Is Party Play Ruining the POE2 Economy? A Deep Dive into Multiplayer Rarity Multipliers
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I. Returns on Rarity
① Monster IIR / Area (Map) Rarity This affects the tier of currency drops. As this rarity scales up, low-tier currency drops drop off, replaced by a higher proportion of high-tier currency. It also shifts the item rarity weightings: Normal (White) and Magic (Blue) bases drop less, while Rare (Yellow) and Unique bases drop more. It does not affect the total quantity of drops (IIQ) or the drop weightings of specific rare Uniques. Low-tier currency includes: Quality currency, Augmentations, low-tier Chaos/Exalted Orbs (C/E), splinters, low-tier Runes, Uncut Skill Gems, etc. Top-tier currency includes: Mirrors, Braids, Perfect C/E, Divine Orbs, high-tier Runes, etc. Monster IIR and Map Rarity share the same modifier pool. The exact formula interacting between them is unknown, but it’s definitely not just additive; it acts as a "more" multiplier at its baseline. The final output of these two determines the drop ratios mentioned above. ② Player IIR (Character Rarity) This is independent of Monster IIR and sits in its own multiplier bracket. It proportionally scales the Monster IIR, but with two massive caveats: (1) It does not amplify high-tier currency ratios. (2) It does amplify the drop ratios of rare Uniques. ③ Characteristics of IIR (1) Suffers from severe Diminishing Returns (DR). (2) Has zero effect on drop quantity (IIQ). (3) Rarity values can go into the negatives. II. Monster Power (Map Power) ① Monster Power Scales monster HP, damage, and base item drop quantity (IIQ). It does not affect drop quality/rarity. ② Monster Density Pretty straightforward—more mobs equal more base drops. ③ Pack Size Dictates the number of magic/normal mobs accompanying a Rare (Elite). It does not increase the number of Rares themselves. III. Monster Affixes (Map Modifiers) Monster and Map affixes act as a multiplicative scaler for both IIQ and IIR. The higher your base IIQ/IIR, the crazier the final numbers get after the affix multipliers apply. However, because IIR faces a harsh DR curve, pushing super-high IIR into the late game yields almost no visible difference. IIQ, on the other hand, doesn't suffer from such strict DR; it literally just forces the game to print more loot. This is why a juiced mob with multiple affixes/wisps explodes into a full screen of loot, while a standard 2-3 affix Rare drops maybe 2-3 items. IV. Party Scaling ① Party IIR Each additional player grants +25% Party IIR. Testing confirms this acts as Monster IIR, not Player IIR or a Party IIQ multiplier. ② Party IIQ Each additional player adds +100% IIQ. Duo = 2x solo loot; 6-man party = 6x solo loot. V. Why Party Loot ROI is Absolutely Insane (1) When mapping solo, your base Monster IIR from the map, Atlas tree, and Tablets is relatively low (usually just a few dozen percent). But in a 6-man party, the base Monster IIR gets massively bumped up. This allows your Player IIR and Monster Affixes to multiply a much larger base number, leading to a qualitative leap in loot. (Note: This is less noticeable in the Incursion Temple since it already has inherently high base Monster IIR, making it feel like Divine/'D' drops just scale linearly with player count). (2) Aura Bots & Supports. In a 6-man setup, supports can stack aura scepters, providing massive res auras, crit/crit multi, and tons of "increased damage." Since sources of "increased damage" face heavy diminishing returns in the late game, getting a massive chunk of it early on is broken. A ZDPS Carry instantly turns into a super cannon. Supports also layer DEBUFFs on mobs—shredding res/armor, applying exposure, slow, and damage reduction. This provides incredible survivability and insane independent damage multipliers. Throw in Banners for movespeed, minions to body-block projectiles (e.g., off-hand Druid relic for invincible wolves), and spectres for extra auras (Headhunter can steal buffs, but you can't use HH with Gravebind), and the synergy is unmatched. (3) The MF Culler. Having a dedicated Magic Find Culler means the Carry can completely ignore IIR gear. The party benefits from absurdly high Player IIR, heavily skewing drops toward rare Uniques. While it won't print extra Divines or Mirrors, it drastically boosts mid-tier currency drops (spitting out advanced C/E, Perfect Augmentation Orbs, etc.). (4) Even if Gravebind catches a nerf, the setup remains top-tier. Because the supports handle all the damage and defenses, the Carry can actually spec completely into IIR, easily pushing past 200% IIR with zero downsides, massively boosting overall drops. (5) Pure Profit. You only pay for one map entry ticket, but you get a 6x multiplier on base IIQ—and that's before the massive rarity multipliers kick in. Judging by the cost-to-return ratio alone, the ROI is absolutely insane. Last edited by 天才#1263 on May 15, 2026, 10:15:16 PM Last bumped on May 17, 2026, 3:50:29 AM
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There are so many ways to skin a cat in this game. This new league seems to be hyper focused on agency in farming. You'll have plenty of opportunity to solo farm. The temple was a glaring issue for currency, but that has already been alleviated.
Can we not wait to see what happens? |
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" I ignored the op since it's ai vomit, but party bonus has been a problem since 0.1. Temple only made it more visible, but people printing divs on maps with multiboxing/leechers has been a thing since a long time ago The new end game rework might make it a little better given that we will have more farms like ritual where you can target a market niche, but as long as divs dropping from maps like candy because of party bonus is still a thing, it will always be a problem |
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" But the AI said op was absolutely correct and not just correct, but a rare and brilliant thinker. |
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Dont forget about how leeching destroying market economy
While rich-getting richer and leecher ending with end-game character with no money. This cause - even higher issue with vaal temple but ggg ignoring it. Per one rich person we have 7 poor leechers on high level with no resources to be part of the market. |
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The only thing insane here is the hyperbole, lmao.
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Also +1 Player =/= +100% IIQ. AI referencing PoE1 Wiki because the wiki for 2 so isn't top of search results. Lmao. Can't even fact check the most basic claim. That's not a translation issue, that's either laziness or being misinformed.
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" https://www.poe2wiki.net/wiki/Partying | |
" You write the same nonsense like in your own thread. You obviously never played PoE2 if you think a party is 8 players. |
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" This exactly. Literally every Boss-exclusive drop is excluded from rarity and party bonuses. Just farm items, why so locked on currency? Too much youtube. Too little adaptation. Combat Balance > Feelings
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