[outdated] Caustic Arrow Solo Map MFer (20/300+)
" What that amulet is essentially doing is asking you to make a sacrifice: do you want to get less loot from rare mobs and bosses, in exchange for more currency from normal packs and more even distribution of loot from magic packs? Or would you rather have more consistent MF across the board? While that might be beneficial for say, a dried lake VS build, the amulet is deceptively trash for a map MF build, due to the nature of diminishing returns. Even then, let's take a look at a regular zone.
Boring Math Example Stuff You Can Skip If You Want
BEFORE YOU READ THIS SECTION: Please note that these are arbitrary values meant to exhibit an approximate estimation of how the game functions and in no way reflects the actual values of drops you get from mobs.
For arguments sake, let's say a normal mob will drop 2 items, magic 4, rare 8 and unique 16. For rarity, we will give normal mobs a 5% chance of a rare or better item, magic 10%, rare 25% and unique 50%. This means under normal circumstances, a normal mob will drop 0.1% rare items, magic 0.4%, rare 2% and unique 8%. Which, for Dried Lake runs, seems vaguely reasonable estimations. With MF values of 20/300, raw drops will be 2.4 items, 4.8, 9.6 and 19.2 with expected rares % of 0.14%, 0.56%, 8%, 32%. For the purposes of this comparison, that means normal mobs will drop 2.4 items of which 0.14% will be rare (0.00336 items) and magic mobs will drop 4.8 items of which 0.56% will be rare (0.027 items). In more clear terms, for every 100 normal and magic mobs you kill, you will see 0.3 rares from normals and 2.7 rares from magics. Conversely, adjusting the estimations for that amulet and assuming you drop 50% overall rarity (20/250), versus normal mobs you would drop 4.4 items with 0.135% rarity (every 100 mobs 0.59 rare items) and magic monsters 9.6 items with 400% rarity (every 100 mobs, 6 rare items). As you can see, you basically double the amount of rares you see versus normal and magic enemies. Seems legit, right? Now, because your total amount of drops from rares and uniques is significantly higher, and as is the % rarity you get from them, that 50% drop in base MF means that instead of seeing 3.4 rares from every rare mob and 11.2 rares from every unique, you DROP DOWN to 2.7 rares from rare mobs and 10.8 from uniques. Now, you have to factor in that there's approximately 750 enemies in any given map, 600 of which are normal, 125 of which are magic, 25 of which are rare, with 1-3 uniques spread in there (exiles, invaders, what have you). The result from the above is basically this, in any given zone with a normal distribution of enemies: Normal MF: White mobs: 1.8 rares Blue mobs: 3.4 rares Rare mobs: 85 rares Unique mobs: 11 rares Total: 101.2 Amulet MF: White mobs: 3.54 rares Magic: 7.5 rares Rare mobs: 67.5 rares Unique mobs: 10 rares Total: 88.5 Notice how the majority of your rare item drops are coming from rare mobs, and that the 50% base IIR drop reduces the total amount of loot you get by ~13 per zone. Now tack on map IIQ/IIR, and the difference only continues to widen. The central reason to be using that amulet is not for the rarity increase, but rather the IIQ increase versus normal mobs. While you will actually see less rare items overall, you will see more currency items which will partially offset this. But even then, remember that the majority of your currency drops actually come from magic packs. If that IIQ was versus magic mobs instead of normals, even at a reduced value, that amulet would definitely get more consideration. TL;DR: It's a trap. Don't use it if you're actually MFing. It's built more for Dried Lake speed farmers than anything. Jul 27, 2011 - Sept 30, 2018. Last edited by Serleth#4392 on Mar 9, 2017, 4:50:45 AM
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Would this chest piece be good? |
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" Yeah if you can fit the res balance and don't mind the AoE coverage without Carcass Jack. It never used to be but now it has significantly better damage rolls. Jul 27, 2011 - Sept 30, 2018.
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Am confused about 1 thing in MF. To farm for currency like ex etc.. do we need to have high IIQ or IIQ and IIR. I been reading around a lot and cant seem to find an answer to this. I'v Gone through half of the posts on the thread and other forms and No direct answer to this,
At the moment i got 62% IIQ and 237% IIR with 70% on the gem. If i should go flat IIR or go with Both. Any suggestions, Am ok with res i can handle T11 and 12. |
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" To find only more currency, all you need is high Quantity. high Quantity, zero or low Rarity = more currency, lots of white items, almost zero blue, yellow and unique items; zero or low Quantity, high Rarity = less currency, fewer items in general (but inside them, more blues+yellows+uniques) Thats why you want a balance, to still have good currency drops and also good item drops (those blue+yellow items translate into currency in the end and also good uniques = currency, from sale) Last edited by mobutu#5362 on Mar 10, 2017, 4:44:30 AM
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" Many thanks for your reply. Ok now its clear to me that IIQ is intact more currency. So i will have to balance IIQ with IIR damn this going to be hard as IIQ is no longer drops and people sell them Items super expansive. I'm gonna swap my IIR gem with IIQ i got 7 IIQ lvl 20 from the old days. Hope i will find some IIQ gear that are not super expansive. |
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" Theoretically, to drop the most uniques/rares, you want the product of increased rarity and quantity to be as high as possible - and for the product to be as high as possible, you want rarity and quantity to be as close as possible in value all other things being equal. However, IIQ is much harder to come by - so in practice, your IIR will always be higher. ========= In terms of trying to generate as much wealth as possible, IIQ is probably the better stat - IIQ will cause more 6-sockets, more 6-links, more currency, more divination cards, etc. to drop, which represents additional income above and beyond the IIRxIIQ product discussed above (IIRxIIQ applies only to the number of blues/yellows/uniques dropped). ======== Bottom line - you're probably going to be best off by getting as much IIQ as you can - but be sure to get some IIR so that IIQxIIR is as high as possible. Last edited by hankinsohl#1231 on Mar 10, 2017, 6:42:02 AM
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" Thanks for the input Serleth. I did some mapping last night according to your loot management philosophy and it was definitely more lucrative than my old methods. I think the hardest part is leaving behind all those 4x2s when you are just starting the map and have an empty bag. I feel like I'm abandoning my loot, but doing this every time I still find more than enough 2x3 and 2x2 items to fill up completely. The 0.5 ex per hour seems pretty legit: In 3 hours of mapping I made around 80c, 20 fusings, and 200 alts. Legacy SC IGN: Octora Standard SC IGN: Octyte Last edited by Nick42#4121 on Mar 10, 2017, 1:12:51 PM
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Pretty stoked. I lost my first silverbough to a power outage in a windstorm earlier this week...but I persevered and started over...bought a second silverbranch / silverwood prophecy and 6linked it in about 120 jewelers and 40 fuse.
To be honest, I'm not even sure I'm ready for this power yet. Took all the defensive nodes in the tree first...and am now picking up damage nodes and fleshing out my gear while I'm farming Merci lakes before I switch over to a rarity gem. Followed your CA build back in 2.2 or 2.3 I believe and had a blast! I may level up an Occultist CA build for the deeps as well. Last edited by crzytimes#4878 on Mar 11, 2017, 12:53:00 AM
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Was going to build something else this league but with the cheap +3 bow solution I couldn't resist :p
I went CA right after I got my bow (just a 4L) and drillneck (both at lv36) and it's been a breeze ever since. Just go ham on damage as you're leveling (if softcore) and start picking up convenient life nodes around merciless. I've been running nothing but my 4L setup, grace, frenzy and a flame golem. Easy peasy. About to finish up merciless, then I'll have to get a proper 6L bow :p |
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