[Project] Map Statistics!
" I would assume the increase in chance at higher level maps from magic/rare/unique mobs would be the same as it was for running a higher level maps. Since the normal/magic/rare mob increase% on maps seem to have the exact same effect on map drops, i doubt they would do this other part any different. Which would make the rare mob% mod better than the other 2 (which makes sense really, more difficult, better maps). Also, what mods/map levels, are you hurting for some data? I don't run too many, so i (possibly other people too) wouldn't mind rolling maps for specific mods for your awesome data. Keep up the good work! This is pretty interesting. |
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" We saw no significance for magic/rare/pack size affecting the average level of maps dropped. " We appreciate the sentiment but don't do this. Our models assume independent observations so we really just want you to keep doing what you'd normally do. Last edited by symph_nique#6443 on Apr 6, 2014, 10:47:53 AM
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In your first post from march is a mistake: the multiplicator for quantity should be 1,0005 if e(0.00052*x) is the right function for quantity. If thats right the mods with multiplicator 1,004 should be much more valuable than quantity. Can you clarify whats right here ?
Then i seriously doubt that rare or magic modifier have the same impact as pack size. I always prefer packsize over the other two, because i get more magic + normal mobs with packsize. Rare monsters is completly useless imo, because you get much less items with that than with pack or magic mod. When i grinded maps up from 60s to 70s i noticed a significant drop in map drops as you described, even though i almost always played blue pack size maps. Im the guy who contributed most of your hardcore map data in march and april :). I hope more will join here, its pretty easy to help ! Last edited by DrOwnage#0538 on Apr 9, 2014, 5:49:14 AM
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Been submitting maps since a while now. Hope the project is going well.
Btw, I've had decent luck with the exile mod and extra maps... I also put a link in my sig, hope that's ok :) "Fixing the endgame was hard - No matter how hard we buffed red maps, people would keep spamming Gorges.
So we turned Gorge into a red map" |
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Hey, really like your project. Added some maps today. Really interested in what you find out about post-patch map statistics.
Gut feeling makes map drops worse, so bad even that I do not run 73+ maps atm. Great project, need numbers to support gut ;) |
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" Sorry my finger got excited (apparently) about typing the 0. It should be e^(0.0052*x), so the rest is correct. Again, the model has significantly changed between pre and post patch. But pre-patch, we definitely saw the three contributing the same with no interaction effect between themselves. |
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Doesn't the number of people running a map also affect map drops? If so, shouldn't that stat also be considered for your project?
1H+Shield High Block&Spell Block Tank: http://www.pathofexile.com/forum/view-thread/868995
Ice Crash Crit Staff AKA "The Shaterring Karui": https://www.pathofexile.com/forum/view-thread/1289037 Tanky Block+AR+EV Ranger Crit Reave Dagger/Claw: https://www.pathofexile.com/forum/view-thread/1301888 |
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" No, it does not |
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