1% chance for my map runners to be killed in maps.
" Nope. I dont select it because it lowers my chance to drop T17s. Death rate of mappers is STILL 10% though. Just lost 3 t10s in two maps at 1% chance..... This is so broken. Im done with this mechanic. Last edited by IQof3 on Sep 21, 2024, 3:46:41 PM
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" just stick with shipments. mappers are just another gambling mechanic. |
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" Welcome to the endgame gold sink, something you can throw your heavily overproduced gold at once you're done with upgrading the town. Sending out mappers at all time while you're playing is pretty worth it tho. Flames and madness. I'm so glad I didn't miss the fun.
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I agree just killing em off now. like clockwork. logged in and lost a t10 3 minutes into the first map after logging off for the night. "60% of the time it works every time" GGG odds Last edited by IQof3 on Sep 24, 2024, 12:23:53 PM
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I think it's pretty obviously bugged for 8 mod maps. I've switched to 3-4 mods on random yellow tier 16's and have run over 100 maps without a death. 8 mod maps they die every other map.
There is just no way the 1% is anything other than bugged. | |
rng. I had over 200 corrupted maps without a death last week. Before that 1 death every 12-24 maps for quiet a while...But I also stopped to put anything above 1% in there, so i had only 1 map device that ran the 7-8 mods...2% is double the chance obv by simple math and 4% quadruple the chance they die, so imo you have to be very diciplined about it and be patient. It seemed to just even out in the long run for me.
If it has 2% chance on it it goes back to the stash until i roll another map runner that brings it down to 1%, that rule saves a lot of map runners in the long run^^ Last edited by Strickl3r on Sep 24, 2024, 1:52:33 PM
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still using up my unwanted maps. Lost 3 t10 map runners in 4 maps. The maps were t14, non corrupted and just alch and go. This system is so broken. I will be so glad when all i have left is t16 and t17 then I will be deleting my map runnners.
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Ive actually been wondering if its 1% per mapper on their end.
If thats the case its 6% chance per map which is closer to what I have experienced but I never ran the mappers enough this league to be 100% sure. |
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First off, in response to like half of the above comments, Mappers are definitely worth it. Even without factoring in the jackpot chance at mirrors and magebloods, mappers are a steady supply of valdos and divines. The maven's chisels and harvest juice both add up really fast too. (yellow juice is over 20d a stack right now)
Alch'd T16 Maps Common Loot: -bubble gum currency -league currency (oils/harvest juice) -jewelry/belt for disenchanter Uncommon Loot: Rares with multiple T1 rolls (finished with a bench craft/exalt slam) 21/20 gems Jewels w/ 2x crit multi (exalt for chance at triple) Valdo's Boxes Divine Orbs Good div cards from map choice Maven's Chisels Rare Loot: T0 currency T0 Uniques As for them dying, a few tips: Use lower level mappers when it makes sense. I run 6 lvl10's for T16-8mods, but when I am out of 8-mods, I replace 2-3 of the 10's with 9's for T16 alch'd maps. 9's dying is way less painful to replace. “Freedom is what we do with what is done to us.” Last edited by Piousqd on Sep 30, 2024, 9:49:19 AM
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no matter what combination I use, like clockwork, 1 t10 mapper dies in in 10 maps. doesnt matter if the map is a t1 white or a t17 8 mod map. If I have say 4 lvl 6 mappers, 1 level 3 mapper and 1 level 10 mapper running a t1 map, the t10 mapper will ALWAYS die.
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