Item rarity state

Anyone knows how item rarity works across map modifiers, monster modifiers and player stats?
I remember hearing from the interview that player rarity has very steep diminishing returns (which is all well and good).
Now, does map and mob rarity has those too? I really hope they do not, because the only way to stack rarity on mobs is to make them harder, and map affixes are already at premium.
And then, are player rarity and monster rarity multiplicative or additive? Because if player rarity is additive with monster rarity and the result has the diminishing returns, then it's not only useless to get rarity on items, it's also useless to make monsters harder, because they won't be more rewarding. If map rarity is additive to those too, then the gameplay will be extremely unrewarding.
I'm not a game developer, but I think it's better for map, mob and player rarity be multiplicative with each other, with player one having a steep fall-off after, say, 100%, and map and mob ones being linear. Obviously, the resulting item drop calculations can have further calculations of currency tier and gear tier and such, that is another issue.
Of course, this has a possible problem of league mechanics, like wisps or expedition remnants, being a 4th multiplier on top of that, but I hope that can be fine-tuned without making all rarity stats additive. Affliction was fun, by the way.
Last bumped on Apr 16, 2025, 2:45:43 PM
It feels like now it's a completely flat progression. I see significant change in drop every 100 mf. 100 - 1 exalt, 200 - many exalt, 300 - I'm expecting a div and often I get it.
It feels like its half the value of what it was in 0.1 and some items dont roll rarity or it rolls lower so is it worth it... i would say yes because the mechanic is the same it increases everything from currency to item types and mods (tier 3-4-5). At 150% from gear + 150% on a map node it feels like 0.1 100-150%.

I do think it has to be reworked entirely to affect only items or currency or just removed but we would need a large increase to the base drop rate or it would feel so dry with that 1 exalted orb or unique item every 2 maps. I need the tinks!

Currently at 170% i get like 2 raw exalted orbs and 1 unique per basic map or more on average.
Getting to 100% iir is just as important as capping res is in poe2. Welcome to hell.

Snd unlike res, you still get value stscking it higher and higher.
I heard somewhere that they changed the formula and getting more than 100% is pretty useless now, and 50% should be a good baseline, but I can't find where that was.
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I heard somewhere that they changed the formula and getting more than 100% is pretty useless now, and 50% should be a good baseline, but I can't find where that was.


I've been between 30-60% and for t15 rare maps, I'm getting 2-3 exalts and divs are fairly rare but had 4 so far so it seems to work for now, curious to see how it changes as I upgrade gear and get into juicing.

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