Local Co-op - Exp scaling?

Hey guys.

I bought Diablo 3 Eternal Collection for my Switch and my sons and I started a four players co-op on local in Campaign. They have a blast and I’m so glad I introduce them to the series. It reminds me of the days of the N64 back in my late teenage.

I just wonder though, I have been researching about Exp scaling when more than one player is in a game and information is very scarce, and some is not even true! As a veteran Diablo gamerz I noticed the monster power is definitely scaling when I play with my boys but what about Exp?

It’s difficult to truly get a straight idea while we play. We have started a Master Mode. And to be honest, it doesn’t go THAT fast when it comes to leveling up.

Can anyone here tell me if there is Exp scaling in local multiplayer? Thanks in advance.

As I understand it, there is a 10% bonus for each player after 1, so at 4 people that is +30%.

This is somewhat significant depending on what you’re fighting/doing and what level you are at currently.

It is far more noticeable in Rifts/Greater Rifts and at higher difficulties where the XP gain is enhanced again.

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Really?

Where did you get that information? I have been looking all around for it. Is that really the case?

MULTIPLAYER BONUSES

While enemies grow in power with each additional party member that battles nearby, the rewards heroes receive from working together to defeat these foes also increases. In addition to bonus chance to find magical items and bonus gold received, you also receive bonus experience. This experience bonus is multiplicative with difficulty bonuses, so playing multiplayer at higher difficulty levels yields even greater rewards.

  • 2-player game: 10% Bonus to Gold Find, Magic Find, and Experience
  • 3-player game: 20% Bonus to Gold Find, Magic Find, and Experience
  • 4-player game: 30% Bonus to Gold Find, Magic Find, and Experience

Right from the game guide.

https://us.diablo3.com/en-us/game/guide/gameplay/playing-with-friends

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It’s not what you think though. I don’t doubt what you just said. I just have been looking around a lot and some information I got (like on the wiki) was absolutely false. It’s hard to find something about console co-op.

I have to ask: how do you know if what was posted is false if you do not know what is true?

What was stated above is true about xp bonuses in multiplayer. 10% per player past 1. You can verify this by checking your character details sheet data and scrolling down to the bonus xp section. The bonus xp for more players only applies if you are within approximately 2 screens of each other and will vary accordingly.
If you are in a game with 4 players and 1 player is in town while 3 of you are in a rift(within 2 screens) you will only get 20% bonus xp. There is an actual buff icon for this group xp bonus, it is called strength in numbers.

All that said, the mob health pools gain an additional 100% for each player. With 4 players, the mobs have 4x the health.

Yeah…dude…I like totally get what you’re saying but I just don’t know if that’s true, like I get what stat sheet says but I just don’t know…even tho everyone tells me the same thing we’ll prolly never know for sure… ← I’ve met people that have this thought process. Life is hard for some.

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Can go here to read more about xp:

https://gamestoday.info/pc/diablo/bonus-xp-stats/

Some xp bonuses work when you are on the same floor as other players, some require you to be in short proximity, some work in greater rifts, and some are disabled in greater rifts. All in all, when in doubt, stay together.

Xp bonuses are split amoungst all players on the floor. If one player puts a ruby in helm for 41% xp bonus, and there are 4 players on the same floor, each player receives 41/4= 10.25% bonus xp.

The mobs gain 50% extra HP per additional player. At four players, mobs have an additional 150% HP, i.e. they have 250% their usual HP. Assuming the players have similar damage to each other, that’s one reason why it’s easier to kill stuff because solo it’s a 1:1 ratio of damage to health pool, and 4-man it’s a 1.6:1 ratio.

Nope, check again…

The last time they tweeked it the numbers confuse people, but the amount of health the mobs have is double for 2 players, triple for 3 players, and quadrupled for 4 players. Will post link to it shortly.

 https://amp.reddit.com/r/D3PS4/comments/878lui/question_about_monster_health_in_group_game/

Picture from blizcon in reference to patch 2.4:

https://blizzardwatch.com/wp-content/uploads/2015/11/diablo-3-patch-2.4.-monster-health-reduction.jpg

Ah, the scaling’s slightly different it seems, but your second picture still shows that the max HP of mobs in a 4-man group is 250%, not 400%.

Look carefully…

Look at solo 2.3 vs solo 2.4.
It went from 100 to 60. That makes 60 the new 100% reference. 2 man 2.4 shows 120 which is 60x2. 3 man is 180 which is 60x3. 4 man stayed 250 which is actually more than 60x4.

250 is 60x4.167. So 4 man health is 416.7% more than the health of solo.

They decreased mob health in solo, 2 man, and 3 man. The new solo health pool is the amount to compare.

Here is another good reference document for RG health pools from gr 1 to gr 150:

https://m.imgur.com/a/9ohrJ

No, you doubt the game publisher’s own site. Whether you found useless information on a wiki is your mistake.

It’s okay. Thanks for the help guys.

That’s specifically for greater rifts.

Outside greater rifts (i.e. Nephalem Rifts, bounties etc.), it still does the 100%, 150%, 200%, 250% scaling.

It’s actually 62.5%. So 62.5% (1x), 125% (2x), 187.5% (3x), 250% (4x).

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EDIT. I see others have posted the info I was away to post.

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Ty for the correction of 62.5. Its hard to tell by that image. Needless to say, the overall cocept remains the same. Mobs gain 100% of base health with each person. The 60% or 62.5% really doesn’t matter as the new health pool of the mobs in solo becomes the new 100%.

As far as it only applying to greater rifts, I agree that the image references only greater rifts. However, the patch notes for 2.4 did not include the health change that was made. This does not mean the health change was not made. It just means they neglected to rewrite the patch notes. I see no where that indicates that the health of mobs outside of rifts was changed or not. So we cannot assume either way. Testing is needed!

It is actually briefly mentioned in the 2.4.0 patch notes, just not the exact details of the scaling. And notice it specifically specifies greater rifts.

Monster health has been reduced in solo, 2, and 3 player Greater Rifts

Save your time, I tested it extensively back in 2.4 and then again when in 2.6.5 when T14-T16 was added since T14-T16 have slightly lower baseline HP compared to their equivalent GRs. But they still follow the 1x/1.5x/2x/2.5x scaling like other torments.

Torment 14, 15, and 16 have been added to the game

Reward and difficulty levels of all new Torments closely match Greater Rift 65, 70, and 75 respectively

Here is the table:

Players Normal – T13 T14-T16 GRs
1 1.0 0.6250 0.625
2 1.5 0.9375 1.250
3 2.0 1.2500 1.875
4 2.5 1.5625 2.500

What this means is that below T14/GR65, solo GRs have less HP than the equivalent solo torment and 4p GRs have equal HP to 4p torments, e.g. solo GR 65 < solo T14 but 4p GR65 = 4p T14. For T14-T16 they reduced the baseline HP, so solo GRs have equal HP to solo torments and 4p GRs have more HP than 4p torments, i.e. solo GR75 = solo T16 but 4p GR75 > 4p T16.

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Good eye on that one line snippet in 2.4 patch notes. It did not give much clarity though.

Thank you for such diligent investigation. I’m glad your contribution further reinforces the fact that mob health pools mostly scale in solo and 4 man in a means that doesn’t provide 4 man group an extreme advantage.

I still hold to the arguement that the patch notes did not include the health change made. The notes did state health was changed, but did not specify in what direction or how much. Several years later… we still get to have discussions like this.