Map Management Resource

Kir,

The whole point of my post and argument thereof is merely to show that the 69-71 tier requires a bit more thought. Anything equal to or over 72 is a no brainer. Its not sustainable to run 73+ maps without the proper currency pool to get those maps top tier.

I just want players new to the map scene to think carefully about their level of investment in these mid-tier maps and make the point that one should not throw good orbs after bad. At this point I Alch and (grit my teeth) Chaos the 71+ maps. But everything up to and including 70 was all Magic Maps with desirable mods.

There have been a number of 71 maps I wish I had not rared up. That's life, but my map running character can handle most mods at this point.

The OP is completely correct in their assessment of what a player should do in a vacuum. However, PoE is an online environment and people should consider what the cost of doing business in the map world is before over investing in a specific map level.
Regarding if you should alch or alt your lower maps: Take into consideration that 3 alch is 1 chaos. Atleast in the standard league.

1 alch = 5-6 alt orbs. Can you really get decent rolls on your maps with only max 5 rolls with alt orbs on average? I don't know but i think alch provides better results over time if you want to save currency.
Last edited by kompaniet#2874 on Jan 7, 2014, 10:53:37 AM
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SunnyRay wrote:
Map mod frequency research similar to Kripp's, but made on 1.0.3.

Updated "map advisor" spreadsheet.

Thanks to Isky we've got 345 map rolls on version 1.0.3.

Updated mod frequency spreadsheet and map advisor spreadsheet.

It's based on 1265 map rolls mostly collected by Isky and Kelsier0. I think this is enough.
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SunnyRay wrote:
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SunnyRay wrote:
Map mod frequency research similar to Kripp's, but made on 1.0.3.

Updated "map advisor" spreadsheet.

Thanks to Isky we've got 345 map rolls on version 1.0.3.

Updated mod frequency spreadsheet and map advisor spreadsheet.

It's based on 1265 map rolls mostly collected by Isky and Kelsier0. I think this is enough.


And me providing maps to Isky =) (450+ for 1.0.3)
Thanks for the spreadsheet this looks really good.
Komp,

I feel like I am beating a dead horse here, but the point of the argument is not what results from the first roll on a map. Of course a good roll with an Alch Orb is a great value. The question is, what is the recovery cost of a bad roll?

Rolling a good magic map is very cheap when you consider that many of your mods are going to come from Trans Orbs and Aug Orbs. These are basically trash orbs that have limited other purposes and almost zero trade value.

Your initial investment is a Trans Orb (compared to an Alch Orb) and your recovery payment is an Alt Orb (compared to a Chaos Orb). You very rarely ever spend more than a handful of Alt Orbs to get your Magic, Rare or Pack Size mod. All of those are suffixes and on your good to average one mod Prefix map you drop an Aug Orb into it and hope for one of those three Suffix mods.

Its actually quite cheap to roll a good magic map and exceptionally cheap to "recover" a bad one. Its cheap to roll an initial rare map with an Alch Orb. The Return on Investment for a bad rare map is where the economic math starts to go south on mid-tier maps.
Last edited by Cragwell#6991 on Jan 8, 2014, 8:50:00 AM
Cragwell i agree. There is a high chance of getting temporal chains one of the mods i despise and don't want to do. In these cases i have to chaos the map.

For less wealthy players going the magic route is a better choice.

The recovery cost is indeed a factor to keep in mind unless you have a large enough map pool to constantly be able to vendor 3 bad maps for a new higher level one.

Also big thanks to Sunny for the spreadsheets. Much appreciated information. Will you keep updating them further? Or are the chances for those mods with your samples solid enough?

Last edited by kompaniet#2874 on Jan 8, 2014, 11:01:05 AM
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kompaniet wrote:
Also big thanks to Sunny for the spreadsheets. Much appreciated information. Will you keep updating them further? Or are the chances for those mods with your samples solid enough?

Solid enough for any practical implication. Values may be a percent or two off, but it doesn't make much difference. I won't update spreadsheets until GGG introduces new map mods.

For "map advisor" spreadsheet there are other factors like guesstimated "adjusted iiq" multipliers for different mods and "too hard" rolls which are considered good, but you'll actually have to reroll. Frequency errors are neglectable compared to these. Btw, you may play with multipliers on the "Const" tab.
Removed Kripp's outdated map frequency spreadsheet and added SunnyRay's. Thanks to reddit for highlighting this.
It says 72's are updated. Is 71 updated? It still talks about maze

Great thread btw, it has helped me immensely
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Preordained wrote:
It says 72's are updated. Is 71 updated? It still talks about maze

Great thread btw, it has helped me immensely


Sorry, I must've missed it. I'll address it this weekend.

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