Task Bar Hero Farming Calculator for EXP and Gold Routes
Calibrate the stage model with two real clear times, then compare every reachable route under the same assumptions.
Game data snapshot: v1.00.28 · 18 Jul 20263-8 · Citadel of Ruin
| # | Stage | Est. time | EXP kept | EXP / hour |
|---|---|---|---|---|
| 1 | 3-8NORMAL · Lv 30 | 78s | 100% | 13M |
| 2 | 3-9NORMAL · Lv 31 | 90s | 100% | 11.9M |
| 3 | 3-7NORMAL · Lv 29 | 77s | 100% | 8M |
| 4 | 3-6NORMAL · Lv 28 | 79s | 99% | 8M |
| 5 | 3-5NORMAL · Lv 27 | 63s | 94% | 3.8M |
| 6 | 3-3NORMAL · Lv 25 | 51s | 78% | 3.1M |
| 7 | 3-4NORMAL · Lv 26 | 68s | 88% | 2.7M |
| 8 | 3-1NORMAL · Lv 23 | 33s | 50% | 2.7M |
Estimate only: party composition, movement, skill timing, deaths, bosses, and server behavior can change real clear times. Re-time both calibration stages after major gear changes.
How the Task Bar Hero Farming Calculator Ranks Stages
The highest unlocked stage is not automatically the best hourly farm. A higher stage can offer more base reward while taking long enough to reduce the number of clears completed in an hour. EXP also depends on the level relationship between the hero being trained and the stage. A useful comparison therefore needs both reward data and a personalized estimate of clear speed.
The calculator uses a versioned snapshot containing 108 stages across three acts and four difficulty tiers. Each record includes the stage level, wave count, total enemy HP, expected Gold, and expected EXP used by the model. The snapshot is labeled for version 1.00.28 and was checked on July 18, 2026. These detailed values are public-reference data, not an official game API.
Two clear-time anchors model your party
Enter a complete clear time for Normal 1-1 Pasture, then choose the highest stage your party can farm reliably and enter a complete clear time for that stage. The first timer gives the model a low-health baseline. The second shows how the same party behaves against a larger enemy-health total and a different number of waves.
HP time × total stage HP + transition time × wave countThis is more useful than assuming every stage scales only with enemy health, but it is still a simplified model. Movement distance, ranged targeting, boss behavior, skill cooldowns, deaths, network conditions, and other stage-specific effects are not fully represented by two timers.
Reward rates convert the estimate into a ranking
For each stage at or below the selected ceiling, the calculator divides its adjusted reward by estimated clear time and scales the result to one hour. The goal toggle determines which hourly value sorts the table. Gold mode does not apply the EXP-only inputs. EXP mode uses the hero level and total EXP bonus entered for the hero being trained.
Gold/hour = expected Gold × 3,600 ÷ estimated secondsEXP/hour = expected EXP × retention × bonus × 3,600 ÷ estimated secondsHero level changes the EXP comparison
The current model applies a level-gap retention curve to the stage EXP value. A stage close to the hero's level retains more of its listed EXP than a stage far above or below the useful range. Enter the level of the hero whose progression matters, not the highest level anywhere on the account.
How to Record Useful Clear Times
The calculator can only personalize stage speed as well as the timers describe the party. A quick, repeatable timing routine is more valuable than adding many uncertain inputs.
Use the same start and finish points
Time complete clears from the same visible starting event to the same completion event. Do not time only the boss on one stage and the full run on another. Include normal movement and wave transitions, because both are part of hourly farming efficiency. Use an average when run times vary instead of selecting only the fastest attempt.
Choose a reliable ceiling, not a one-time clear
The ceiling stage limits the ranking to content the current account can reasonably farm. Select the highest stage that can be repeated without frequent failure, not the highest stage cleared once with lucky timing. A failed or highly variable farm loses more time than the simplified model can predict.
Retake both timers after a major power change
New gear, rune allocations, party composition, skill choices, or a balance patch can change the relationship between easy and difficult stages. Retiming only the ceiling while keeping an old baseline can mix two different account states. Retake both timers after a material change.
How to Use the Ranked Results
The first row is the best estimate for the selected goal under the entered model. The remaining rows are important because small differences can reverse in real play. Treat the top several stages as candidates, especially when their hourly values are close.
Test the leading candidates with the same party and a meaningful sample of full clears. Prefer the stage that delivers stable observed progress over a stage that wins by a small calculated margin but produces deaths or large time swings. A slightly lower estimate can be the better idle choice if it runs reliably.
The retained-EXP column explains why a stage with strong base EXP may rank lower for a particular hero. The estimated-time column explains why an easier stage may outrank a harder one. Switch to Gold mode before making a Gold decision; an EXP winner and a Gold winner do not have to be the same stage.
This calculator does not estimate time to a target hero level because a complete versioned hero XP curve is not available. It answers the narrower question supported by the data: which reachable stage offers the best estimated current rate.
Connect Farming Efficiency to the Next Decision
If the immediate goal is a permanent kill-based unlock, use the Pet Farming Calculator to compare remaining runs and finish time instead of assuming the highest general reward stage is also the best monster route.
If Gold is being saved for a planned allocation, build the path in the Rune Planner, then return here to compare Gold routes. If the next expense is a 9-to-1 item chain, calculate the conservative requirement in the Cube Calculator before choosing what to feed into Synthesis.
Frequently Asked Questions
Is the highest stage always the best farming stage?
No. Higher base rewards can be offset by longer clear times, deaths, and lower EXP retention for the hero being trained. The calculator compares estimated hourly output, so an easier stage can rank higher when the party clears it much faster.
Why does the calculator need a Stage 1-1 time?
Stage 1-1 provides a consistent low-health baseline. Combined with the highest reliable stage timer, it helps separate enemy-health time from wave-transition time. A single timer cannot describe both parts of clear speed as usefully.
Should I optimize for EXP or Gold?
Choose the resource that currently blocks progress. EXP mode applies the entered hero level, level-gap retention, and EXP bonus. Gold mode ranks the same reachable stage set by expected Gold per hour. Run both comparisons when the account needs both resources, because the leaders can differ.
Why is the calculated rate different from my observed rate?
The model does not fully capture movement, targeting, skill timing, bosses, deaths, server behavior, or every random outcome. Public-reference reward values can also change after a patch. Retake both calibration timers, confirm the displayed data version, and test the leading stages in the game.
Does the calculator read my save or live combat data?
No. It is a browser-only estimator using manually entered level, bonus, and timing values. It does not upload a save, attach to the running game, or read live damage and drop events.
Sources
Stage values are a local public-reference snapshot, not official live data. Clear times and hourly rates are estimates derived from your inputs and the stated two-point model.
- Probonk Farming Calculator for the established two-timer task and formula comparison.
- Steam farming discussion for the recurring stage-choice problem.
- Official Steam store for the three-act and four-difficulty structure.