[outdated] Caustic Arrow Solo Map MFer (20/300+)

CI HoWA ST chat like everyone else around here:
Spoiler
My CI Howa ST character finally hit 70 and unleashed its potential... spent about 10ex, including Astramentis, Vessel of Vinktar, 5L 700 ES Vaal Regalia, and managing resistance caps, 30 int all slots, and 500 accuracy between helm and gloves... 6500 ES and 14k Hideout DPS with golem and auras at lvl 70... we'll see what it looks like at 90 when I have the int along the top towards Elemental overload, the lightning penetration clusters, and the ES cluster near the jewel socket up top... but I'm loving the power already... just need to get used to using all these flasks and cooldowns.

Main thing I want/need is a good 6L Vaal Regalia... but theyre SOOO expensive...
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Serleth wrote:
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 have 5 sextant mods on a Strand right now; Castle Ruins, Wharf, Whakawairua, Dunes and the Strand itself.

BTW, which thread are we talking about? I saw his youtube video where he says he has no tier 11 or 12 maps cleared, but it looks like there's no 13s cleared either except Shaped Tropical.

In any case, I did not know about that forced -1 tier thing when no maps in the tier have been cleared, if that is indeed what happens. I find it strange how he words it as a -1. Does that mean that if 0 maps are cleared in both tier x and x+1, finding a tier x+1 map forces an x tier map anyway even though none are cleared? Or does it go down 2 levels in that case?

Think I'll de-clear some maps and mess around with this. I've been duoing exp with an aurabot friend and we've already noticed that for our particular combo we get almost the same exp/h smashing tier 10s recklessly as doing 13-15 where we still have to slow down and be careful. Even without the investment of chisels, sextants etc. it might be nice to level off of cheaply rolled 10s with a lot of tier 11 Strands added. Or maybe Spider Forests.
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chimurestaurat wrote:
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Serleth wrote:
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 have 5 sextant mods on a Strand right now; Castle Ruins, Wharf, Whakawairua, Dunes and the Strand itself.

BTW, which thread are we talking about? I saw his youtube video where he says he has no tier 11 or 12 maps cleared, but it looks like there's no 13s cleared either except Shaped Tropical.

In any case, I did not know about that forced -1 tier thing when no maps in the tier have been cleared, if that is indeed what happens. I find it strange how he words it as a -1. Does that mean that if 0 maps are cleared in both tier x and x+1, finding a tier x+1 map forces an x tier map anyway even though none are cleared? Or does it go down 2 levels in that case?

Think I'll de-clear some maps and mess around with this. I've been duoing exp with an aurabot friend and we've already noticed that for our particular combo we get almost the same exp/h smashing tier 10s recklessly as doing 13-15 where we still have to slow down and be careful. Even without the investment of chisels, sextants etc. it might be nice to level off of cheaply rolled 10s with a lot of tier 11 Strands added. Or maybe Spider Forests.


My guess is he didn't feel investing in all five, but I didn't realize you could use Sextants on unique maps. Didn't even bother.

The thread is from where he posted the video on reddit.

From my own tests, -1 works. I'm definitely getting more Strands out of it.

My guess is it would be -2 like you say, but I haven't tested it. Not really worth doing it with T13s though, there's good T13 tilesets to run, and besides, you'll probably want the option to climb up to T16s either to sell or run for Shaper frags.

What I did last night, because I needed four more maps to get back to 10 Strands, is I just ran a bunch of Shaped Dunes. Recovered pretty quick. This is an instance where +2 would become +1, because I have no option available to drop T12s.
Jul 27, 2011 - Sept 30, 2018.
I think you guys are misunderstanding the -1 thing... from what I read about how the Atlas works, you roll a map tier... then you roll the bonus % to make it +1-2 tiers if there is a possible map drop for you in that tier... this is exploiting that

Assuming you have 70-80 bonus objectives since you are keeping your reds optimized, the +2 tier thing isn't possible (101%+)... so what's happening is 80% of the time your t10 drops become Shaped Strand maps, 20% of the time your t11 drops become Shaped Strand, and 80% of the time your t11 drops fail to become t12 drops and become Shaped Strand instead.
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Piros wrote:
I think you guys are misunderstanding the -1 thing... from what I read about how the Atlas works, you roll a map tier... then you roll the bonus % to make it +1-2 tiers if there is a possible map drop for you in that tier... this is exploiting that

Assuming you have 70-80 bonus objectives since you are keeping your reds optimized, the +2 tier thing isn't possible (101%+)... so what's happening is 80% of the time your t10 drops become Shaped Strand maps, 20% of the time your t11 drops become Shaped Strand, and 80% of the time your t11 drops fail to become t12 drops and become Shaped Strand instead.


I'm not sure what you're thinking is misunderstood? Sounds like we're on the same page.

The Atlas bonus provides you with a chance to +1 or +2 tier, insofar as it doesn't break the normal drop restrictions (Normal mobs cap at Zone Level +0, Magic and Rare ZL+1, Boss ZL+2).

If you have 110% Atlas bonus in a T11 Strand and:

* Kill a normal mob, and it drops a T11, Atlas 100% for +1 rolls, but drop restriction wins: T11 Strand.
* Kill a normal mob, and it drops a T10, Atlas 100% for +1 kicks in: T11 Strand
* Kill a normal mob, and it drops a T9, Atlas 110% kicks in: 100% chance to T10, 10% chance T11 Strand
* Kill a magic or rare mob, it drops a T11, Atlas 100% for +1 rolls, drop restriction checks as good, +1 to T12, but you have no T12s to drop, so you're -1 to: T11 Strand
* Kill a magic or rare mob, it drops a T10, Atlas 100% for +1 rolls: T11 Strand
* Kill a magic or rare mob, drops a T9, Atlas 110% kicks in: 100% chance to T10, 10% chance T11 Strand
* Kill a boss and it drops a T12: No T12s, but 110% bonus kicks in, returns T13. 10% for +2 here doesn't matter, T14 restricted by ZL+2 for bosses.
* Kill a boss and it drops a T11, Atlas 110%: 100% for T12 (-1 to T11 Strand), 10% T13
* Kill a boss and it drops a T10, Atlas 100% to T11 Strand, 10% to T12 (-1 to T11 Strand).
* Kill a boss and it drops a T9, Atlas 100% for T10, 10% for T11 Strand.
Jul 27, 2011 - Sept 30, 2018.
Last edited by Serleth#4392 on Jan 14, 2017, 1:38:42 PM
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Piros wrote:
you roll a map tier... then you roll the bonus % to make it +1-2 tiers if there is a possible map drop for you in that tier...


I get that. We are talking about an additional reduction in map tier after this +1-2 tier has already been applied, which takes place if 2 conditions are met:
1 no maps are clear in that tier
2 no maps in that tier are adjacent to your current map


"
Piros wrote:

Assuming you have 70-80 bonus objectives since you are keeping your reds optimized, the +2 tier thing isn't possible (101%+)... so what's happening is 80% of the time your t10 drops become Shaped Strand maps, 20% of the time your t11 drops become Shaped Strand, and 80% of the time your t11 drops fail to become t12 drops and become Shaped Strand instead.


+2 is always possible on bosses, atlas completion only makes it more likely on bosses, and makes it possible on magics and rares. Completion over 100 makes it possible on normal mobs.

I erased all tier 11s other than Spider Forest and all tier 12s. This left me with 108/126, so will be 111 when we do HoG, Perandus and Vaal Temple. But going over 100 isn't needed for this shaped map maintenance.

We did a session of nothing but T11 Spider Forests now with this setup. Started with 3 of those maps and it took about 3 hours without dropping to t10 until we ran out. Then did a Chayula from my HO where another 4 dropped along with a t13. And I died.

We used all chisels we found in the maps (picked up and whetstoned every hammer) but didn't use any beyond those. Same with sextants; used a few master's, but mostly the other 2. Most maps had no sextant mod at all. No sac frags or Zana mods.

I can see this is easy to maintain, but advertising is as some get rich quick method is likely just attention grabbing nonsense.

Thanks a lot for the data, Serleth. Looking forward to seeing more.

edit: beaten!
Last edited by chimurestaurat#7524 on Jan 14, 2017, 1:44:24 PM
More Strand & Atlas & Map Drops Talk
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chimurestaurat wrote:
+2 is always possible on bosses, atlas completion only makes it more likely on bosses, and makes it possible on magics and rares. Completion over 100 makes it possible on normal mobs.


This is not true. Drop restriction on the mob takes precedence.

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Chris wrote:
1% chance for a map drop to upgrade by a tier per map completed (up to 123~125%). Higher than 100% means it can go up a second tier. Capped at maximum level that could drop from that monster


- From the Development Manifesto on the Atlas.

I.e., a rare monster in a T8 map will at maximum be able to drop a T9 map, regardless of Atlas bonus.

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chimurestaurat wrote:
I can see this is easy to maintain, but advertising is as some get rich quick method is likely just attention grabbing nonsense.


Yeah, I don't think that was necessarily intentional by Norse, but it definitely left that conclusion open to be made. Unintentional spread of misinformation.

I ran another 14 maps last night at 15% quality, single pack size. Dropped 13 Strands.

From all indicators, it appears as though while spending 8c per map between sextants, chisels and Zana mod will have an impact on your total Strand (or in your case, Spider Forest) maps returned using this system, it's not worth the investment.

I then ran another set of 10 going full-bore on the investment, and once again returned 14 maps out of the 10 run.

In other words, I averaged a return ratio of 1.4 spending 8 chaos. Over 10 maps, that's 80c spent. The refunded 10 maps are a wash, and you would sell the excess four for 4c each (16c back). That's still -64c.

So, I ran another 10. This time, I spent 1c each (10% chisel + alc). I refunded my maps (10 returned).

In order to match the return of the 8c map crafting method, I would have to buy four more maps (16c), for a total expenditure of -26c.

Thus, the cost-return differential between spending 8c going full-tilt and 1c going mild = +38c.

Which I can then use to buy an additional 9.5 Strand maps to match the total 80c expenditure.

Like..... why bother?

Crafting the Atlas in this way is useful to help chain and sustain maps to prevent yourself from having to go to the market to buy more Strands as often, to be sure, but it's not worth going full-tilt to try make a profit.

People don't seem to consider overhead and opportunity cost, and Norse has unintentionally spread a fallacy here that running Strands to get more Strands is profitable. Sure, he might have sold 50ex worth of Strands, but he spent 100ex to do it. He's still -50ex, net, speaking strictly in terms of investment vs map returns.
Jul 27, 2011 - Sept 30, 2018.
Last edited by Serleth#4392 on Jan 14, 2017, 4:58:33 PM


should i take the chaos damage nodes over the projectile damage ?
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eso259 wrote:
Spoiler


should i take the chaos damage nodes over the projectile damage ?


Yes. The only reason the guide tree DOESN'T do that is to avoid confusion. A lot of people will end up thinking physical/chaos somehow double dips, and it doesn't. You only get the benefit of the chaos damage out of those nodes.

As well, the projectile damage nodes are just easier to get early. The chaos damage nodes are a level 90+ switch, the only real benefit being the +12 flat life, but it is the min-max choice that you make late into the build.
Jul 27, 2011 - Sept 30, 2018.
Map Funneling
Spoiler

It's a pretty neat trick.

And while selling all the excess Strand maps in and of itself isn't likely to pay for the map runs, this method does generate a lot more wealth than mapping sans funneling.

Funneling ensures that, after applying Atlas bonuses, all T11 and T12 maps turn into Strands and Strands are about 3c each as compared to 2 alch for random T11's/T12's. So each time a Strand drops he's made roughly 2.5c more than he would without funneling (discounting the slight possibility that the T11 drop would have been a "true" Strand as opposed to a funneled Strand).

Moreover, Strand is a very good tile set so he's able to run his T11's quickly.
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So the question is, just what should you do to your maps in order to maximize income? In this context, the value of all drops you pick up constitutes income.

For example, is Beyond worthwhile? You'll get no maps from Beyond mobs, but is all that extra stuff they drop enough to cover the cost?

Another factor is portal availability and limited bag space. You're likely dropping excess stuff and will need to leave some items behind.

Hmmm... Since I have a crapton of map levels to grind to hit 10,000 it's probably worth my while to look into this, LOL.

Parting thought... if you combine funneling with CA magic find, I'll bet you can really start raking in the currency. How does CA magic find fare against T11 breaches?
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Along the lines of "It's sort of like World of Warcraft..."


"Time is money, friend."
Last edited by hankinsohl#1231 on Jan 14, 2017, 9:52:39 PM

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