[Project] Map Statistics!

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Kirielis wrote:
Cartographer strongboxes shouldn't be included. Those are just extra.

Could we see an analysis of the magic/rare mod and its effect on level of map dropped? I guess we all know that magic monsters is a great xp modifier. But I also think, correct me if I'm wrong, that majority of people also think magic monsters increases chance of +1 level map dropping. Just common sense seems to support this too.


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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Igcis wrote:
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).


We saw no significance for magic/rare/pack size affecting the average level of maps dropped.

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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.


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
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
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"
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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DrOwnage wrote:
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 !


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.
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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ComradeSerge wrote:
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?


No, it does not

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