Map Management Resource

I can't read 70 pages but i read the initial post.

Why is there no mention about running unid maps?

maybe at certain tier levels it would be fine especially if you outlevel the tier by a few levels...
Spoiler
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anteolsson wrote:

Good Mods
The number one mod you should look for on this map is Maze, the Labyrinthine affix, because it more than doubles its size, if not triples it.

Larger pack size is also something to look for on this map as the rooms are so big that there will always be enough room for more monsters. Also, there seem to be an unusual large amount of magic monsters in this map so increasing pack size might be more useful than spawning more magic monsters.

Rare monsters is good on this map. As I said above, this map seems to inherently spawn more magic monsters so it might be good to settle for more Rares instead as they can drop level 76 maps.

I have not tried the Bandit mod or the Sea witches mod yet but my guess that with those mods in combination with larger pack size you will get a boat load of monsters per map where many of the packs being magic.


Good effort. Some of the information is wrong though. Also recommended affixes are usually not established until you get a large enough sample size.
Last edited by Lyralei#5969 on Nov 27, 2013, 11:07:01 AM
Thanks alot, amazing work, Idk why im commetning so late, I'm using ur instruction forabout 2 weeks and will still do that
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cloudscraper wrote:
I can't read 70 pages but i read the initial post.

Why is there no mention about running unid maps?

maybe at certain tier levels it would be fine especially if you outlevel the tier by a few levels...


There is a small mention under the Level 70 maps.

Generally I find that running Unid is good until 69 inclusive. 70 is debateable (you have to spend a scouring/alch, or regal an existing magical).

At 71+, there is more potential for one to roll the maps directly, as the "chance" of getting a decent map vs. the reward for running a map with known mods starts to diminish. The +30% isn't imo enough to make up for this unknown.
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dropdebass wrote:
Thanks alot, amazing work, Idk why im commetning so late, I'm using ur instruction forabout 2 weeks and will still do that


This thread is more important that Chris' announcements! :D

Note to GGG: please don't affect my drop rates for such heresy (which is dependent, after all, on your point of view)
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CutlassPair wrote:
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cloudscraper wrote:
I can't read 70 pages but i read the initial post.

Why is there no mention about running unid maps?

maybe at certain tier levels it would be fine especially if you outlevel the tier by a few levels...


There is a small mention under the Level 70 maps.

Generally I find that running Unid is good until 69 inclusive. 70 is debateable (you have to spend a scouring/alch, or regal an existing magical).

At 71+, there is more potential for one to roll the maps directly, as the "chance" of getting a decent map vs. the reward for running a map with known mods starts to diminish. The +30% isn't imo enough to make up for this unknown.


thanks, i'm lvl 70 myself so i'm doing 66-68 maps atm! ;)
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Lyralei wrote:


Good effort. Some of the information is wrong though. Also recommended affixes are usually not established until you get a large enough sample size.



Would you like to comment on where the errors are as I will run more Residence maps and it would be good to have better knowledge to roll my maps?

Thank you.
No regen is a lot easier since groups get pot charges even if they don't last hit mobs.
IGN TDA
I'm pretty interrested about that "all maps are bigger". Meaning that you'll never do those shitty Maze + %mob resist when you are broke in currencies. It also means that a white map NOW has +- same potential as some shitty rolled blue maps, and also obviously that you can get even better quantities of loot per maps now.

In the end it makes maps at least twice abordable for everybody, easier to manage and obviously to loot. I'm obviously pretty OK with this change, big downfall is about chisel price.
Last edited by galuf#4435 on Nov 27, 2013, 2:06:50 AM
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CutlassPair wrote:
Generally I find that running Unid is good until 69 inclusive. 70 is debateable (you have to spend a scouring/alch, or regal an existing magical).

At 71+, there is more potential for one to roll the maps directly, as the "chance" of getting a decent map vs. the reward for running a map with known mods starts to diminish. The +30% isn't imo enough to make up for this unknown.


An important factor of running unid maps is that they are fun and challenging (especially if you have run 100s of maps already).

Best surprise I ever had was when I was standing over the steaming corpse of Kole on the Collonade, when suddenly this grappling hook comes out of nowhere and nearly kills me (a surprise double boss map).

There are many outdoor 71-73 maps where it doesn't *really* matter which mods you roll: Strand, Jungle Valley, Dry Peninsula to name a few. And then 30% is a nice booster. I have even run an unid 74 Underground River....

Now that 1.02 is removing Maze (THE mandatory mod for indoors), I guess many more unid maps become viable. It would be nice if the bonus would scale with the map level though, so running unid 78 map would give you much more than 30%.
Dear Maligaro,
I left my head in San Francisco, I lost my legs in Peru
My liver and kidney are on holiday in Sydney
And I am sending my Heart to you
--- Love, Malachai
Last edited by Flapdrol#5373 on Nov 27, 2013, 3:51:12 AM

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