|
I understand that, but people say 500% like that's the number getting multiplied by the other layer when it's really not.
|
Posted byKaosuRyoko#1633on May 22, 2026, 6:19:10 PM
|
"
The videos you linked aren't showing 36x loot to me. Me and my friends running solo juiced maps were getting 1-3 divs every map, they'd have to be getting up to 18D on a map to match our better maps. How much did they get from those maps total?
Gonna see if I can pull a transcript and translation from the Chinese video.
This is merely a result based on mathematical logic.
By paying 1/6 of the ticket price, one can obtain six times the amount of loot for a single player. Compared to a single player paying 1 times the ticket price to get 1 times the loot, isn't it 36 times the loot for a team?
As for the distribution you mentioned, the entire team is mine.
|
Posted bymiro#1112on May 22, 2026, 11:55:37 PM
|
|
In my experience a full party drops 2 - 2.3x the currency that a solo player does.
|
Posted byMacerater#0656on May 23, 2026, 12:16:29 AM
|
"
"
The videos you linked aren't showing 36x loot to me. Me and my friends running solo juiced maps were getting 1-3 divs every map, they'd have to be getting up to 18D on a map to match our better maps. How much did they get from those maps total?
Gonna see if I can pull a transcript and translation from the Chinese video.
This is merely a result based on mathematical logic.
By paying 1/6 of the ticket price, one can obtain six times the amount of loot for a single player. Compared to a single player paying 1 times the ticket price to get 1 times the loot, isn't it 36 times the loot for a team?
As for the distribution you mentioned, the entire team is mine.
Ah I see your workings now, I appreciate that! We can talk actual numbers!
Your 36 number is not correct though. :)
The total profit you get, is the value of all the drops you get from a map, minus the entry fee. So let's say you spend 3D on a map and tablets, and you get 18D out of that map.
18D - 3D = 15D profit solo
Now if you split the cost of the tablet 6 ways, then it becomes:
18D - (3D / 6) = 18D - 0.5D = 17.5D profit
Which is nowhere near 36x profit. However, if 6 people are splitting the cost of entry, they're expecting to split the profit in most cases. So the math becomes:
(18D / 6P) - (3D / 6P) = 3 D/P - 0.5 D/P = 2.5 Div per Player profit
Which since there's 6 players, 6P × 2.5D/P = 15D - the same total profit as solo. If you're playing all 6 characters yourself, you still just get the same return.
Of course, my math above is intentionally narrow, just to help demonstrate the flaw in your logic. Player rarity and leechers are another variable that certainly matter and the math gets interesting and tricky. My point here is: just because the entry cost gets split 6 ways, that does not equal 36x loot.
|
Posted byKaosuRyoko#1633on May 23, 2026, 12:17:28 AM
|
"
"
"
The videos you linked aren't showing 36x loot to me. Me and my friends running solo juiced maps were getting 1-3 divs every map, they'd have to be getting up to 18D on a map to match our better maps. How much did they get from those maps total?
Gonna see if I can pull a transcript and translation from the Chinese video.
This is merely a result based on mathematical logic.
By paying 1/6 of the ticket price, one can obtain six times the amount of loot for a single player. Compared to a single player paying 1 times the ticket price to get 1 times the loot, isn't it 36 times the loot for a team?
As for the distribution you mentioned, the entire team is mine.
Ah I see your workings now, I appreciate that! We can talk actual numbers!
Your 36 number is not correct though. :)
The total profit you get, is the value of all the drops you get from a map, minus the entry fee. So let's say you spend 3D on a map and tablets, and you get 18D out of that map.
18D - 3D = 15D profit solo
Now if you split the cost of the tablet 6 ways, then it becomes:
18D - (3D / 6) = 18D - 0.5D = 17.5D profit
Which is nowhere near 36x profit. However, if 6 people are splitting the cost of entry, they're expecting to split the profit in most cases. So the math becomes:
(18D / 6P) - (3D / 6P) = 3 D/P - 0.5 D/P = 2.5 Div per Player profit
Which since there's 6 players, 6P × 2.5D/P = 15D - the same total profit as solo. If you're playing all 6 characters yourself, you still just get the same return.
Of course, my math above is intentionally narrow, just to help demonstrate the flaw in your logic. Player rarity and leechers are another variable that certainly matter and the math gets interesting and tricky. My point here is: just because the entry cost gets split 6 ways, that does not equal 36x loot.
Could be missing something here but where in those calculations is the IIR/IIQ being applied?
|
Posted bySoulsniper1313#7576on May 23, 2026, 12:49:54 AM
|
"
"
...
Of course, my math above is intentionally narrow, just to help demonstrate the flaw in your logic. Player rarity and leechers are another variable that certainly matter and the math gets interesting and tricky. My point here is: just because the entry cost gets split 6 ways, that does not equal 36x loot.
Could be missing something here but where in those calculations is the IIR/IIQ being applied?
I think you missed my footnote? IIR/IIQ etc are important obviously. I was just responding to the person claiming 36x profit based on the 1/6 entry free and correcting that specific claim.
If you've got some math that includes more variables, let's talk about it for sure!
|
Posted byKaosuRyoko#1633on May 23, 2026, 2:17:40 AM
|
"
"
"
...
Of course, my math above is intentionally narrow, just to help demonstrate the flaw in your logic. Player rarity and leechers are another variable that certainly matter and the math gets interesting and tricky. My point here is: just because the entry cost gets split 6 ways, that does not equal 36x loot.
Could be missing something here but where in those calculations is the IIR/IIQ being applied?
I think you missed my footnote? IIR/IIQ etc are important obviously. I was just responding to the person claiming 36x profit based on the 1/6 entry free and correcting that specific claim.
If you've got some math that includes more variables, let's talk about it for sure!
Oh yea, gotcha I missed that line. But I think maybe the aura bots are probably the thing pushing party loot above average solo experience. The 15 div in your example just threw me off because that was more than I found last league since I didn't do the temple abuse stuff. But you have me interested in the numbers now. How much more with that same math would a 500 rarity bot give?
|
|
"
Someone online has tested it: a 6-player party with a dedicated Magic Finder (MF culler) gets at least 36 times the loot compared to solo mapping.*
This kind of reward completely destroys the game’s economy. If the 0.5 league is going to last half a year, then such an overpowered group farming advantage cannot be allowed to exist — otherwise, the economy will be severely ruined within the first week of the 0.5 league.
Please, GGG, significantly nerf group farming rewards!
I generally do solo play + trade. At what stage in end game does the farming impact you?
0.4 is the first major update I stopped playing early on. But I still got pretty decently into end game. Base items were painfully expensive due to temple, so even crafting seemed prohibitive. Part of the problem is mapping is lacking and so is temple. Hopefully 0.5 fixes these issues, but I fear I will ever actually like the temple and also fear GGG will chase more features like this.
Answering the question above... I ended up with a ~70 div surplus that I couldn't spend on anything via trade. I could probably get a weapon with better dps but overall it wouldn't be an upgrade because of all the other modifiers my weapon has that don't get tracked in the dps. So to get an actual dps upgrade it would cost way too much if I wanted to just trade for it.
So overall, I don't think group play advantages are a concern for me when compared to general design choices for the game...
|
Posted byvaliryon#2735on May 23, 2026, 2:38:19 AM
|
|
That math gets kinda wonky. How exactly do the different layers at play here relate? Specifically Quantity vs Rarity. 100% inc quantity means 100% more currency. But what does 100% inc rarity mean? It affects currency, but how exactly? How many exalts get upgraded to divines? How do you correlate that to quantity? How do you factor in Uniques? 99% of them at worthless, but a handful are worth a few to a lot of Divs, which changes depending on the league and how far into the league you are.
One day I'll get some math and charts out together I hope haha.
Last edited by KaosuRyoko#1633 on May 23, 2026, 2:48:28 AM
|
Posted byKaosuRyoko#1633on May 23, 2026, 2:46:59 AM
|
"
"
Someone online has tested it: a 6-player party with a dedicated Magic Finder (MF culler) gets at least 36 times the loot compared to solo mapping.*
This kind of reward completely destroys the game’s economy. If the 0.5 league is going to last half a year, then such an overpowered group farming advantage cannot be allowed to exist — otherwise, the economy will be severely ruined within the first week of the 0.5 league.
Please, GGG, significantly nerf group farming rewards!
I generally do solo play + trade. At what stage in end game does the farming impact you?
0.4 is the first major update I stopped playing early on. But I still got pretty decently into end game. Base items were painfully expensive due to temple, so even crafting seemed prohibitive. Part of the problem is mapping is lacking and so is temple. Hopefully 0.5 fixes these issues, but I fear I will ever actually like the temple and also fear GGG will chase more features like this.
Answering the question above... I ended up with a ~70 div surplus that I couldn't spend on anything via trade. I could probably get a weapon with better dps but overall it wouldn't be an upgrade because of all the other modifiers my weapon has that don't get tracked in the dps. So to get an actual dps upgrade it would cost way too much if I wanted to just trade for it.
So overall, I don't think group play advantages are a concern for me when compared to general design choices for the game...
Temple broke everything no doubt but that broken feature combined with the party boosting of loot was another layer of multiplier pushing it even higher. Compare that to someone who did not abuse temple and did not abuse party play boosted loot. The gap between them is thousands of divines. The same impact was on the market. Instead of a 1 div item being 5 div because of temple, it was boosted even higher to 15 div because of the abuse. Removing temple, the party boost is not as noticeable but it is still there. Again, this is not the average joe and his buddy playing. This is the cartel tycoon style groupers and the xp boost no damage no loot parties etc. causing the problems. Just my take on it at least.
|
|