[outdated] Caustic Arrow Solo Map MFer (20/300+)
Item Filters
Spoiler
Well I spent a bit of time hacking on NeverSink's filter to reduce clutter. Here's what loot typically looks like for me using the stock NeverSink filter (I'd say that this is average clutter - it frequently gets much worse): And here's what it looks like using my hacked version To reduce clutter I eliminated scrolls, non-unique flasks and all normal/magic crafting bases (except the really good ones like Steel Rings). I also removed font size increase for most items. Visibility is greatly improved. I think I can run breaches with loot display on now. Using NeverSink's, the screen would often become so cluttered that I'd have to switch off loot display just to see what was going on. An added advantage of having a wholly customized filter is that anything that shows up now, I can just pick up; if I'm not interested in it, it no longer appears on screen. Last edited by hankinsohl#1231 on Jan 10, 2017, 8:57:33 AM
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" Yep. This is precisely why I made my own. I still show most rares, and highlight the good bases, in case I decide to do recipes. But I might edit the filter to be more strict for while I'm not MFing and just save it under a different name. Doesn't really bother me in its current state so I'm not sure I'll care enough =) Jul 27, 2011 - Sept 30, 2018.
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I've gone back to modifying the script in Notepad for the most part, but I too like making my own agressive filter... I still want to do some work on it, but ideally, in the future i will just update it when new item types are added to the game, and maybe copy-paste Neversink's modified Unique section each league as he re-orders them based on the shifting meta, because its nice when a Unique drops solid orange and you know you just found an expensive unique (assuming the market hasnt crashed on it)
On the topic of HoWA... I decided to jump on this build like everyone else, and even only being in cruel so far (still buying some of the stuff I need once I reach 68, so playing the CA MF some still), I'm already really enjoying the power of it... The build-guide I'm following https://www.pathofexile.com/forum/view-thread/1805182, recommended a mana flask from the get-go for safety and no-regen maps as well... Overall, the build-guide and the stuff I've seen discussed here look similar when I compare |
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" Reduced recovery and no-regen maps haven't been an issue for me. I haven't run a mana flask since I switched to CI. Jul 27, 2011 - Sept 30, 2018.
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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. |
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Off topic HoWA stuff:
Spoiler
After upgrading my chest somewhat, I respeced from an ES-heavy tree to an offensive oriented tree. I went from 10.2K ES and 24K hideout DPS (golem out and Wrath up) to 8.8K ES and 37.5K hideout DPS My gear isn't good at all so I was pleasantly surprised to see my DPS climb into the upper 30K's. The tree I'm using is very similar to C9's except that I speced out of some projectile damage nodes at the ranger start in order to grab Forces of Nature and the nice 6% elemental penetration. https://www.pathofexile.com/passive-skill-tree/AAAABAIBAAHRAecDHgX5DY0OSBEPES8RgRGWFLAV1xXwFyYZihnXGlUbyB9BIuoj0yo4Kwosvy5TNj026DsNO-M8vkMxRPtGaUwtTP9OKlT-VYVWSFZjVvpaGluvXGtd8l9qX3BhIWOnZAltbG8ndct6hH6vf8aCHoNthEiExYTvhq6IQooojRmNfo9Gj2CP-pAKk5WVzJcGmmqboZu1n8ujiqXLpwinMKyYrTOv67VIvea-p8HFwzPDOsNtxKLNmM_d0NDTb9gk2NXZX9rB3UbdjOAS53Tn6ujW6mLrFOtj7BjtP-4O7-vxivfX-TP5Y_zF And this is my not-so-great gear: The belt needs int, and the rings need WED. Gear upgrades are a pain because most of my gear has only 1 resist instead of 2 - but prices for CI gear and in particular CI gear with int, are very expensive. At any rate, I highly recommend C9's tree or the variant I'm using above. DPS is very nice. C9's tree features the dual-wield attack speed nodes - these are nice on their own and are even better when Ancestral Protector is out; furthermore, the attack speed nodes nicely boost whirling blades, making instance navigation all the faster. At the advice of C9 I'm also getting projectile speed on my extra jewel sockets. I'm level 91 now and just have one spare jewel socket but if I level to 94 I'll pick up a 2nd socket which will provide a total of 16% increased projectile speed. Last edited by hankinsohl#1231 on Jan 12, 2017, 10:20:12 AM
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"
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. |
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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.
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. Last edited by Serleth#4392 on Jan 13, 2017, 6:53:38 PM
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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. Last edited by hankinsohl#1231 on Jan 13, 2017, 4:04:59 AM
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Spoiler
" 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. Last edited by Serleth#4392 on Jan 13, 2017, 4:26:25 AM
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