NokiMo
sikle
sikle

patreon


Percentage of XP Given By Neutral Camps and What To Farm Efficiently First

This is the updated and more precise table that I used 2 years ago. Some Valve worker finally realized that there are problems with the neutral camps experience. Previously, Ancient Dragons gave THE SAME amount of XP as the Dark Troll camp (if you count skeletons). Why even bother killing some dragons that had almost 5k HP (physical EHP) when you could just spend twice less time on killing Trolls? I'm not talking about the gold bounty of course. Let's jump straight into conclusions. Colored small numbers next to some columns are the difference between 7.30 and 7.31 patches.  


1) Now all ancients give the same amount of experience due to the fact that they significantly raised the experience of the Ancient Dragons. You can call it a real deal as before you didn’t even get to level 2 if you farmed the whole camp, and now you have level 2 and a big chunk of XP on top of that.  


2) Wolves and Satyrs from the medium camp are nerfed. Previously, there was more experience as if you farmed one more unit - you could get 70% of the experience for the entire camp needed to get second level. Currently the Wolves still give a lot of XP but Mud Golems now take the second place instead of Satyrs. Though if you have to choose between Golems and Satyrs and need gold - it is faster to farm Satyrs due to the lack of magic resistance, low amount of HP and fewer units.  


3) Dark Troll camp is finally nerfed. The total HP of the camp has increased by 250 due to +1 raised skeleton. It is still the top camp for XP boost, but it gives much less.


Now let's move on to the rules how to read the spreadsheet. If you look at everything carefully, you will be amazed that creeps can be farmed more efficiently if you prioritize them. Get lvl faster = cleared the next camp faster. This is crucial at early levels, when experience is more important than gold.  


EXP 1 = the amount of HP of a unit, taking into account the target's armor. That is, how much HP a unit has if you hit him with physical damage.  


EHP 2 = the amount of HP of a unit, taking into account the target's magic resistance. That is, how much HP a unit has if you hit it with magic.  


Lane 1, 2, 3 = the amount of experience that the particular camp gives in relation to killing one melee/range creep or the entire wave (up to 7:30 min.)  


K1 and K2 = ratio of experience and how fast it is to clear the camp. The higher the value, the better. This means that you spend less time to kill creeps and get bounty. Icons will help you navigate. Numbers after "K" denote efforts against EXP 1 and 2, respectively.  


The color to the right highlights the percentage of experience needed to get the next level. For example, an ogre camp gives 10% experience until level 12, and then it gets worse and worse when other medium camps give the same amount of experience up to level 18.


Related Creators