I've just gotten into this, and am wondering about the worth of playing 4 player multiplayer on the same monster power vs going up a monster power in 1.08. This is the XP for Monster Power in Inferno
Taking the health out of the data gives the following graph (With health values being so high it makes the other values indistinguishable)
The magic find bonuses are constant
Most notably, doing 4 player runs of 1 monster power, always gives you more XP AND more magic find, than going up to the next monster power solo. Ignoring monster health (which is pointless because you need to factor that in) it is always better to do 4 player assuming you can.
When it comes to monster health, 4 player on 1 monster power gives monsters 1.6 to 1.8 times more health than going single player on the next monster power (MH4player [MP] / MH1Player [MP+1])
If you deal the same amount of damage, you can afford the other 3 players to be 55.5-60% of your ability (each), and you should clear at exactly the same speed, whilst gaining more XP, and having more Magic Find and Gold Find.
Conclusion As it stands, whatever Monster Power you are currently doing, when 1.08 hits, do it multiplayer. If you have a 200KDPS character, you can afford to have 3x130K DPS characters (ignoring any multiplayer benefits you may receive, including increased protection from damage from shouts)
I don't quite understand why you drew that dichotomy, i.e. either play co-op or increase MP solo. If anything playing co-op is likely to increase the MP that you can handle. So it's more like a decision between Solo and Co-Op at MP+1. Clearly co-op grants better rewards, but the real deciding factor is how it impacts your killing speed due to the various risks and inefficiencies of coordinating 4 people. For instance, Barbs can pretty much forget about double tornado, no way will the other players be able to keep up with them.
I find statistics like this to be just as misleading as the whole 150k xp/h thing in crater2. While on paper they seem like great ideas its critical that you understand how much more there is to making this work. What your data simulates is four people functioning as one, synchronizing everything from the time they can play, bathroom breaks, answering cell phone calls, tabbing out and breaks in general. And this is with people YOU KNOW, I won't bother going into the disasters that occur when dealing with strangers who most likely have absolutely no clue what they are doing.
Groups are a great way to get away with leeching into content you normally would have no business attending, and a great way to make money for players who have spent alot of time building their character and are significantly stronger than needed. Because this is a single player game that focused on you being the HERO, its very hard for people to realistically form an opinion of what their role in a group that wants to perform optimally would be without everyone yelling out I WANT TO BE THE MAIN DAMAGE DEALER. And even in this scenario most probably half the group would be much better off doing the content alone in regards to speed and effectiveness.
Just like sheet dps, basing your performance on something that looks appealing without analyzing it properly will get you in trouble.
In Diablo everyone is the main damage dealer. Blizzard has acknowledged all the little drawbacks of playing with other people, thus their buffs this patch. There are also advantages to multiplayer that don't necessarily show up in theorycrafting though:
- Group buffs and enemy debuffs have a multiplicative value based on the number of players. Stuff like Mantras, War Cry, etc are viable choices in solo play, so just imagine how good they are in a 4 player team.
- More targets on the screen means monster attention is divided, making it easier to DPS uninterrupted without kiting and using defense skills.
In other words, four players are more than the sum of their solo DPS. The advantages of co-op in 1.0.8 will be so great that it won't take much for another player to justify the +50% monster HP their presence adds.
In Diablo everyone is the main damage dealer. Blizzard has acknowledged all the little drawbacks of playing with other people, thus their buffs this patch. There are also advantages to multiplayer that don't necessarily show up in theorycrafting though:
- Group buffs and enemy debuffs have a multiplicative value based on the number of players. Stuff like Mantras, War Cry, etc are viable choices in solo play, so just imagine how good they are in a 4 player team.
- More targets on the screen means monster attention is divided, making it easier to DPS uninterrupted without kiting and using defense skills.
In other words, four players are more than the sum of their solo DPS. The advantages of co-op in 1.0.8 will be so great that it won't take much for another player to justify the +50% monster HP their presence adds.
If you want to make the benefits when playing as a group as you would by playing alone, you cannot have the mentality that 'everyone is the main damage dealer' because someone you want the group benefits. While mantras are fine, I strongly believe in building a character up in a way that its capable of doing everything well instead of specializing at one thing and performing poorly at the rest, which makes all the defensive auras useless.
The point you made about having more people makes it less likely to get surrounded and die is fine, but like I said, some benefit more than others. Melees shouldnt have to run around because something wants to kill a dying wizzard, just like a wizzard shouldnt have to permafreeze something while melees kill monsters on the spot.
And the benefits of multiplayer mode is restricted to only the additional magic find, which does not justify playing slower and killing less than they would alone.
The benefits of playing together are massive, if you can't see that I don't know what to tell you. In 1.0.8 monster have only 250% health with theoretically 400% group DPS, +30% XP/MF/GF, group buffs, distributed aggro, etc. Four equally geared players playing as one would probably farm twice as fast. Even taking into account weaker teammates with coordination problems, they would have to be pretty darn bad to make you worse off than playing alone.
The below tables assume that a player is not wearing any +XP% gear.
Running at Monster Power 7 with 4 players gives you more experience than previously running Monster Power 10.
MP7 (4 player) 1253x2.5 = 3132.5% Monster Health
MP10 (Single Player) = 3439% Monster Health
If you spend most of your time running at 5 NV stacks, then it is much better to team up with more players (for a pure experience point of view, completely ignoring the fact that monsters become relatively easier, and the bonuses to MF and GF)
I'm unsure as to whether this multiplicative bonus applies to gear you are wearing as well. If it does, all the better for XP grinding, if not, then a 31% gem in the helm makes a relatively smaller amount of difference.
Conclusion As it stands, whatever Monster Power you are currently doing, when 1.08 hits, do it multiplayer. If you have a 200KDPS character, you can afford to have 3x130K DPS characters (ignoring any multiplayer benefits you may receive, including increased protection from damage from shouts)
Actually, I believe the most important buff in multiplayer is Mantra of Conviction/Overawe. +48% damage for the 3 other players (as long as they target monsters around the monk) is just huge (and I wouldn't be surprised to see it nerfed soon unfortunately).
This.
I already thought about so-called "buffbots"(dual-boxed chars that only buff the main char) of the past. Blizzard would only need to implement an /autofollow command to sell many extra boxes, I'd say
This.
I already thought about so-called "buffbots"(dual-boxed chars that only buff the main char) of the past. Blizzard would only need to implement an /autofollow command to sell many extra boxes, I'd say
i think that buffs like overawe lose some of their value. with 4 players the mobs only have 250% life (+50% for each player) so you need less dmg to kill them as fast as you do now.
its still a big buff, no doubt about that, but its not nearly as "mandatory" as it is now when you play in a 4player MP10 game
I was talking about a scenario where you would play alone with two chars, the second being a Monk running MoC. Without /autofollow that would be tedious but given that you could kill at about 75% speed (dealing 112% damage to 150% hp mobs) while receiving more than twice the loot (2 chars + multiplayer bonuses), that would be pretty effective.
I think multiplayer is going to be vastly more efficient than solo if the current values make it to live, though I hope I'm wrong. I work with people all day long at work and I just want to relax by myself and mindlessly destroy some monsters when I get home, but every modern game seems intent on penalizing me for that. :/
Rollback Post to RevisionRollBack
...and if you disagree with me, you're probably <insert random ad hominem attack here>.
In Diablo everyone is the main damage dealer. Blizzard has acknowledged all the little drawbacks of playing with other people, thus their buffs this patch. There are also advantages to multiplayer that don't necessarily show up in theorycrafting though:
- Group buffs and enemy debuffs have a multiplicative value based on the number of players. Stuff like Mantras, War Cry, etc are viable choices in solo play, so just imagine how good they are in a 4 player team.
- More targets on the screen means monster attention is divided, making it easier to DPS uninterrupted without kiting and using defense skills.
In other words, four players are more than the sum of their solo DPS. The advantages of co-op in 1.0.8 will be so great that it won't take much for another player to justify the +50% monster HP their presence adds.
If you want to make the benefits when playing as a group as you would by playing alone, you cannot have the mentality that 'everyone is the main damage dealer' because someone you want the group benefits. While mantras are fine, I strongly believe in building a character up in a way that its capable of doing everything well instead of specializing at one thing and performing poorly at the rest, which makes all the defensive auras useless.
The point you made about having more people makes it less likely to get surrounded and die is fine, but like I said, some benefit more than others. Melees shouldnt have to run around because something wants to kill a dying wizzard, just like a wizzard shouldnt have to permafreeze something while melees kill monsters on the spot.
And the benefits of multiplayer mode is restricted to only the additional magic find, which does not justify playing slower and killing less than they would alone.
The benefits of playing together are massive, if you can't see that I don't know what to tell you. In 1.0.8 monster have only 250% health with theoretically 400% group DPS, +30% XP/MF/GF, group buffs, distributed aggro, etc. Four equally geared players playing as one would probably farm twice as fast. Even taking into account weaker teammates with coordination problems, they would have to be pretty darn bad to make you worse off than playing alone.
Dude can't even spell Wizard right and you actually take him seriously? lol
Conclusion As it stands, whatever Monster Power you are currently doing, when 1.08 hits, do it multiplayer. If you have a 200KDPS character, you can afford to have 3x130K DPS characters (ignoring any multiplayer benefits you may receive, including increased protection from damage from shouts)
Actually, I believe the most important buff in multiplayer is Mantra of Conviction/Overawe. +48% damage for the 3 other players (as long as they target monsters around the monk) is just huge (and I wouldn't be surprised to see it nerfed soon unfortunately).
This.
I already thought about so-called "buffbots"(dual-boxed chars that only buff the main char) of the past. Blizzard would only need to implement an /autofollow command to sell many extra boxes, I'd say
Can't imagine many normal players shelling out the extra 60 bucks just to have an extra buff or two on follow, making things harder for themselves solo. As well as the performance decrease as many people don't have the computing power for two simultaneous clients. MOST people are playing on old vid cards, don't have SLI or CrossFire, and probably only two cores max. (most people I know are still on core 2 duo's)
Blizzard also would never, because it would allow someone to double the loot they get too without the effort, since everyone has their own loot... as well as enabling public game follow bot leeches... at least with multiboxing programs it isn't easy to setup or play with, and provides CONSTANT nuisance having to regroup and whatnot. (having to tab between clients to find the one you need to fix... etc)
This.
I already thought about so-called "buffbots"(dual-boxed chars that only buff the main char) of the past. Blizzard would only need to implement an /autofollow command to sell many extra boxes, I'd say
Can't imagine many normal players shelling out the extra 60 bucks just to have an extra buff or two on follow, making things harder for themselves solo. As well as the performance decrease as many people don't have the computing power for two simultaneous clients. MOST people are playing on old vid cards, don't have SLI or CrossFire, and probably only two cores max. (most people I know are still on core 2 duo's)
Blizzard also would never, because it would allow someone to double the loot they get too without the effort, since everyone has their own loot... as well as enabling public game follow bot leeches... at least with multiboxing programs it isn't easy to setup or play with, and provides CONSTANT nuisance having to regroup and whatnot. (having to tab between clients to find the one you need to fix... etc)
Well, my "most important" gaming background is Dark Age of Camelot, in which this behavior was very prominent. Due to game mechanics some character types could almost double the performance of others while requiring virtually no care. Many players went that route, "normal" players were at a disadvantage because of it (heavy pvp-focused game) but the publisher never did a thing against its bonus earnings(monthly subs).
Do you think, Blizz is different?
This.
I already thought about so-called "buffbots"(dual-boxed chars that only buff the main char) of the past. Blizzard would only need to implement an /autofollow command to sell many extra boxes, I'd say
Can't imagine many normal players shelling out the extra 60 bucks just to have an extra buff or two on follow, making things harder for themselves solo. As well as the performance decrease as many people don't have the computing power for two simultaneous clients. MOST people are playing on old vid cards, don't have SLI or CrossFire, and probably only two cores max. (most people I know are still on core 2 duo's)
Blizzard also would never, because it would allow someone to double the loot they get too without the effort, since everyone has their own loot... as well as enabling public game follow bot leeches... at least with multiboxing programs it isn't easy to setup or play with, and provides CONSTANT nuisance having to regroup and whatnot. (having to tab between clients to find the one you need to fix... etc)
Well, my "most important" gaming background is Dark Age of Camelot, in which this behavior was very prominent. Due to game mechanics some character types could almost double the performance of others while requiring virtually no care. Many players went that route, "normal" players were at a disadvantage because of it (heavy pvp-focused game) but the publisher never did a thing against its bonus earnings(monthly subs).
Do you think, Blizz is different?
You use monthly subs as part of the argument .. there are no monthly subs for D3. So yes they would care because its more strain on the server that isn't being paid for monthly. (granted the servers were originally handling like 10 million and are now down to like 2 million so they could probably handle it)
Blizzard is also 100% against the use of a game client/character without any interaction required. (multiboxing gets around this because you are actually controlling the character through mirrored keystrokes.) This has been stated many times in blue posts about multiboxing.
Obviously the company for DAOC didn't care enough to "fix" the issue because it made them money. The game is also more pvp oriented... where d3 is entirely pve oriented with some lame little place you can go and have bromance with the other lamers that want to go there.
And, in DAOC things weren't made harder by having that extra character for a buff. In D3 monster life goes up, and if you aren't one of the uber players with insane DPS then its likely more than you can handle. The passive buffs aren't exactly enough to make up for the increases to monsters, either. For example I play with some of my RL friends. On the character I use with them I can solo MP0 and MP1 without an issue, but add just one extra person and it barely seems like I'm hurting mobs if they aren't around doing damage too. And elites? forget about it I'm toast. (before you bash me, this is a character I play exclusively with them, and isn't all decked out in AH gear as we wanted to all play characters with only gear we found together, etc. I'm sitting at 35k dps selfbuffed)
No monthly fee doesn't mean no profit, they get those 60 bucks after all, which isn't much to some high rollers on the RMAH.
Companies say what their customers want to hear. Mythic also wrote they didn't like buff bots. Talking and acting are two very separate things.
Your last passage is too complicated, not that I couldn't understand it, but we can simplify that, actually, I already did that(see one of the above posts).
Imagine you play with one friend, who is a Monk and does nothing but follow you with Mantra of Conviction active (and looting). It doesn't suddenly take ages to kill stuff and mobs aren't really harder since Blizz removed the bonus damage.
No monthly fee doesn't mean no profit, they get those 60 bucks after all, which isn't much to some high rollers on the RMAH.
Companies say what their customers want to hear. Mythic also wrote they didn't like buff bots. Talking and acting are two very separate things.
Your last passage is too complicated, not that I couldn't understand it, but we can simplify that, actually, I already did that(see one of the above posts).
Imagine you play with one friend, who is a Monk and does nothing but follow you with Mantra of Conviction active (and looting). It doesn't suddenly take ages to kill stuff and mobs aren't really harder since Blizz removed the bonus damage.
Ok boss w/e you say, I know for a fact that I can't kill shit when someone else is there and I'm alone doing damage. Sure if you have 100k dps it shouldn't be an issue, but not all of us farm up billions of gold to gear things.
And I mean I CAN still kill things, but its a massive kite and takes forever and a day.
and its not a "we don't like blah blah bots" that blizzard is saying. Of all gaming companies Blizzard has been one of the few that actually bans massive amounts of players for violating ToS, and running a character without needing to interact with the client is against ToS, and people do get banned for it, for example AH bots. They can do this because not only are they so huge, but many of the players will just buy another copy and keep playing because the games they make are addictive.
Yeah, I did kind of forget about the RMAH revenue they get, but dude 60 bucks for one player does not go very far for server operating costs (ie electricity, connectivity, hardware replacements), plus paying employees, developers, etc. It isn't even enough to pay a single employee for just one day*... I've personally never bought or sold a single item on the RMAH, and that is likely to never change. They won't ever see more than 60 bucks from me, and I'll play D3 for probably 6 years like I did D2 and LoD before I switched to WoW. Certainly does NOT cover my fair share of operating costs.And these "buffbots" won't be paid for past the 60 bucks, you'll be lucky to even see them in better than 20 million gold sets of gear.
*: and how long were they working on D3 BEFORE it came out? The 12 million copies they sold probably barely covered development costs and the initial investment in server tech. Cinematic artists get 34 an hour, and it certainly isn't fast making those sick cinematics. Software engineers get between 80k-100k a year, and they worked on the game for years. Take a look at how much some of them make... http://www.glassdoor...ries-E24858.htm and they had a lot of people working on the game.
(before you bash me, this is a character I play exclusively with them, and isn't all decked out in AH gear as we wanted to all play characters with only gear we found together, etc. I'm sitting at 35k dps selfbuffed)
Ok boss w/e you say, I know for a fact that I can't kill shit when someone else is there and I'm alone doing damage. Sure if you have 100k dps it shouldn't be an issue, but not all of us farm up billions of gold to gear things.
Don't you think these two statements are somehow related? Try your single player char in a two player game and it should roughly take 1.5x the time it took before so long as your friend does nothing at all.
Monster Power XP 1 Player XP 4player Monster Health 1 Player Monster Health4 player Magic Find 1 Player Magic Find 4 Player
MP 1 1.25 162.50% 1.5 3.75 1.25 1.55
MP 2 1.50 195.00% 2.25 5.625 1.5 1.8
MP 3 1.80 234.00% 3.26 8.15 1.75 2.05
MP 4 1.01 131.56% 4.57 11.425 2 2.3
MP 5 2.65 344.50% 6.39 15.975 2.25 2.55
MP 6 3.15 409.50% 8.95 22.375 2.5 2.8
MP 7 3.75 487.50% 12.53 31.325 2.75 3.05
MP 8 4.40 572.00% 17.55 43.875 3 3.3
MP 9 5.20 676.00% 24.57 61.425 3.25 3.55
MP 10 6.10 793.00% 34.39 85.975 3.5 3.8
Taking the health out of the data gives the following graph (With health values being so high it makes the other values indistinguishable)
The magic find bonuses are constant
Most notably, doing 4 player runs of 1 monster power, always gives you more XP AND more magic find, than going up to the next monster power solo. Ignoring monster health (which is pointless because you need to factor that in) it is always better to do 4 player assuming you can.
When it comes to monster health, 4 player on 1 monster power gives monsters 1.6 to 1.8 times more health than going single player on the next monster power (MH4player [MP] / MH1Player [MP+1])
If you deal the same amount of damage, you can afford the other 3 players to be 55.5-60% of your ability (each), and you should clear at exactly the same speed, whilst gaining more XP, and having more Magic Find and Gold Find.
Conclusion As it stands, whatever Monster Power you are currently doing, when 1.08 hits, do it multiplayer. If you have a 200KDPS character, you can afford to have 3x130K DPS characters (ignoring any multiplayer benefits you may receive, including increased protection from damage from shouts)
I already play public matches most of the time, unless I'm into a very tight schedule and have to do a pretty quick "Alkaizer" run with a preset path.
But the multiplayer changes on 1.0.8 will surely make it more attractive.
In Diablo everyone is the main damage dealer. Blizzard has acknowledged all the little drawbacks of playing with other people, thus their buffs this patch. There are also advantages to multiplayer that don't necessarily show up in theorycrafting though:
- Group buffs and enemy debuffs have a multiplicative value based on the number of players. Stuff like Mantras, War Cry, etc are viable choices in solo play, so just imagine how good they are in a 4 player team.
- More targets on the screen means monster attention is divided, making it easier to DPS uninterrupted without kiting and using defense skills.
In other words, four players are more than the sum of their solo DPS. The advantages of co-op in 1.0.8 will be so great that it won't take much for another player to justify the +50% monster HP their presence adds.
The benefits of playing together are massive, if you can't see that I don't know what to tell you. In 1.0.8 monster have only 250% health with theoretically 400% group DPS, +30% XP/MF/GF, group buffs, distributed aggro, etc. Four equally geared players playing as one would probably farm twice as fast. Even taking into account weaker teammates with coordination problems, they would have to be pretty darn bad to make you worse off than playing alone.
I'm a mod, I can spam posts
The below tables assume that a player is not wearing any +XP% gear.
Running at Monster Power 7 with 4 players gives you more experience than previously running Monster Power 10.
MP7 (4 player) 1253x2.5 = 3132.5% Monster Health
MP10 (Single Player) = 3439% Monster Health
If you spend most of your time running at 5 NV stacks, then it is much better to team up with more players (for a pure experience point of view, completely ignoring the fact that monsters become relatively easier, and the bonuses to MF and GF)
I'm unsure as to whether this multiplicative bonus applies to gear you are wearing as well. If it does, all the better for XP grinding, if not, then a 31% gem in the helm makes a relatively smaller amount of difference.
This.
I already thought about so-called "buffbots"(dual-boxed chars that only buff the main char) of the past. Blizzard would only need to implement an /autofollow command to sell many extra boxes, I'd say
http://eu.battle.net/d3/en/profile/Sol77-2972/hero/66110450
I was talking about a scenario where you would play alone with two chars, the second being a Monk running MoC. Without /autofollow that would be tedious but given that you could kill at about 75% speed (dealing 112% damage to 150% hp mobs) while receiving more than twice the loot (2 chars + multiplayer bonuses), that would be pretty effective.
http://eu.battle.net/d3/en/profile/Sol77-2972/hero/66110450
Blizzard also would never, because it would allow someone to double the loot they get too without the effort, since everyone has their own loot... as well as enabling public game follow bot leeches... at least with multiboxing programs it isn't easy to setup or play with, and provides CONSTANT nuisance having to regroup and whatnot. (having to tab between clients to find the one you need to fix... etc)
Well, my "most important" gaming background is Dark Age of Camelot, in which this behavior was very prominent. Due to game mechanics some character types could almost double the performance of others while requiring virtually no care. Many players went that route, "normal" players were at a disadvantage because of it (heavy pvp-focused game) but the publisher never did a thing against its bonus earnings(monthly subs).
Do you think, Blizz is different?
http://eu.battle.net/d3/en/profile/Sol77-2972/hero/66110450
Blizzard is also 100% against the use of a game client/character without any interaction required. (multiboxing gets around this because you are actually controlling the character through mirrored keystrokes.) This has been stated many times in blue posts about multiboxing.
Obviously the company for DAOC didn't care enough to "fix" the issue because it made them money. The game is also more pvp oriented... where d3 is entirely pve oriented with some lame little place you can go and have bromance with the other lamers that want to go there.
And, in DAOC things weren't made harder by having that extra character for a buff. In D3 monster life goes up, and if you aren't one of the uber players with insane DPS then its likely more than you can handle. The passive buffs aren't exactly enough to make up for the increases to monsters, either. For example I play with some of my RL friends. On the character I use with them I can solo MP0 and MP1 without an issue, but add just one extra person and it barely seems like I'm hurting mobs if they aren't around doing damage too. And elites? forget about it I'm toast. (before you bash me, this is a character I play exclusively with them, and isn't all decked out in AH gear as we wanted to all play characters with only gear we found together, etc. I'm sitting at 35k dps selfbuffed)
No monthly fee doesn't mean no profit, they get those 60 bucks after all, which isn't much to some high rollers on the RMAH.
Companies say what their customers want to hear. Mythic also wrote they didn't like buff bots. Talking and acting are two very separate things.
Your last passage is too complicated, not that I couldn't understand it, but we can simplify that, actually, I already did that(see one of the above posts).
Imagine you play with one friend, who is a Monk and does nothing but follow you with Mantra of Conviction active (and looting). It doesn't suddenly take ages to kill stuff and mobs aren't really harder since Blizz removed the bonus damage.
http://eu.battle.net/d3/en/profile/Sol77-2972/hero/66110450
And I mean I CAN still kill things, but its a massive kite and takes forever and a day.
and its not a "we don't like blah blah bots" that blizzard is saying. Of all gaming companies Blizzard has been one of the few that actually bans massive amounts of players for violating ToS, and running a character without needing to interact with the client is against ToS, and people do get banned for it, for example AH bots. They can do this because not only are they so huge, but many of the players will just buy another copy and keep playing because the games they make are addictive.
Yeah, I did kind of forget about the RMAH revenue they get, but dude 60 bucks for one player does not go very far for server operating costs (ie electricity, connectivity, hardware replacements), plus paying employees, developers, etc. It isn't even enough to pay a single employee for just one day*... I've personally never bought or sold a single item on the RMAH, and that is likely to never change. They won't ever see more than 60 bucks from me, and I'll play D3 for probably 6 years like I did D2 and LoD before I switched to WoW. Certainly does NOT cover my fair share of operating costs.And these "buffbots" won't be paid for past the 60 bucks, you'll be lucky to even see them in better than 20 million gold sets of gear.
*: and how long were they working on D3 BEFORE it came out? The 12 million copies they sold probably barely covered development costs and the initial investment in server tech. Cinematic artists get 34 an hour, and it certainly isn't fast making those sick cinematics. Software engineers get between 80k-100k a year, and they worked on the game for years. Take a look at how much some of them make... http://www.glassdoor...ries-E24858.htm and they had a lot of people working on the game.
Don't you think these two statements are somehow related? Try your single player char in a two player game and it should roughly take 1.5x the time it took before so long as your friend does nothing at all.
http://eu.battle.net/d3/en/profile/Sol77-2972/hero/66110450