[outdated] Caustic Arrow Solo Map MFer (20/300+)

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chimurestaurat escribió:
More off topic stuff!
Spoiler
On the stats posted today, anyone have any idea why merc Submerged Passage and Lunaris 1 are so popular? SP seems like the most inconvenient area to be farming/leveling and the Deep Dweller quest is short enough that it shouldn't ever warrant creating another SP instance. I guess Ledge spammers would be adding some SP instances, but they'd be adding twice as many Ledges. Also, it's Lunaris 2 that has the chance at a nice card for people who want to stop to level around that point.

Apirant's Trial is listed without mentioning difficulty. Did they lump them all together?

I'm shocked to learn that I'm not the only person to ever die at all to Minotaur. I had way more trouble with him than other guardians and it seemed to be the one the most people on Flist, forums and Youtube were insisting was trivial and by far the easiest for all their builds.


Spoiler

My guess about Submerged Passage and Lunaris 1 is people looking for corrupted areas.

Minotaur puts out physical damage; if your character copes well against physical via mitigation or leeching or both, it's really easy. Otherwise, it can take some time to work out the best tactics for the fight. For example, on my Ancestral Warchief toon, I found that the best way to fight him with a totem build is not to use Conc Effect, but instead continue using Inc AOE - this helps out enormously killing off his adds. With these tactics, Minotaur is roughly the same difficulty as other Guardians for my AW toon.
Some Strand Map Science


So, in light of Norse's post re: setting up chaining strands, I decided to Science.

All Return: X values indicate the differential from 10. So Return: +1 means I recovered 11 maps.

  • 10 - just alc'd and ran'm. Return: +1
  • 10 - 10% chisel, single+ packsize. Return: +1
  • 10 - 15% chisel, single+ packsize. Return: 0
  • 10 - 20% chisel, single+ packsize. Return: -1
  • 10 - 15% chisel, double packsize, occasional Zana mod. Return: 0
  • 10 - 10% chisel, double packsize, Onslaught on all. Return: 0
  • 10 - 15% chisel, double packsize, mixed Zana mod. Return: -3
  • 10 - 10% chisel, single+ packsize, additional mobs/quant sextants, Bloodlines on 7 . Return: +4


While not an exhaustive sample size, it appears as though I basically just got bit by RNG. One of two things here is probably true: either chiselling OR packsize rolls OR Zana mod is probably irrelevant.

Although it's likely that missing two of three of these would prove severely detrimental.

I will continue sciencing and report back.

Next:



Oh, and @Chrono, the discrepancy you no doubt notice from our two 9-sets is because I solo'd the same rolls to make it an even 10, because dammit.

Some clarification about Norse's post, as well.

He claims in the reddit post he sold 50ex of Strands, by running Strands. From what I can glean of a quick scan of the thread, it appears as though he ran a quad tab of strands, and then.... sold a quad tab of strands, and that he was generating an excess amount.

However, he seems to be failing to account for expenditure.

Math:

A quad tab is 576 maps.

He spent, so he claims, 3 journeymen and one apprentice around Strand, when you can only get two yellow and one white to reach. I'm assuming here he's accounting for reroll cost. That's 10c every three maps, or 1920c.

He then rolled Bloodlines on each map: 3c per map, or 1728 chaos.

He also 4x chiselled each map, or 1.3c per map, for an additional 768c

Shaped Strands presently sell for 4c, or 2340c.

In other words, he spent 4416c (80.29ex) on maps and sold 2340c (42ex) worth of refunds for a net deficit of -2076c, or -37.7ex

The only way he's generating a profit here is if he's consistently getting excess Strands. In otherwords, constantly refilling a quad tab, then selling the overflow.

Let's assume for argument's sake that the following possible scenarios, where we say he keeps the refunded map (no profit), and sells the excess:

* For every map he runs, he generates a refund +2
* For every map he runs, he generates a refund +1
* For every second map he runs, he generates a refund +1
* For every third map he runs, he generates a refund +1
* For every fourth map he runs, he generates a refund +1

The preceding scenarios (strictly in terms of excess Strand maps therefore generate, factoring in the 3.3c from sextants, 3c Bloodline mod, and 1.3c from chisels (7.63c per map), across 576 maps (4395c per quad tab) means:

* 4608c (83.78ex) - 4395c = +213c (+3.87ex)
* 2304c (41.89ex) - 4395c = -2091c (-38ex)
* 1152c (20.94ex) - 4395c = -3243c (-58.9ex)
* 768c (13.9ex) - 4395c = -3627c (-65.9ex)
* 576c (10.47ex) - 4395c = -3819c (-69.4ex).

Now obviously some of this cost is mitigated across the loot acquired through the map, but it really bothers me when someone says "I made 50ex selling Strands" when in reality, he was only making money if he was literally getting three Strand maps, per Strand run. Every time.

Which is unlikely.

He failed to consider everything, and it's lazy of him to be lauding this as a money-making technique, even if unintentionally, without presenting or factoring in all the information.

He would make a slight profit (factoring in 3.5c of raw currency, per map), but.... that's just kinda the regular map generation. And thus, imho, should not be accounted for in a presentation such as this.

That said, for interest sake, let's assume he makes on average 3.5c misc currency per map (6S drop, chaos orb, vaal orb, regret, some splinters, etc.)

That means his net expenditure per map is the net rolling cost of 7.63c - 3.5c generated = 4.13c.

This means, roughly, that in order to make a PROFIT running Strands, and selling excess Strands, you would need to generate a refund +1, on average, every map.

Again, unlikely.

But, it does illustrate that, at the very least, you can refund your expenditure for your own purposes of chaining Strands simply to REFUND a Strand, assuming that you do, in fact, get at least one return Strand on average per map.

Anyway.

Last side note, across those 70 Strand maps, I got about 13 T13 maps back, as well as a boatload of T9s and T10s I could use to work my way back to Strands if I ran out.

TL:DR here is that Strand chaining isn't likely profitable in and of itself, but it is sustainable, just like regular mapping is, and you also get speed-maps for leveling.



@Hank


Interested?

Nice work so far on HowA. Keep'er up.
Jul 27, 2011 - Sept 30, 2018.
Editado por útlima vez por Serleth#4392 en 13 ene. 2017 18:53:38
RE Strand and stuff
Spoiler

RE Strand:
Huh. Pretty interesting. I wonder what the best strategy is to maximize income while running strand maps.

With regard to Zana mods, ostensibly they're generating more mobs on the map which must increase map drops as opposed to not having those extra mobs there at all, unless something strange is going on, such as zana mods somehow decrease mob density. But variability in mob density and how lucky/unlucky you are running a map may skew results especially in a small sample size. It would be interesting to figure out how many Strand maps you'd need to run to reach a statistically relevant conclusion.

RE Jewel - that's a pretty nice one, but I'm struggling to cap resists. So I went with a jewel which had a resist roll, an attack speed roll and a projectile speed roll:


I've now got my eye on a nice belt upgrade off of poe.trade. If only the seller would log on!, LOL.
Editado por útlima vez por hankinsohl#1231 en 13 ene. 2017 4:04:59
Spoiler

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RE Strand:
With regard to Zana mods, ostensibly they're generating more mobs on the map which must increase map drops as opposed to not having those extra mobs there at all, unless something strange is going on, such as zana mods somehow decrease mob density.


Incorrect, excepting Bloodlines, Nemesis.

Onslaught, Beyond, Warbands, all increase map quantity by 20%, but Beyond and Warbands mobs do not drop additional maps. So other than the quant bonus, they're irrelevant.

Perandus and Ambush add three Perandus / Strongboxes to the map, but do not increase the quantity.

Your most cost-effective mod is Bloodlines, as it adds both quantity and additional monsters. Nemesis does as well, but for 8c instead of 3c. It's mostly a headhunter chance map.

Jul 27, 2011 - Sept 30, 2018.
Editado por útlima vez por Serleth#4392 en 13 ene. 2017 4:26:25
CI HoWA ST chat like everyone else around here:
Spoiler
My CI Howa ST character finally hit 70 and unleashed its potential... spent about 10ex, including Astramentis, Vessel of Vinktar, 5L 700 ES Vaal Regalia, and managing resistance caps, 30 int all slots, and 500 accuracy between helm and gloves... 6500 ES and 14k Hideout DPS with golem and auras at lvl 70... we'll see what it looks like at 90 when I have the int along the top towards Elemental overload, the lightning penetration clusters, and the ES cluster near the jewel socket up top... but I'm loving the power already... just need to get used to using all these flasks and cooldowns.

Main thing I want/need is a good 6L Vaal Regalia... but theyre SOOO expensive...
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Serleth escribió:
He spent, so he claims, 3 journeymen and one apprentice around Strand, when you can only get two yellow and one white to reach.


I have 5 sextant mods on a Strand right now; Castle Ruins, Wharf, Whakawairua, Dunes and the Strand itself.

BTW, which thread are we talking about? I saw his youtube video where he says he has no tier 11 or 12 maps cleared, but it looks like there's no 13s cleared either except Shaped Tropical.

In any case, I did not know about that forced -1 tier thing when no maps in the tier have been cleared, if that is indeed what happens. I find it strange how he words it as a -1. Does that mean that if 0 maps are cleared in both tier x and x+1, finding a tier x+1 map forces an x tier map anyway even though none are cleared? Or does it go down 2 levels in that case?

Think I'll de-clear some maps and mess around with this. I've been duoing exp with an aurabot friend and we've already noticed that for our particular combo we get almost the same exp/h smashing tier 10s recklessly as doing 13-15 where we still have to slow down and be careful. Even without the investment of chisels, sextants etc. it might be nice to level off of cheaply rolled 10s with a lot of tier 11 Strands added. Or maybe Spider Forests.
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chimurestaurat escribió:
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Serleth escribió:
He spent, so he claims, 3 journeymen and one apprentice around Strand, when you can only get two yellow and one white to reach.


I have 5 sextant mods on a Strand right now; Castle Ruins, Wharf, Whakawairua, Dunes and the Strand itself.

BTW, which thread are we talking about? I saw his youtube video where he says he has no tier 11 or 12 maps cleared, but it looks like there's no 13s cleared either except Shaped Tropical.

In any case, I did not know about that forced -1 tier thing when no maps in the tier have been cleared, if that is indeed what happens. I find it strange how he words it as a -1. Does that mean that if 0 maps are cleared in both tier x and x+1, finding a tier x+1 map forces an x tier map anyway even though none are cleared? Or does it go down 2 levels in that case?

Think I'll de-clear some maps and mess around with this. I've been duoing exp with an aurabot friend and we've already noticed that for our particular combo we get almost the same exp/h smashing tier 10s recklessly as doing 13-15 where we still have to slow down and be careful. Even without the investment of chisels, sextants etc. it might be nice to level off of cheaply rolled 10s with a lot of tier 11 Strands added. Or maybe Spider Forests.


My guess is he didn't feel investing in all five, but I didn't realize you could use Sextants on unique maps. Didn't even bother.

The thread is from where he posted the video on reddit.

From my own tests, -1 works. I'm definitely getting more Strands out of it.

My guess is it would be -2 like you say, but I haven't tested it. Not really worth doing it with T13s though, there's good T13 tilesets to run, and besides, you'll probably want the option to climb up to T16s either to sell or run for Shaper frags.

What I did last night, because I needed four more maps to get back to 10 Strands, is I just ran a bunch of Shaped Dunes. Recovered pretty quick. This is an instance where +2 would become +1, because I have no option available to drop T12s.
Jul 27, 2011 - Sept 30, 2018.
I think you guys are misunderstanding the -1 thing... from what I read about how the Atlas works, you roll a map tier... then you roll the bonus % to make it +1-2 tiers if there is a possible map drop for you in that tier... this is exploiting that

Assuming you have 70-80 bonus objectives since you are keeping your reds optimized, the +2 tier thing isn't possible (101%+)... so what's happening is 80% of the time your t10 drops become Shaped Strand maps, 20% of the time your t11 drops become Shaped Strand, and 80% of the time your t11 drops fail to become t12 drops and become Shaped Strand instead.
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Piros escribió:
I think you guys are misunderstanding the -1 thing... from what I read about how the Atlas works, you roll a map tier... then you roll the bonus % to make it +1-2 tiers if there is a possible map drop for you in that tier... this is exploiting that

Assuming you have 70-80 bonus objectives since you are keeping your reds optimized, the +2 tier thing isn't possible (101%+)... so what's happening is 80% of the time your t10 drops become Shaped Strand maps, 20% of the time your t11 drops become Shaped Strand, and 80% of the time your t11 drops fail to become t12 drops and become Shaped Strand instead.


I'm not sure what you're thinking is misunderstood? Sounds like we're on the same page.

The Atlas bonus provides you with a chance to +1 or +2 tier, insofar as it doesn't break the normal drop restrictions (Normal mobs cap at Zone Level +0, Magic and Rare ZL+1, Boss ZL+2).

If you have 110% Atlas bonus in a T11 Strand and:

* Kill a normal mob, and it drops a T11, Atlas 100% for +1 rolls, but drop restriction wins: T11 Strand.
* Kill a normal mob, and it drops a T10, Atlas 100% for +1 kicks in: T11 Strand
* Kill a normal mob, and it drops a T9, Atlas 110% kicks in: 100% chance to T10, 10% chance T11 Strand
* Kill a magic or rare mob, it drops a T11, Atlas 100% for +1 rolls, drop restriction checks as good, +1 to T12, but you have no T12s to drop, so you're -1 to: T11 Strand
* Kill a magic or rare mob, it drops a T10, Atlas 100% for +1 rolls: T11 Strand
* Kill a magic or rare mob, drops a T9, Atlas 110% kicks in: 100% chance to T10, 10% chance T11 Strand
* Kill a boss and it drops a T12: No T12s, but 110% bonus kicks in, returns T13. 10% for +2 here doesn't matter, T14 restricted by ZL+2 for bosses.
* Kill a boss and it drops a T11, Atlas 110%: 100% for T12 (-1 to T11 Strand), 10% T13
* Kill a boss and it drops a T10, Atlas 100% to T11 Strand, 10% to T12 (-1 to T11 Strand).
* Kill a boss and it drops a T9, Atlas 100% for T10, 10% for T11 Strand.
Jul 27, 2011 - Sept 30, 2018.
Editado por útlima vez por Serleth#4392 en 14 ene. 2017 13:38:42
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Piros escribió:
you roll a map tier... then you roll the bonus % to make it +1-2 tiers if there is a possible map drop for you in that tier...


I get that. We are talking about an additional reduction in map tier after this +1-2 tier has already been applied, which takes place if 2 conditions are met:
1 no maps are clear in that tier
2 no maps in that tier are adjacent to your current map


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Piros escribió:

Assuming you have 70-80 bonus objectives since you are keeping your reds optimized, the +2 tier thing isn't possible (101%+)... so what's happening is 80% of the time your t10 drops become Shaped Strand maps, 20% of the time your t11 drops become Shaped Strand, and 80% of the time your t11 drops fail to become t12 drops and become Shaped Strand instead.


+2 is always possible on bosses, atlas completion only makes it more likely on bosses, and makes it possible on magics and rares. Completion over 100 makes it possible on normal mobs.

I erased all tier 11s other than Spider Forest and all tier 12s. This left me with 108/126, so will be 111 when we do HoG, Perandus and Vaal Temple. But going over 100 isn't needed for this shaped map maintenance.

We did a session of nothing but T11 Spider Forests now with this setup. Started with 3 of those maps and it took about 3 hours without dropping to t10 until we ran out. Then did a Chayula from my HO where another 4 dropped along with a t13. And I died.

We used all chisels we found in the maps (picked up and whetstoned every hammer) but didn't use any beyond those. Same with sextants; used a few master's, but mostly the other 2. Most maps had no sextant mod at all. No sac frags or Zana mods.

I can see this is easy to maintain, but advertising is as some get rich quick method is likely just attention grabbing nonsense.

Thanks a lot for the data, Serleth. Looking forward to seeing more.

edit: beaten!
Editado por útlima vez por chimurestaurat#7524 en 14 ene. 2017 13:44:24

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