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On March 25 2014 22:11 SlixSC wrote:Show nested quote +On March 25 2014 20:41 Boske wrote:On March 25 2014 19:46 Miragee wrote:On March 25 2014 19:42 Probemicro wrote: well its fixed seed for sig race again. k I don't have a problem with that. Removes the benefit of map hacking for signature races... What I have a problem with is that they include corrupted areas (and accordingly probably shrines, too) in races. That's terrible. I feel like Corrupted Areas won't matter too much, assuming everyone gets the same mods. They will probably be skipped in most zones unless they have really good mods (like packsize maybe) Shrines I agree would be terrible however, unless they too are the same for everyone in which case I would think it'd be fine. I like that it's 85min since it's pretty short and I prefer shorter races, but I'll need to practice my Act 2 progressing for sure. Nope, corrupted zones are absolutely game-breaking for racing. They randomize zone layouts which legit players had previously memorized. Leaving you only one choice, get lost or maphack. It's not about farming corrupted zone because people will definitely be skipping them, it's about getting lost in zones with vaal zones in them if you don't have maphacks. This change is just a big fuck you to legit racers and really benefits maphackers. I'm somewhat thankful for fixed seed sig, because at least that won't come into play there, but for every race that isn't fixed seed expect maphackers to own it up.
Which corrupted zones significantly screw up the zone layouts? Most of them in spawn on the periphery of the zones. A lot of the indoor ones spawn where large chests used to already screw up zone layouts. I haven't found any zones harder to navigate post-1.1.0.
They don't even screw up Lower/Upper submerged AFAIK.
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The post-brutus zone can lead you astray when a corrupted zone spawns afaik. But with fixed seed that really shouldn't be an issue for those races.
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On March 26 2014 04:12 Sn0_Man wrote: The post-brutus zone can lead you astray when a corrupted zone spawns afaik. But with fixed seed that really shouldn't be an issue for those races.
There's no corrupted Prisoner's Gate zone, at least according to the wiki.
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On March 26 2014 04:21 Sn0_Man wrote: I've been in it twice...
I guess they just didn't list it except in the images. Sorry, I'll update it. Curse you, Curse Academy, why can't anyone edit wikis anymore.
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You don't need to be sorry. I'm just quite certain that it exists.
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On March 26 2014 04:24 TheTenthDoc wrote:I guess they just didn't list it except in the images. Sorry, I'll update it. Curse you, Curse Academy, why can't anyone edit wikis anymore. You should be able to edit it or submit an edit.. My friend is an admin on the PoE wiki, I can let him know for you.. or I can do it on my account .. lol
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So I have a question about rolling maps. Specifically 68+ maps. Is it possible to sustain (and expand) the map pool by just rolling them with alterations until you get a pack size roll? Does anyone have any substantial experience with this?
I usually do the 1 alch and go strategy in the 68-70 range (depending on my current pool obviously) but with Invasion bosses rolling more than one damage mod can be a oneshot I fear (and depending on layout one can't always skip the boss).
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above ~74 I couldn't even sustain when it was 90+% every map (OR 70% and packsize) but below that I never really had any issues and I never payed much attention to quantity so I'd assume guaranteeing urself packsize at that level would be fine.
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On March 26 2014 05:56 incinerate_ wrote: So I have a question about rolling maps. Specifically 68+ maps. Is it possible to sustain (and expand) the map pool by just rolling them with alterations until you get a pack size roll? Does anyone have any substantial experience with this?
I usually do the 1 alch and go strategy in the 68-70 range (depending on my current pool obviously) but with Invasion bosses rolling more than one damage mod can be a oneshot I fear (and depending on layout one can't always skip the boss).
You can sustain and advance into mid 70's by just alterations. You don't even have to roll specifically for pack size, getting high quantity, pack size, certain inhabitations, magic monsters, etc. are all good.
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On March 26 2014 05:56 incinerate_ wrote: So I have a question about rolling maps. Specifically 68+ maps. Is it possible to sustain (and expand) the map pool by just rolling them with alterations until you get a pack size roll? Does anyone have any substantial experience with this?
I usually do the 1 alch and go strategy in the 68-70 range (depending on my current pool obviously) but with Invasion bosses rolling more than one damage mod can be a oneshot I fear (and depending on layout one can't always skip the boss).
Here is a good thread (it's not completly up to date but you get the drill): http://www.pathofexile.com/forum/view-thread/339977
There is also another thread that implies that map quantity doesn't affect map drops (I can't find the link atm.). It had a relatively small sample size but still. I feel it's extremly random in terms of map drops.
On corrupted zone discussion: Corrupted zones can mess up whole areas in a big way. Especially dungeons. Other, like Ledge, are unaffected.
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While that used to be an extremely good guide (and helped me when I was a newb), by now it's completely outdated since semi-recent patches have made sustaining a map pool and advancing much much easier. If you follow that guide now you're going to end up wasting a lot of currency.
On March 26 2014 06:03 Miragee wrote: There is also another thread that implies that map quantity doesn't affect map drops (I can't find the link atm.). It had a relatively small sample size but still. I feel it's extremly random in terms of map drops.
Sounds like BS. Of course RNG is a huge factor for your map drops and you'll have times with 0 drops in a 150% quantity map and 5 drops in a white map. But map quantity 100% sure affects map drops.
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On March 26 2014 06:14 rsvp wrote:While that used to be an extremely good guide (and helped me when I was a newb), by now it's completely outdated since semi-recent patches have made sustaining a map pool and advancing much much easier. If you follow that guide now you're going to end up wasting a lot of currency. Show nested quote +On March 26 2014 06:03 Miragee wrote: There is also another thread that implies that map quantity doesn't affect map drops (I can't find the link atm.). It had a relatively small sample size but still. I feel it's extremly random in terms of map drops.
Sounds like BS. Of course RNG is a huge factor for your map drops and you'll have times with 0 drops in a 150% quantity map and 5 drops in a white map. But map quantity 100% sure affects map drops.
1. Then when would you start using alcs/scourings/chaos?
2. I know it's sounds like bull shit. But we know that item quantity on gear never counted on map drops. So they might be right. They had a sample size between 300-400 maps they ran afair and the avarage map drop rate between high quantity and low quantity maps didn't significantly change. The link was in this thread I believe.
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On March 26 2014 06:03 Miragee wrote:Show nested quote +On March 26 2014 05:56 incinerate_ wrote: So I have a question about rolling maps. Specifically 68+ maps. Is it possible to sustain (and expand) the map pool by just rolling them with alterations until you get a pack size roll? Does anyone have any substantial experience with this?
I usually do the 1 alch and go strategy in the 68-70 range (depending on my current pool obviously) but with Invasion bosses rolling more than one damage mod can be a oneshot I fear (and depending on layout one can't always skip the boss). Here is a good thread (it's not completly up to date but you get the drill): http://www.pathofexile.com/forum/view-thread/339977There is also another thread that implies that map quantity doesn't affect map drops (I can't find the link atm.). It had a relatively small sample size but still. I feel it's extremly random in terms of map drops. On corrupted zone discussion: Corrupted zones can mess up whole areas in a big way. Especially dungeons. Other, like Ledge, are unaffected.
"Doesn't affect drop rates" is such an overstatement. A fairly large data set yielded a positive slope relating map quant and drop rates, where 0% averages 1 map and 100% averages 2. The point of the post I think you are referring to wasn't that quantity doesn't affect drops, but that the 20% from chisels is in most cases not cost effective.
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On March 26 2014 06:47 Miragee wrote:Show nested quote +On March 26 2014 06:14 rsvp wrote:While that used to be an extremely good guide (and helped me when I was a newb), by now it's completely outdated since semi-recent patches have made sustaining a map pool and advancing much much easier. If you follow that guide now you're going to end up wasting a lot of currency. On March 26 2014 06:03 Miragee wrote: There is also another thread that implies that map quantity doesn't affect map drops (I can't find the link atm.). It had a relatively small sample size but still. I feel it's extremly random in terms of map drops.
Sounds like BS. Of course RNG is a huge factor for your map drops and you'll have times with 0 drops in a 150% quantity map and 5 drops in a white map. But map quantity 100% sure affects map drops. 1. Then when would you start using alcs/scourings/chaos? 2. I know it's sounds like bull shit. But we know that item quantity on gear never counted on map drops. So they might be right. They had a sample size between 300-400 maps they ran afair and the avarage map drop rate between high quantity and low quantity maps didn't significantly change. The link was in this thread I believe.
1. If you're worried about difficulty and/or you're only concerned about maintaining/advancing your map pool, you don't really need to alch until around 73-75. However if difficulty is not an issue and/or you want to maximize your non-map drops, I even alch 66's.
2. Can you find me the link? I seem to recall a similar thread, and if we're both thinking about the same one, then it is BS because they only recorded quantity and did not record other map-drop improving mods like maze/massive, inhabitations, pack size, and increased magic/rare. However, they rolled specifically for those map-drop improving mods, so they ended up running maps with high quantity and no map-drop improving mods, or maps with low quantity and map-drop improving mods. Of course maps of both types ended up with similar amounts of map drops.
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On March 26 2014 07:09 rsvp wrote:Show nested quote +On March 26 2014 06:47 Miragee wrote:On March 26 2014 06:14 rsvp wrote:While that used to be an extremely good guide (and helped me when I was a newb), by now it's completely outdated since semi-recent patches have made sustaining a map pool and advancing much much easier. If you follow that guide now you're going to end up wasting a lot of currency. On March 26 2014 06:03 Miragee wrote: There is also another thread that implies that map quantity doesn't affect map drops (I can't find the link atm.). It had a relatively small sample size but still. I feel it's extremly random in terms of map drops.
Sounds like BS. Of course RNG is a huge factor for your map drops and you'll have times with 0 drops in a 150% quantity map and 5 drops in a white map. But map quantity 100% sure affects map drops. 1. Then when would you start using alcs/scourings/chaos? 2. I know it's sounds like bull shit. But we know that item quantity on gear never counted on map drops. So they might be right. They had a sample size between 300-400 maps they ran afair and the avarage map drop rate between high quantity and low quantity maps didn't significantly change. The link was in this thread I believe. 1. If you're worried about difficulty and/or you're only concerned about maintaining/advancing your map pool, you don't really need to alch until around 73-75. However if difficulty is not an issue and/or you want to maximize your non-map drops, I even alch 66's. 2. Can you find me the link? I seem to recall a similar thread, and if we're both thinking about the same one, then it is BS because they only recorded quantity and did not record other map-drop improving mods like maze/massive, inhabitations, pack size, and increased magic/rare. However, they rolled specifically for those map-drop improving mods, so they ended up running maps with high quantity and no map-drop improving mods, or maps with low quantity and map-drop improving mods. Of course maps of both types ended up with similar amounts of map drops.
Uh, I guess Eschaton is right, I may have confused it. Now that he said it, I think it was about chisels and not in general, sry.
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So.. uh. Did anyone else see what just happened for a few minutes before the server went down?
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On March 26 2014 14:27 Varanice wrote: So.. uh. Did anyone else see what just happened for a few minutes before the server went down?
You mean this?
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On March 26 2014 14:27 Varanice wrote: So.. uh. Did anyone else see what just happened for a few minutes before the server went down?
No, what happened?
//omg, I see races in the log-in screen. <3
Ok, so this is what Vara meant: Invalid Items created in an 18 Minutes Window
///big lol at the race rewards...only 135 and 220 (got nerfed so maybe not) worth it. I think I'm going to race with mutiple accounts for the flask. -.-
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On March 25 2014 22:11 SlixSC wrote:Show nested quote +On March 25 2014 20:41 Boske wrote:On March 25 2014 19:46 Miragee wrote:On March 25 2014 19:42 Probemicro wrote: well its fixed seed for sig race again. k I don't have a problem with that. Removes the benefit of map hacking for signature races... What I have a problem with is that they include corrupted areas (and accordingly probably shrines, too) in races. That's terrible. I feel like Corrupted Areas won't matter too much, assuming everyone gets the same mods. They will probably be skipped in most zones unless they have really good mods (like packsize maybe) Shrines I agree would be terrible however, unless they too are the same for everyone in which case I would think it'd be fine. I like that it's 85min since it's pretty short and I prefer shorter races, but I'll need to practice my Act 2 progressing for sure. Nope, corrupted zones are absolutely game-breaking for racing. They randomize zone layouts which legit players had previously memorized. Leaving you only one choice, get lost or maphack. It's not about farming corrupted zone because people will definitely be skipping them, it's about getting lost in zones with vaal zones in them if you don't have maphacks. This change is just a big fuck you to legit racers and really benefits maphackers. I'm somewhat thankful for fixed seed sig, because at least that won't come into play there, but for every race that isn't fixed seed expect maphackers to own it up.
Well I was thinking mostly about the signature races (which are fixed seed) so the areas will be revealed. I agree it'd be bad for other races that don't have map reveal.
Edit 1: Seems like they've tuned down the rewards a lot for this season. Thief's Torment is pretty valuable, but I doubt Headhunter will be great now that all rares don't have nemesis mods. I've never seen much use for Lavianga's Mana Flask, and the rest of the rewards are all pretty cheap stuff. Tbh it's possible that 1 andvarius from last season is worth more than all the rewards combined for this season
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