any of those things however, is selling the pgems in stacks to people who want to do those things with them. I think it’s far better economically.

Currently pskulls run 1 Ist per 40. Pamethysts are similar. Prubies 1 Mal per 40. All others sell as assorted at 1 Um per 40. These are conservative prices. This is pricing them to be certain they will sell. Many people put them up for more, like Gul or even Ist/Gul for the skulls, but in the current economy, I don’t think they’re selling at those prices. I would expect a fresh ladder economy will allow higher pricing, like it was months ago.

[Note: the above paragraph shows a too low estimate of pgem value. I’m now getting 1 Ist per 40 of any type, from a steady customer. I save the pskulls and sell them separately as I can get 1 gul per 40 of those.]

Bottom line: those 765 pgems are about 16 Mals. or 8 Ist, or 4 Gul, or 2 Vex, or 1 Ohm. Think of it this way: just add those runes to the ones that dropped.

Valuable UNIQUES:

First off, I ran with 184 MF most of the time, sometimes a little more, sometimes less.

The most significant find in this run tends to be unique ammies and rings. Indeed, I got a total of 29, 18 rings and 11 ammies. The highlights were 1 SoJ, 1 high roll Ravenfrost, 1 Mara’s +26 all res, 1 Catseye, 2 Atma’s. All others were crap, except a 29 MF Nagel which was worth keeping. I sold the SoJ for Sur+Ist.

Other uniques were not impressive. One high roll Reaper’s Toll I sold for an Um. One 4/5 fire facet. And some other uniques which are “good” but not BiS for anyone, and sell for very little. I did not record them, though a few are waiting in my stash as possible twink gear.

I should also mention I picked up all rare rings and ammies, but did not record them. They numbered in the hundreds. They were all useless and valueless except as possible twink gear, with 1 exception. 5 min dmg, 42 AR, 6 ML, 8 LL, 15 Fire Rest. It’s quite a sweet ring that is going in on my next uber run, along with the Ravenfrost.

CHARMS

This is a big one as charms drop right and left on Trav.

Total charms: 707 sc’s, 503 lc’s, 342 gc’s.

I only re-rolled about the first 100 GC’s, before I figured out I was better off selling the pgems. So you should consider it as 442 GC’s.

I only specifically identified the best charms. The others were recorded only as charms dropped.

Overall results yielded a few good charms worth keeping, and some with trade value. Best were an SC with 7 MF, 9 light res, +1 summon druid/32 life GC, +1 cold sorc/22 life, +1 Warcries/7 FR/W. That last one is in the barb’s pack as a permanent addition. While the other is in my bliz sorc’s pack. 8 total skiller GC’s.

GAMBLING

OK so I’m going to say something controversial here. Stacking GF is inefficient compared to stacking MF and/or DPS charms.

I ran 245 GF only, and pulled about 90K gold per run. I have a -14% VP Gheeds, but to be fair, I don’t have the other item (forget its name) that has -%VP. I had to gamble about once per 8 runs. Total gold was about 28,000,000. I gambled for coronets exclusively. I didn’t get squat. Two rares maybe borderline worth something are in my stash, but in this economy, I doubt either would sell. Maybe if I got them in ladder.

But my conclusion is not really based on that. Gambling, like getting HR’s or valuable uniques, is very RNG dependent and will fluctuate. I’d probably need to gamble 10x that much to form conclusions.

Here is the real problem as I see it. When you stack GF, you are going to lose DPS and/or MF, meaning you lengthen the run time or reduce unique drops, or both. But it has another very bad effect. The guys who run GF heavy are often going over 2000 GF, meaning they are gambling at least 2 times per 3 runs.

Gambling takes time. I have to cycle through an average of 12 times to find a Coronet, and even then I may get a Circlet in that slot after gambling 1 or more times, and have to cycle again to find another Coronet. With running to the NPC, the total average time is about 1 minute.

And to make matters worse, it may be optimal to log another character to do the gambling! For a Griffon’s Eye, I think you want to be lvl 81 is it? Most FI barbs running Trav are lvl 90+. That is even more time involved.

Trav is a speed farm run. It’s major advantage is the shortness of the run and being able to repeat it over and over again, quickly. If you add 2 minutes per three runs, in my case with 3 runs taking 3:33 seconds, now it takes over 5 minutes for those 3 runs.

I’d rather have the DPS and/or MF and have shorter run times with a higher chance of uniques, particularly unique rings for the SoJ chance.

You could shorten gambling time by gambling for rings instead, where you don’t need to cycle through, but from what I’ve seen on youtube vids, that offers less return than Coronet gambling.

Bottom line: you should gamble the gold you get, of course. It hits the pack/stash limit very quickly even with 245 GF. And if you stack GF, you can eventually even get rich off it. But if you want to get rich off Trav, IMO, on average you’ll get there faster by running with more DPS and MF, and less GF.

ENIGMA v FORTITUDE

I’ve discussed this elsewhere in another thread. I don’t have Enigma. I don’t have the runes for it yet, but if I did, I’d spend them on Faith for my Zon or Infinity for my sorc first.

IMO, Trav on a barb is one of the few efficient farm runs where Enigma has only marginal value vs. the next best alternative, which is Fortitude.

Bear in mind, Trav has a fixed layout with no variation, except a little in where the Council members are when you get to the structure. And it’s a short distance from waypoint to target structure. I ran with 83 FR/W. You obviously must have the Increased Speed skill to farm this properly with Fortitude. It’s a no-brainer to put a point in it anyway, for any barb.

Look at the numbers. Over 20 runs, I recorded an average 11 second time to run from the waypoint to the target location. Pro-tip: when you run in with Fort, you can usually whack a mob on the way and get a big FR/W bonus from frenzy, speeding you up considerably for the remaining distance.

Based on trying the run on my sorc, I would estimate it takes 2 seconds with TP. So that’s a 9 second shortening of the time. But Fortitude’s 300% global ED is a lot more damage than Enigma’s 80ish Str bonus. I have two Griefs, one with +389 dmg and the other with +393. Do I want to add more base damage from Strength, or do I want the 300% multiplier instead? It isn’t even close.

Assuming the kill time is only 5 seconds shorter with Fortitude, then Enigma has a 4 second clear time advantage. But it also has 50 MF, increasing your chances for valuable uniques like SoJ. So Enigma is BiS here, but only just. Is it worth the value difference between jah/ber and lo? In my opinion no, as it will take beaucoup runs, 10’s of thousands, to make up that difference from the slightly higher efficiency of Enigma. Basically I would run Fortitude unless I already made an Enigma for other farm locations or another character, in which case I would run Enigma.

TRAV v. COWS

When comparing farm locations, you don’t usually want to compare them when running the same character on each. Running cows on a frenzy barb is basically a waste of time. It’s a horrible build for that zone. Took me almost 20 minutes to run it when I tried it once.

You ideally want to compare what is meta in one with what is meta in the other. Fortunately, I have a bliz sorc with end game gear, which, along with Infinity light sorcs, javazons and hammerdins is pretty much meta for cows.

And before I did the trav runs on the barb, I did 500 cows runs on the bliz sorc, all at p=1. I did not record uniques or charms. I did record HR’s, total runes, total gems, and average run time. These were the results:

Average run time of my last 20 runs, where my gear was best, was 6:50 seconds, including time to acquire the leg. Bear in mind that the sorc now has sufficient gear to one shot all normal cows. There is a big difference between one and two shotting cows, because with Blizzard you have to wait for it to hit. Two shotting increases the run time quite a bit vs. one shotting. So I’m hyper-efficient here.

With in between run activities, I can run cows about 7 times per hour on this character.

Total gul+: 2 sur, 2 cham, 1 ohm, 2 gul.
Total runes of all types: 1712 for 500 runs=3.4 runes per run x 7 runs per hour=23.9 runes per hour. Compare that with the Trav runs, 962 runes/70 hours = 13.5 runes per hour.

The HR’s I got are totally irrelevant for statistical purposes here. You can’t measure HR chances over 500 cows runs. Fact is, I just got lucky getting the 2 surs and 2 chams.

But the second stat matters a lot. I get runes about almost2x as fast running cows on the Bliz sorc as I do running Trav on the barb, meaning in the long run I should get HR’s 2x as fast there.

[Edit: fixed a small error where I showed 200 more runes dropping on cows over the 500 runs]

Gems are a different story.

2875 gems in 500 cows runs = 5.75 “normal” gems per run. Based on 7 runs per hour, I get about 38 normal gems per hour, or 4.2 pgems per hour. Versus about 10.6 pgems per hour in Trav. A more than 2:1 difference in favor of Trav.

Charms I didn’t record on cows, but eyeballing it, it’s like 2-3 charms per 7 minute run. I get them on Trav at least 2x as fast as that.

Uniques I also didn’t record for cows, but it isn’t even close. In Trav you kill 3 bosses and 7 minions in under a minute, then FI them all. Uniques is at least 2:1 in favor of Trav.

Then there’s gold for gambling. Obviously there is no comparison there. Trav wins.

So which is more efficient in total? Hard to say. Trav wins on 4 of 5 categories, everything except runes, but loses 2:1 on runes to cows, and runes are the single biggest source of wealth on both runs. But maybe not more important than all the others combined? You decide.

Alright, long post. Thanks for reading, if you happened to get this far.

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Really nice data and analysis.

I will say that gearing your barb to run trav really depends on what youre trying to farm.

I personally run a gf barb with like 1800 gf when im horking and around 530 mf when horking. Its nice to get uniques/rares from trav but im mainly farming gold/crafting mats.

I actually use the gold to gamble on mostly rings. I find that you have a better chance of gambling a useful/tradable ring than circ. Other alternatives could be belts, boots, and maybe gloves but youre really only looking for 2/20s with gloves.

I average about 1 min per run and that includes stash managment, identifying things bc i like to ID barb helms, druid pelts, and all elite armors as well as certain rares. IDing takes up most of my time.

I find that while i could improve my clear speed dropping gf gear i have more fun getting massive amounts of gold and gambling. Plus gambling is a nice break from thr monotony of travs runs as well.

Im currently running 2x oath ettin axes as my weapons but getting a botd zerker to see how much that will help my clear speed and will also free up a ring slot since im currently using a dual leech ring and wouldnt need it with botd.

I find running indestructible dual weapons on a frenzy barb really helps save time from repairs (botd, oath, pb grief etc)

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Thanks for the reply.

I’ve come around to your way of thinking on gambling for rings instead of coronets. I started a few days back. Still haven’t gotten anything worthwhile, but it takes way less time to gamble for rings since they’re always there on every page. And you don’t need to gamble on a different character since the ring price doesn’t change based on character level.

I’m a firm believer that people should always do whatever gives them the most enjoyment in the game. If gambling is fun for you, then that is what you should do. This analysis was written to tell people what I think is most efficient for building wealth while farming Trav on a barb, but what is fun and what is most efficient are not always the same thing, and that is fine.

You’re correct about the advantage of indestructible weapons cutting down your farm time due to not needing to repair so often. The Griefs I run are on phaseblades which are indestructible and I’m only having to repair about once per 30 or so runs.

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I agree 1000%. People should play to have fun in this game whether that’s min/maxing for the most efficent build and target farming or gambling or pvp or whatver.

I do appreciate the data you compiled which is helpful esp to newer players to set expectations.

Good luck in your ring gambling! Trick is knowing which rings are good and worth keeping and which rings to sell :grinning:

Probably few people are reading this because I placed it in the barb forum instead of general, but I want to add a comment about mercs on this run.

I have been running this without a merc pretty much the entire time. Because I found it was too much trouble to keep the merc alive due to the fact that the merc takes 4x the hydra damage of your character. You could make the merc survivable, if you add either +max fire res or fire absorb to its gear, which would have to be on the chest piece as there is really nothing of those stats for head pieces.

Act 1 mercs are out for this run. Cold screws up FI, and the entire council is fire immune.

Act 2 merc with might aura is pretty standard here.

I have considered trying an Act 3 lightning merc, after 2.4 hits. That is because when I swapped Lawbringer for the second Grief, I now had trouble when Ismael Vilehand was physical immune, and I don’t want to put 3 skill points in to get Berserk.

I thought about using an A5 frenzy merc with lawbringer for a second, but that brings me right back to lawbringer messing with FI.

Regarding mercs I’m using a A2 Might merc with Reaper’s, Vamp Gaze and Duress and he does pretty well, but not great. I also don’t have enigma so I’ve taken to dropping into durance and back up to reposition him so he doesn’t get stuck on the lower levels getting pelted with hydra fire while having nothing to leech.

Not a silver bullet but seems to help. A time hit with D2R load times compared to legacy though.

As a newer player, this is amazing information. Thanks for taking the time to post.

I did mention selling a high roll Reaper’s Toll that I got in Trav. I considered using it on A2 merc for a second, but then I saw it does cold damage. This is the very reason I switched the offhand from lawbringer to a second grief. It wasn’t even for the damage, though that turned out to be more significant than I thought. It was the combination of cold damage and RIP. I was losing an average of 3/10 council mobs for FI.

I suppose I could swap in an Atma’s for my Highlords, though it’s a tradeoff for other things I lose. I may just have to do that anyway. Currently I am just skipping that boss in the 1 in 3 runs he is physically immune. I just FI around him, pick up loot, then port out. Because the alternative is taking 30 seconds to kill him.

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Ive actually been using a blessed aim merc. I initially started with this merc as part of my playthrough and never bothered switching him. With the aura on i get another ~7-8% increased chance to hit council members at lvl 88.

I was going to switch to a might merc but i got too lazy plus i find the best way to help your merc survive besides resists/life is LL. More hits = more frequent leeching which is more important than the small extra bit of leeching with more dmg from might aura. I initially was running eth ariocs needle for the deadly strike procs, thought about using eth hone sundan with shaels and amn but ultimately gave him a ebotd ghost spear i was going to use for my barb but changed my mind.

A might merc is probably better overall but with max fire res, 3400+ hp, CBF, and 23% LL he is very tanky and usually survives.

I have to feed him a rejuv every once in a while and he still dies very quick if going against conviction aura spawn but he survives about 95% of the time and does a good bit of dmg too

His gear: eth crown of thieves 11%LL, upped duriels shell with IAS/AR jewel, ebotd ghost spear 391% ed and 12LL. Lots of def, str, life bonus, and CBF with 23% LL

If ishmail spawns PI i try to berserk him down asap. Same if anyone spawns convic aura or holy freeze aura. I try to take them out asap. Those are the biggest threats to merc survival

This is a minor issue, but I wanted to mention something I find a little annoying about Trav, as I’m curious if I’m the only one bothered by this. The entrance to Durance has a really large hit box, and it causes me to accidentally zone in to Durance when I’m fighting the Council. Like all the time. No matter how careful I am.

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Yeah in my case I’m actually using my IK WW barb so I do unavoidable cold damage from the glove set bonus damage also which sucks and I’m down to unit a few FI chances anyway. I find I’m typically making the kills so his cold damage wasn’t really in my radar. If they tweak the higher end sets every it would be cool to change that to a damage type like magic that doesn’t prevent horking, but it’s what you get running viable not not bis gear I guess.

When my frenzy barb is old enough I might switch to him, but he’s currently using Oath BB and LB PB so he’s got cold damage too. If I find an Azzurewrath or a Lo and can move to Oath/Grief that might be more viable. He’s also using Ravenfrost but that’s an easy swap to make to dwarf star.

Someday I might be able to afford a more dedicated optimized setup!

Yeah maelstrom I’ve also noticed a large hit box for the durance entrance. I typically don’t hit it on accident and try to pull the council a little bit away from it but definitely annoying when I accidentally hit it, especially if multiple times in 1 run.

@Insidious: yeah wish monsters didn’t pop so often due to cold dmg. This is why I purposely tried to make sure I or my merc didn’t use any weapons with cold dmg.

With my frenzy barb when I was starting out I was using an eth oath ettin axe 266% ed and a 5 OS runemaster. It was tough starting out but doable. I then was able to trade for a 339% ED eth oath ettin axe for 2 ist and running the 2x oaths it was a lot better. I eventually upgraded to a ebotd zerker + oath and that really helped a lot too.

Honestly the gear it takes to run a decent frenzy trav barb is not very expensive and you will eventually get there. All you need are decent weapons. Keep up the grind!

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Since I primarily do Trav runs with WW and hold right click to WW the Durance hit box hasn’t been an issue for me, but I’ll keep an eye on it!

Yeah so far eth BB Oath and LB have been going really well. I have been playing all the way through, so I got to equip them in Act 4 NM where they were very OP. Currently part way though Act 2 Hell and they still kill quite fast. The rest of his gear is decent, LoH, SoE, Cat’s Eye, dual leech crafted ring, Raven frost, Gores, Treachery Mesh Armor and Arreats (Have a G-face sitting in stash, know it’s better but having trouble mentally giving up Arreats).

I figure my progression will be dual Oath and then I’ll try to get to the point I can afford a Grief or BotD, remove all cold damage, and do some Trav runs with him.

On this character, I made a Kingslayer and Lawbringer at the end of NM. It’s also pretty OP for getting through Hell. Though Oath would have been the cheaper (Mal v Gul) and overall better choice. I just didn’t consider Oath at the time, for whatever reason.

One gear pointer for Trav I didn’t mention. Laying of Hands is, by probably a wide margin, BiS in the glove slot here. I’ve run it also with good blood gloves, but there is no comparison as LoH’s 350% demon dmg bonus is such a huge DPS increase when the entire run consists of killing 10 demons.

I also run 2 Nagelrings, +30 and +29 MF. Because I don’t really need any more offense or defense in the ring slots. And I have no MF in my standard gear, except on the Shako. Who would have thought the first unique ring that ever dropped for me, in normal difficulty, would be my best option for end game farming.

I think why i love a trav running barb so much is how versatile he is and how awesome find item is.

You can chose to run trav for mats, items, or gold and they are all viable bc of how fast it is and you can literally find gear upgrades while you are running.

For me i was able to slowly build up my gear and im pretty happy with where my barb is at now. I mostly run trav for gold and mats.

Average run time is a little over 1 min and that includes creating game, stash management, IDing items and even killing unique mobs in the area since i believe they can drop tc 85 items.

Ive got 314 mf and about 1200 GF on kill with about 500 mf and 1900 GF on switch for horking.

Gear: cham shako, highlords, ebotd zerker/oath ettin, wealth, chancies, upped goldwrap, 2x dwarf star, rare boots with 20 frw, fire and light res, 71 gf and 21 mf. 2x double lem ali baba on switch.

Charms: bunch AR/GF gcs, 1 x 14 @res/GF gc, a nice gheeds 159/39/15 i actually found while doing trav runs and my scs are pretty much all ar/mf or resist.

Oh and my merc gear: eth crown of thieves 12LL/87 gf, upped duriels with AR/ias jewel that my barb was using while leveling, and ebotd ghost spear 391/12

Yeah I love running Trav too. Like everything else, it’s a loot slot machine, but the run is so short you get to pull the lever over and over again in such a short time period. Kind of like Pindle or Shenk, but 3 bosses instead of one. I just run it for all of the above. Weird thing is of the 29 unique rings and ammies I got in that 3000 runs, 9 came in the first 100 runs, with many good ones dropping then. Just an RNG thing.

Yes FI is amazing. It’s pretty much there for class balance. If barb’s didn’t have FI, they wouldn’t be that useful for end game farming anywhere, except doing ubers, which is the other thing I use the character for. Without FI, I’d just run Trav on the Bliz sorc, TP + AOE. But FI increases the loot by more than 50% per run, given that successfully FIed corpses have zero no drop chance, like if you were on p=7. And that’s another thing about Trav - it’s a great run for P=1, but doesn’t benefit as much from higher settings as other farm locations like cows.

That’s an impressively short run time for the gear you have, with all that MF and GF. I’ve got to have quite a bit more DPS with dual grief, fort, and LoH gloves, and my total times are similar. Either you’re underestimating total run times because you haven’t clocked it and are just guestimating, or you’re doing something on the runs that I’m not.

Damn that is a nice Gheeds. I’ve gotten FIVE Gheeds in this game, 3 on Trav alone, and my best is 151/37/14.

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Well when I say a little over a minute I mean more like around 1min 30 s to 1min 45 s per run. I’ll go and clock a quick 20 run session when a get a chance. I know usually I can run 20 runs in about 30-35 minutes or so. Sometimes around 40 minutes depending on rng of ID’ing items and stuff. I’m honestly thinking about NOT ID’ing certain items bc I find that the process of ID’ing multiple items/run is what slows me down the most

OK that makes more sense. My total time is about 1:10 average. I’ve got to be getting something for not having near that much MF or GF.

I think I’m going to try just swapping in Wealth for the Fort and see how much that affects the run times.

Oh, I should also mention that I got my first unique ring gambling last night, my first unique anything gambling. And it wasn’t even a crappy one. It was another Ravenfrost. I might actually try dual Ravenfrosts for uber meph, so it was a decent pickup. Considering it’s 1 unique per 1200 gambled rings, I think I got lucky.

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Congrats! I think out of all the rings I’ve gambled, I’ve gotten 1 poor raven, 2x dwarf stars, a couple set rings. I’ve definitely gambled plenty of decent dual leech and FCR rings though. Still waiting on the day I gamble an Soj :smiley:

Also if I werent running trav for gold and only looking for mats/runes I think would definitely swap out wealth for fort and chancies for LoH and keep everything else the same. As you mentioned the massive dmg to demons from LoH is just too good and makes a HUGE difference. Esp when combined with the extra dmg from Fort.

Yeah, I did get one SoJ, about 1000 runs in on Trav. But I’ve also gotten 2 others. My RNG luck so far in this game has been uncanny, getting 2 surs and 2 chams in one week on cows. And when I got that last Lo on Trav that I used to make the second grief, the only real HR I’ve gotten there, I got an um on the same run! And an hour later I got a 4/5 cold facet while farming meph on the sorc for essences.

That is why I say to disregard things like that in my analysis. It’s just too RNG dependent. I’ve got a feeling with that MF you’re running on Trav, you’re going to eventually get one there. Unique rings drop all the time there. I’ve gotten 7 or 8 more just in the last few days since I posted this. Also got Seraph’s Hymm ammie there last night, the only unique ammie I hadn’t gotten.

I think my DPS here is close to maxxed out. Two griefs/fort/LoH/highlords/goreriders. The only way I could increase it would be to get more DPS in the ring slots, replace the chammed shako with Arreat’s Face, which is a loss of 50 MF, and add a might aura merc. But I may not be balancing DPS with MF/GF in the most optimal way.