Please revert the SOLO play nerf !

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zzang#1847 wrote:
So a 6 man group would have 600% more currency drops. Each adding a merc with 50% resulting in 900% more currency?

×6 = +500%
×(6+6/2) = ×9 = +800%

(This is because of confusions like these that '×' ought to be used over '+%' for independent multipliers.)
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zzang#1847 wrote:
Since i assume there are certain thresholds of quantity were you start seeing locks/mirrors more frequently it does indeed sound like a solo farming nerf.


?...its % quantity. At EVERY level of increased quantity, locks and mirrors are more frequent lol. That's the point of quantity. "Thresholds" can't possibly exist, otherwise the mechanic doesn't function.

Even 1% quantity increase means, literally, "For every 100 items that drop, you get 1 extra". That extra item doesn't follow a special set of rules re: rolling probability. If a mirror drop is .00001% of ALL dropped items (or even just currency), it will be affected equally and fully by that 1% additional quantity. It will be negligible, but it would exist.

This is why "quantity", at any value, is a broken mechanic. It circumvents and ignores rarity, essentially making more valuable items drop sooner through sheer probability
Starting anew....with PoE 2
Last edited by cowmoo275#3095 on Jun 13, 2025, 7:16:17 AM
Im not claiming to to know how they implemented their RNG algorithm all i can say based on my experience using 0% quant on gear vs 140% quant on gear showed a dramatic difference in divine/mirror/lock drops for equivalent maps and juice.
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zzang#1847 wrote:
Im not claiming to to know how they implemented their RNG algorithm all i can say based on my experience using 0% quant on gear vs 140% quant on gear showed a dramatic difference in divine/mirror/lock drops for equivalent maps and juice.


yes, that's obvious.......dude you are dropping 2.5x more items than the average person. Divine/Mirror/Lock are 2.5x more likely to drop.

There is no formula, its literal. 140% increased quantity means exactly what it says. If a monster drops 5 items, it would now drop 1.4(5) = 7 items. The only thing that we might not exactly know is how rounding works when you have a fractional item drop.

"odds" don't change: they can't. Probability always dictates that if you have more opportunities, the likelihood of a particular thing happening increases. And this effect is actually exponential.
Starting anew....with PoE 2
Last edited by cowmoo275#3095 on Jun 13, 2025, 7:51:17 AM
5 (+140%) <=> 5×2.4 = 12
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people playing in groups are already at an advantage ...



are they tho?


i dont think so, its current more efficient in most instances to not run in a party. all the hype about party play currently mainly comes from people watching empyrian and then throwing a fit about partying and magic find because hes making so much money.

but ultimately you get significantly more stuff in most content right now if you all just play solo.



this change will mean people playing in a party get the same amount of currency they would get solo, so they are not nerfed by partying up. but that means the split of investment in scarabs, maps etc makes party play more profitable now in practice than solo.




honestly i couldnt care less. who is still caring about this sort of stuff in poe1? really? are all you people caring absolutely minmaxed megastrat players who make 20+ mirrors every league and it would totally ruin your entire 3 months if you made 15 and other people were making 25?

really? its so whatever, who cares about THE absolute most efficient farming strat is?

newsflash, its still all trash, the best strat for making money is still standing in your hideout flipping items and crafting. if you are even running maps youre doing something wrong if you wanna be THAT GUY.

just find a way to play thats fun and play it, games 13 years old youve either seen enough mirrors in that time to be over that hype or you were never playing minmax efficiently anyway right?




it probably shouldnt be 100%, it should probably be about 80%? sure. ok. i agree ggg should change it but honestly is it really a big deal either way? the ppl who like to party will party and the people who dont wont regardless of which one is the exact most efficient way to run maps. the fact you are evn running maps and not just playing hideout warrior says you do things that are fun because its a game and you want to have fun, so play the game and have fun?






I love all you people on the forums, we can disagree but still be friends and respect each other :)
Last edited by Snorkle_uk#0761 on Jun 13, 2025, 7:52:17 AM
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5 (+140%) <=> 5×2.4 = 12


Yes sorry, its early....you are absolutely right, forgot to add the 100%. Felt too low even as I was typing it. I even wrote 2.5x <2.4x> earlier in that same paragraph....
Starting anew....with PoE 2
Last edited by cowmoo275#3095 on Jun 13, 2025, 7:53:50 AM
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yes, that's obvious.......dude you are dropping 2.5x more items than the average person. Divine/Mirror/Lock are 2.5x more likely to drop.

There is no formula, its literal. 140% increased quantity means exactly what it says. If a monster drops 5 items, it would now drop 1.4(5) = 7 items. The only thing that we might not exactly know is how rounding works when you have a fractional item drop.

"odds" don't change: they can't. Probability always dictates that if you have more opportunities, the likelihood of a particular thing happening increases. And this effect is actually exponential.


No, "dude" thats not obvious because my map goes from 0 - 1 div never mirrors, never locks to 3-5 divs per T17 raw currency and on top roughly every 120 maps a mirror and two locks. This isnt the case even if i do 600 maps with zero quant on gear its why i got my own impression of GGGs algorithm.
Since neither of us know their explicit code this is just a guess but to me its definitely not linear.
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zzang#1847 wrote:

No, "dude" thats not obvious because my map goes from 0 - 1 div never mirrors, never locks to 3-5 divs per T17 raw currency and on top roughly every 120 maps a mirror and two locks. This isnt the case even if i do 600 maps with zero quant on gear its why i got my own impression of GGGs algorithm.
Since neither of us know their explicit code this is just a guess but to me its definitely not linear.


That is a complete misrepresentation of "probability". I'll repeat: it CAN'T be an algorithm. If the stat is %increased quantity, that IS the "algorithm". It does what it LITERALLY tells you its doing.

And probability will always do what probability does. Your misunderstanding doesn't change this. You don't need to know the "code".

And as I said, the higher the quantity, the probability odds become EXPONENTIALLY higher for drops.

Something that is astronomically rare to begin with is STILL going to be astronomically rare......at only 2.4x quantity. If a mirror drop is .0001% of currency drops, 2.4x that is still only .00024%
Starting anew....with PoE 2
Last edited by cowmoo275#3095 on Jun 13, 2025, 8:03:53 AM
Are you confusing pure math with how things can be implemented in a system with program code. Is that maybe the confusion?

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