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    Path of Exile Questions Thread - July 25, 2020

    Path of Exile Questions Thread - July 25, 2020


    Questions Thread - July 25, 2020

    Posted: 24 Jul 2020 05:07 PM PDT

    Questions Thread - July 25, 2020

    This is a general question thread on July 25, 2020. You can find the previous question threads here.

    Remember to check the Wiki first.

    You can also ask questions in the #any-question channel in our official Discord.

    The idea is for anyone to be able to ask anything related to PoE:

    • New player questions
    • Mechanics
    • Build Advice
    • League related questions
    • Trading
    • Endgame
    • Price checks
    • Etc.

    No question is too big or too small!

    We encourage experienced players to sort this thread by new. We'd like to thank those who answered questions in the last thread! You guys are the best.

    submitted by /u/AutoModerator
    [link] [comments]

    Molten Strike nerf when?

    Posted: 25 Jul 2020 04:30 AM PDT

    Imagine engaging with the League mechanic 4Head

    Posted: 25 Jul 2020 07:06 AM PDT

    QOL Suggestion for Pantheon

    Posted: 25 Jul 2020 06:48 AM PDT

    When you see a 3 week old item with no listed price that you need for your build

    Posted: 24 Jul 2020 03:34 PM PDT

    Cleared 568 Mud Flats to find my first Albino Rhoa and I almost missed it

    Posted: 25 Jul 2020 07:42 AM PDT

    [3.11] Guide to map sustain strategies in the atlas of worlds

    Posted: 25 Jul 2020 09:09 AM PDT

    [3.11] Guide to map sustain strategies in the atlas of worlds

    Introduction. What is sustain?

    What do I mean when I talk about sustain? Sustain is a term that in this case denotes the maintenance of the existing pool of maps, that is, it is a certain strategy or algorithm of actions that allows for a certain large number of maps passed, for example 50, to receive the same or more. Those. using a similar strategy, you (significantly) increase the chance of getting 50+ new maps of the corresponding tiers for 50 maps passed.

    Content:

    Section 1. Currency used

    Section 2. Sextants

    Section 2.1. Sextant Block

    Section 3. Prophecies

    Section 3.1. Prophecy Block

    Section 4. Combinations of mods

    Section 5. Sustain Strategies

    Section 5.1. Scraps of strategies

    Section 6. Some rules and mechanisms of atlas and sustain

    Section 7. Cheatsheets

    Section 7.1. Sextants

    Section 7.2. Prophecies

    Section 7.3. Mod Combinations

    Section 7.4. Sustain strategies

    Section 7.5. Sextant block

    Conclusion

    Acknowledgments

    TL; DR: all cheatsheets you can find and download in the end of the post. TY for your patience :)

    RNG Warning:

    These strategies do not give you an immediate certain amount of currency or maps, but only increase your chances of getting more. How much more - depends on the strategy and the invested currency. And no less - from RNG. Keep this in mind when you want to spend all the currency on one T10 map. :) The general rule is no more than 10% of the available currency per map. We usually spend 5-15 chaos per map. Also keep in mind that if you don't invest anything at all, you will receive very little profit. The general rule is - invest more to get more (most likely).

    Section 1. Currency used

    https://preview.redd.it/og7zd0ify0d51.png?width=823&format=png&auto=webp&s=3161f83fec42fa813516f28ffde0c3642bc2cd7b

    This is the maximum set of currencies that we will use while moving through the atlas. Each of the strategies will require its own resources at certain tier. Therefore, you should not buy all these types of currencies at once. First, check out the strategy you like that suits your budget.

    I recommend buying in bulk, because this is not the best mapping when you have to buy currency for each map or several maps. Wholesale purchases will save you a lot of time and nerves.

    It is also advisable to keep a whole stash tab for loot from a map or for a pool of maps. And also free inventory by throwing loot from the map into it before starting the next one (Just QoL things).

    Also be aware of the Vaal Orbs - each use can lead your map to next things:

    Unchanged (25%)

    Reroll to 8-mod map(25%)

    Unidentify the map, but retain it's affixes. Gains +30% Quantity bonus.(25%) - best

    Reroll affixes(25%)

    +1 tier(12.5%)

    if t15 then chance to turn into T16 Vaal Temple (6.25%)

    So 50-75% of the outcomes, depending on the chosen strategy and RNG, will improve your map.

    Also, don't forget about prophecies and simple sextants. Almost any prophecy or simple sextant will pay off. Plus, their consumables - simple sextants and silver coins - tend to be pretty cheap. Some of them go well together, which you will read about in the section about mod combinations.

    Lifehack: use the block with sextants to increase the drop rate of good mods. The description will be in section 2.1.

    Section 2. Sextants

    Many of you probably know the poedb.tw site. IMHO, this is one of the best aggregator sites for the game. So I went looking for sextant mods. But, as many of you know, all the information about mods is contained in the table, including the chances of their falling out. However, the presentation of information seemed incomprehensible to me, because what do the weights of 250 or 1000 mean? Of course, we can assert that one mod drops out 4 times more often than another, but we don't have any real percentages predicting our chances of knocking out a particular mod (and also showing how much currency we will spend on average(!) on this mod).

    Therefore, I calculated the percentage chances of getting useful mods and how much currency we should spend in order to knock out the desired mod for sure. Next, I will describe the calculation strategy I used.

    Let's start with the concept of weights. Weight is a relative value that shows us how much one indicator is greater than another. In this case, it shows the frequency of the dropout of a particular mod. More weight -> higher chance of a mod falling out -> less currency we will spend on it. Thanks to the weights, we will be able to find the chance of a certain mod falling out in percent, understandable to everyone. For this we will use the following formula:

    https://preview.redd.it/87wqcrziy0d51.png?width=505&format=png&auto=webp&s=2b1aa46c2b0571dcb75ac57cf3b1a23971b3f6ca

    Keep in mind: each sextant has its own mod pool and mod value pool. So the values of most mods increase with the rarity of the sextant, and some mods can only drop on rare sextants.

    This means that each sextant has its own mod pool, its own amount and its own chance of dropping a certain mod, although they are collected on one page.

    The values I found for the sums of the weights:

    Simple Sextant - 15310

    Prime Sextant - 17925

    Awakened Sextant - 19175

    Next, I calculated the chances of dropping good modifiers.

    https://preview.redd.it/mjvvl5mpy0d51.png?width=838&format=png&auto=webp&s=e1ae4e503e43a616b04614eb6f04bac55b392561

    https://preview.redd.it/jgwxtdrry0d51.png?width=838&format=png&auto=webp&s=6cca321ccd8fec508fe33441ac45170287391efb

    https://preview.redd.it/zre1cemuy0d51.png?width=836&format=png&auto=webp&s=c773ead235712b9d5a0737591c380d2ee308683b

    The first column contains the name of the modifier, the second is the chance of falling out of this mod using a simple sextant, the third is the chance for use of prime sextant, the fourth is the chance for use of awakened sextant, the fifth column contains the weight of modifier.

    After this i built a diagram of the chances of them falling out.

    https://preview.redd.it/6nhfrwuwy0d51.png?width=751&format=png&auto=webp&s=8be51c10f5e3f94e075c708e7d7a0053a39e615c

    Thus, it turned out that the chances of dropping these useful mods are approximately 73-90% on each sextant. That is, you just need to use 2 sextants of any type to get one of these mods, and with the mechanics of watchstones, you can put the selected mod where you have the most suitable maps for it.

    Now that we know the percentage chances of each of the mods falling out, we can find how much currency (namely, sextants of a certain type) will be required to guarantee (95%) getting this particular mod. For this, the negative binomial distribution suggested by u/Bishops_Guest was used.

    https://preview.redd.it/46wrbdjyy0d51.png?width=756&format=png&auto=webp&s=240ffac150682524c04a74d63baf050b1dfadeeb

    Section 2.1. Sextant Block.

    However, these chances are valid only for an independent experiment (when there is only 1 watchstone in the citadel, on which we use sextants). In a real game, if there are other sextants in the same citadel, we cannot roll them and the mod pool (as well as the sum of weights) decreases, which increases the chances of other mods falling out.

    Thanks to this, we can increase our chances of getting good modifiers by blocking bad mods on the other 3 sextants. The best case is when these 3 mods have the highest drop rate. A list of such mods is presented below.

    https://preview.redd.it/cbrikup0z0d51.png?width=517&format=png&auto=webp&s=012236a86ca336d26e69db109cf3315290eaa553

    Let's find the chances of getting good modifiers and the number of attempts needed when using this mechanic.

    https://preview.redd.it/0zdhqeq3z0d51.png?width=739&format=png&auto=webp&s=69f03907263b71a84e9516862aa34e25d66ce755

    https://preview.redd.it/0fwo6ov7z0d51.png?width=742&format=png&auto=webp&s=c24acd3950e9968736141983df86e4ff4fa2dfd9

    As you can see, a small change in odds significantly increases the amount of currency saved (15-20% less).

    https://preview.redd.it/1ebdnok9z0d51.png?width=726&format=png&auto=webp&s=ea5e4a50c136e05e03c623f8df4b7f83938fd70f

    However, sextants are still one of the most expensive investments (if you need a specific rare sextant mod). But a few patches ago, the atlas was reworked and now you can buy unique watchstones with the mod you need. So my advice to you: if the price of such a watchstone is less than half of the price indicated on the charts, and you need this particular mod (for example, 500% quantity from strongbox mobs) - buy this watchstone.

    Also, since most mods are so expensive to roll, I find it a great alternative strategy to roll not the sextants to the maps, but the map to the sextants. That is, craft a pool of maps for yourself according to any of the strategies below, distribute them into groups, try to look for good sextant mods using a block, and then select maps of the appropriate group for the fallen mods.

    Section 3. Prophecies

    Prophecies are any guaranteed events that are triggered by chance or under certain conditions. Purchased from Navali for 1 silver coin, can be sealed into an item for 1-9 silver coins.

    Prophecies are generally useful, and their effect is often comparable to that of an additional sextant, and sometimes even stronger.

    A Master Seeks Help:

    • Zana = Perfect for sustain
    • Jun = brings you closer to Catarina, to white sockets, to scarabs, to breachstone's upgrade... do you need any more reasons to use a syndicate?
    • Alva = Perfect for sustain(rooms with maps and any items, mobs itselves) and many other usefull things(double corruption rooms, tempests,...). Good for trigger Beyond.
    • Einhar = maybe useless, maybe not. idk. Good for trigger Beyond.
    • Niko = more sulphite(add tempest prophecy for even more sulphite) -> deeper delves -> more vaal cities -> more red maps in your stash OR you can sell your Niko T16 100+% IIQ

    Tempests:

    • Any Tempest prophecy(except Vaal Winds) gain 30% Quantity and 30% Rarity to the map, what is awesome.
    • Vaal Winds => a lot of 6S, 6L for Jewellers and Divines.

    Always seal Tempests and wait for the right map.

    Currency:

    • Overflowing Riches = Certain monsters explodes into 1-10c in mixed currency on death.

    Additional monsters:

    • Plague of Rats/Frogs = Spawns monsters that won't attack you with an insane quantity bonus on them.
    • Soil, Worms and Blood
    • The Brothers of Necromancy
    • The Cursed Choir
    • The Hungering Swarm
    • The Twins = Rare monsters are doubled => Sextant interaction.

    Seal and use these on maps with Sextants and high quant.

    • The Undead Brutes = 7 Rare monsters => map drops.
    • Hidden Reinforcements = Random monster spawns 10 monsters on death => map drops.
    • Waiting in Ambush = Strongbox spawns guaranteed Exile.
    • The Four Feral Exiles = Map contains 4 additional Exiles.
    • The Scout = Spawns Warbands on Exile death => map drops.

    Best for sextants:

    • Monstrous Treasure = 36 Strongboxes, no monsters inside the map
    • Bountiful Traps = 6 additonal Strongboxes
    • An Unseen Peril = Strongboxes only spawn magic monsters => map drops.

    Always seal these 3 and save them for the right Sextant.

    Maps: The Dreamer's Dream = Boss drops guaranteed map.

    Prophecy chains:

    • Anarchy's End = A lot of Exiles.
    • Deadly Rivalry = Buffed and ghosted Exile.
    • The Warmongers = Warbands => maps.
    • The Unbreathing Queen = Additional monsters + Pale Court
    • The Plaguemaw = Additional monsters + Pale Court
    • Unbearable Whispers = Additional monsters + Pale Court
    • The Feral Lord = Additional monsters + Pale Court

    All other prophecies not included in this list are usually useless in terms of map sustain.

    Section 3.1 Prophecy Block

    You have 7 slots available.

    Choose 3-6 undesirable prophecies with sealing costs of 4 coins or more that won't trigger in maps and never touch them. They're now considered blocked. Use the other slots to gain your desirable prophecies. This increases the chance of getting "good" prophecies and will save some coins in the long run.

    OR

    You can buy in bulk a large number of silver coins (400+ pieces) and, blocking 6 slots, catch useful prophecies in the 7th slot, seal them right there and send them to the appropriate group of prophecies.

    Section 4. Combinations of mods

    First, let's define the names of the main useful mods on sextants:

    "30% increased Quantity of Items found in Unidentified Maps

    Found Items drop Identified in Identified Maps

    15% increased Pack Size in Unidentified Maps" = UnID(unidentified) mod

    "Nemesis Monsters drop 3 additional Currency Items" = nemesis mod

    "Strongboxes in Areas are Corrupted

    Areas contain 2 extra Strongboxes

    Strongboxes in Areas are at least Rare Rarity" = corrupted strongbox mod

    "Unique Bosses of Corrupted Maps drop an additional Vaal Item

    Found Items have a 5% chance to drop Corrupted in Areas" = corrupt items mod

    "30% increased Magic Pack Size" = magic pack size mod

    "Magic Maps contain 5 additional packs of Magic Monsters

    Rare Maps contain 5 additional Rare Monster packs

    Normal Maps contain 5 additional packs of Normal Monsters" = rare monsters at rare map mod

    "Strongbox Monsters have 500% increased Item Quantity

    Strongbox Monsters are Enraged

    Areas contain an extra Strongbox" = strongboxes quantity mod

    "Unique Bosses drop additional Currency Shards

    Harbingers drop additional Currency Shards

    Unique Bosses are accompanied by a mysterious Harbinger" = harbinger mod

    "Slaying Enemies close together has a 6% chance to attract monsters from Beyond

    Beyond Portals have a 33% chance to spawn an additional Beyond Demon" = beyond mod

    "Players and their Minions cannot take Reflected Damage

    Areas contain 5 additional Packs with Mirrored Rare Monsters" = anti-reflect mod

    () - optional mods

    1. МТ
    • a) Rare UnID T16 30+% pack size, Bloodlines, Nemesis map + 159/159% atlas completion + sextants(strongboxes quantity, UnID, magic pack size) + MT + 44xUnseen Peril prophecy(itemised, use it before opening each strongbox on map) + None prophecies active except MT + Gilded Cartography scarab + Gilded Ambush Scarab + Mortal Fragment + Ambush Zana's mod + (at map) Roll strongboxes for 1+ mod of these: add rare mobs, add magic mobs, summon skeletons (by u/Belodri)
    • b) Corrupted strongbox, strongboxes quantity, (Beyond / Nemesis / Magic pack size / UnID) sextant mods + The Twins, MT, Waiting in Ambush, Scout prophecies + Gilded Ambush Scarab + Ambush Zana's Mod + rare UnID T16 100+% IIQ, 30+% pack size, Nemesis, Beyond map (by u/connorjohn322)
    1. Delirium Super Juicing
    • Beyond sextant + Beyond Map + Harvest Crafted map + 4 x Unique Watchstones(x3 for +1 monster lvl: Terror + Stalwart Defenders + Misinformation - and one pack size/random suffix/prefix: Booming Populace / Irresistable Temptation / Territories Unknown - or, if you want, War Among the Stars) + 5x Delirium Orbs + Plague of Rats/Frogs prophecy + 4x Guilded Scarabs.

    Warning: this combo is much more harder than ordinary T16 map. Maybe you'll need to recruit aurabot / to join in party to complete it. (by u/McSponger)

    1. Unidentified
    • UnID sextant mod + UnID map
    1. Corrupted double beyond
    • Beyond sextant mod + Beyond map + ("Unique monsters drop corrupted items" sextant mod) + (Alva/Einhar mission)
    1. No reflect
    • Anti-reflect sextant mod + Reflect map
    1. Nemesis currency
    • Nemesis sextant mod + [Nemesis+Beyond map]/[Beyond Map + Nemesis Zana's mod] + sextants for Rares(rare monsters at rare map sextant mod, anti-reflect sextant mod)
    1. 8-mod map
    • (Additional mobs / Additional Clusters of Mysterious Barrels sextant mod) + (hunted traitors sextant mod + multiple bosses map + (Nemesis map mod)) + (any Tempest / Additional mobs prophecies) + 8-mod, 30+% pack size map //многие из пророчеств добавляют определенное число монстров, поэтому увеличение размера пачки не поможет увеличить их число, но для других модов это хорошее дополнение
    1. Bloodlines
    • Magic Pack Size sextant mod + Bloodlines map
    1. Vaal Sextants
    • "Areas contain 4/6/8 additional packs of Corrupted Vaal Monsters. Items dropped by Corrupted Vaal Monsters in Areas have 15/20/25% chance to be Corrupted" + ("Areas contain 4/6/8 additional packs of Corrupted Vaal Monsters. Players gain an additional Vaal Soul on Kill" sextant mod) + ("Areas contain 4/6/8 additional packs of Corrupted Vaal Monsters. Players' Vaal Skills do not apply Soul Gain Prevention" sextant mod) //huge amount of 6 sockets/links
    1. Tormented Scarabs
    • "Areas contain an additional Tormented Betrayer. The First 3 Possessed Monsters drop an additional Rusted/Polished/Gilded Scarab" sextant mod + possessed foe prophecy + Rogue Exiles(anarchy Zana's mod)
    1. Bodyguards
    • "Unique Bosses are accompanied by Bodyguards. An/Two additional Map drops on Completing Areas" sextant mod + Twinned map mod
    1. Corrupted Items
    • Corrupt Items sextant mod + special map: high IIQ, Pack Size, Twinned, Beyond, Multiple Boss + additional monsters sextants/prophecies(The twins prophecy is the best) + ("Unique Monsters drop Corrupted Items" sextant mod + beyond sextant mod+ elder scarab) + (Corrupted Strongboxes sextant mod + Ambush Zana's Mod + pack size sextant + MT + Waiting in Ambush + Scout)
    1. Sulphite
    • Niko + T16 100+% IIQ + (any Tempest prophecy) + (UnID map + UnID sextant mod)
    1. Metamorph
    • Twinned, multiple bosses maps + Metamorph sextant mod + (The Twins prophecy) + (additional rare mobs sextant/Nemesis Zana's mod/prophecies for additional rares)
    1. Harbinger
    • Harbinger sextant mod + twinned, multiple bosses, high IIQ map
    1. Legion
    • Legion sextant mod + legion scarab

    Now that you know about the main valuable combinations, let's move on to the strategies themselves.

    Section 5. Sustain strategies

    Before we start, I would like to note that when using strategies that use roll maps, you need to imagine the current situation on the market (for example, using the online store) and know how cheaper it is to roll: orbs of alchemy and orb of scouring or chaos orbs.

    Strategy 1.

    • T1-T5 - orb of transmutation
    • T6-T10 - alchemy orb
    • T11-T13 - chisel + alch + roll pack size > 20% + sextant + Zana's mod
    • T14,T15 - chisel + alch + roll IIQ > 75% + vaal + Zana's mod
    • T16 - chisel + alch + roll IIQ > 75% + vaal + fragments + Zana's mod

    A fairly standard strategy - a roll up to 20+% pack size requires a minimum investment (about 2 chaos on average), the only thing is that by T15-T16 you may run out of chisels, so replenish your stock on time (sometimes it's cheaper to buy them from Zana).

    The price of one T16 map is 11 chaos (w/o map base).

    Fragments are used only on T16.

    Pros:

    • cheap

      Cons:

    • low profit

    • a big chance that sooner or later you will run out of maps

    Strategy 2. (Tier-to-Tier)

    • T1-T5 - orb of transmutation
    • T6-T10 - alchemy orb
    • T11-T16 - chisel + alch + roll 85+% IIQ, 25+% pack size + sextant + fragments + vaal/not + zana's mod

    The strategy that I met on the off. forum. As you can see, the author start's to use fragments from T11, which means that you really need to buy these fragments in bulk if you are going to follow this strategy (because, although they are cheap, they fall less often than they are spent). And secondly, a roll up to 85+/25+% is also not cheap and often requires 4-6-8 attempts (each attempt is equal to chaos if you roll them). In general, by choosing this method, you will spend about 15 chaos on one T16 map.

    Pros:

    • a large amount of loot - every red map is almost guaranteed to pay off
    • probably one of the fastest strategies for closing red maps

    Cons:

    • you will need initial capital
    • will need recurring purchases of fragments, [alchs + scourings / chaos].
    • rather expensive price of each map so use it with any combination

    Strategy 3.

    • T1-T5 - orb of transmutation
    • T6-T10 - alchemy orb
    • T11-T13 - chisel + alch + sextant + vaal + Zana's mod
    • T14-T16 - chisel + alch + vaal + Awakened sextant + fragments/scarabs + Zana's mod

    The cost of one T16 map is approximately 11 chaos.

    Also, when using this strategy, it is advisable to group the resulting map (T14+) into the following groups and use groups with the corresponding sextants:

    • Reflect - pair with Anti-Reflect Sextant
    • RIP(map has mod that you can't handle) - sell these
    • Beyond - pair with Beyond sextant mod
    • Nemesis - pair with Nemesis sextant mod
    • 100+% IIQ - pair with good sextant mods
    • UnID - pair with UnID sextant
    • others - pair with bad sextant mods

    Pros:

    • Most efficient use of mods on maps = large amount of loot

    Cons:

    • starting map pool highly desirable
    • may run out of chisels / sextants / fragments
    • without a roll of mods on the maps, you will receive maps of 100 +% IIQ extremely rarely

    Strategy 4. (Tier-to-Tier)

    • T1-T10 alchemy orb
    • T11 - alch + vaal
    • T12 – chisel+alch+vaal
    • T13,T14 - chisel + alch + vaal/Zana's mod(if 85+/25+%)
    • T15,T16 - chisel + alch + vaal/not + fragments + Zana's mod(if 30+% pack size - Harbinger)

    This is one of the fastest T-to-T strategies for closing the atlas, as it starts using Alchemy Orbs from T1 maps. I think it would be nice to add some more simple sextants on the red maps because they are cheap and drop often.

    The price of one T16 map is 8+ chaos.

    We sell all completed maps that are more expensive than one orb of alchemy. Use the rest.

    We buy uncompleted maps.

    If a unique map falls out, then if it costs more than T11, we sell it, otherwise, we go through to fill the atlas%.

    Pros:

    • completing speed of white and yellow maps
    • low price of red tiers
    • good strategy to start the league

    Cons:

    • may run out of alchemy orbs, vaals
    • T-to-T strategies tend to be slower than conventional strategies, but generate more profit in the long run

    Strategy 5.(T-to-T)

    • T1-T5 - orb of transmutation + orb of alteration
    • T6-T10 - alchemy orb
    • T11-T12 - chisel + alch + vaal
    • T13 - chisel + alch + vaal + fragments
    • T14-T16 - chisel + alch + vaal + fragments + Zana's mod

    This strategy, unlike the others, uses the craft of white maps, which allows you to pass them faster. Average and quite good indicator is 26 +% IIQ for white maps.

    Roll is also not included, even up to 80+/20+%.

    The price of one T16 is 8 chaos.

    Pros:

    • cheap
    • completing speed of white maps (however, less than in the previous one)

    Cons:

    • may run out of chisels and fragments before T16
    • T-to-T strategy
    • high chance of being left without maps

    Section 5.1. Scraps of strategies

    In the course of collecting statistics about who and what strategies are using, I also came across not strategies, but outline strategies - crafting methods for only t16, for example. I also consider it necessary to publish them.

    In general, opinions are very different, I will publish craft T15 + maps in ascending order of value. Consider this an addition to the strategies outlined.

    1. chisel(2.4c)
    2. chisel + alch + vaal(3.2c)
    3. chisel + alch + fragments(5.7c)
    4. chisel + alch + roll for 80+/20+% + vaal + fragments(7.2c)
    5. (the best, imho)

    This strategy, like strategy 3, is recommended to be applied to the map pool.

    1. First, we craft maps according to the scheme: chisel + alch + reroll 85+/25+% + fragments / scarabs

    2. Next, we divide the maps into the following groups:

    • 30+% pack size
    • Nemesis
    • Bloodlines
    • Beyond
    • Nemesis + Beyond
    • RIP (any dangerous maps. For ideal build this category is clear :))
    1. Vaal all maps except 30+% pack size. As a result, we get the following groups of maps:
    • Nemesis + Beyond
    • Nemesis
    • Bloodlines
    • Beyond
    • 8-mod
    • UnID
    • 30 +% pack size
    • 25-29% pack size
    • Bricks (rerolled in <20% pack size)
    • RIP (sell all except reflect ones)
    1. Roll the sextants, choose the maps for them

    The best combinations have already been described in the previous section and also in the cheatsheet.

    1. We use the appropriate prophecies for the group of maps / sextant.

    Thus, this strategy requires some time, so it is easier and more profitable (each sextant mod lasts 3 maps, that is, it is desirable to have at least 3 maps from each group) to craft a certain pool of maps (about 30+ pieces) according to this scheme.

    The price of one T16 map crafted according to this strategy: chisel (2.4c), alch (0.3c), roll 85+/25+% (6c), fragments (3c), vaal (0.5c), good sextant mod (Awakened Sextant x3 tries x 4 = 12 x 2c = 24c), prophecies (idk, 3c maybe) = 39c. This is one of the most expensive crafting methods, however sextants will have good modifiers and will last 3 maps, that is, 24/3 = 8c per map, which really lowers the price to 23c / map. Each map crafted this way is almost guaranteed to yield at least one T15 + map.

    Pros:

    • a lot of loot
    • grouping of maps, making it easier to start new maps (it's easier to choose a sextant mod, prophecy)

    Cons:

    • high price
    • the need for a map pool
    • it is necessary to roughly understand under which map which sextant mods and prophecies are needed (however, all this knowledge is in this guide)

      Personally, I think that (1), (2), (3), it is better not to use if you do not have at least 140+% atlas completion. This mark with various variations (130-159%) is considered by players to be a good indicator.

    Section 6. Some rules and mechanisms of atlas and sustain

    1. Know when to stop - don't spend all your currency on one map. Average spending per map is 5-15 chaos.

    2. Use prophecies and sextants. You will still not receive exalts for them (from sale), and the possible benefits from using them may exceed your expectations. These are, of course, simple sextants. Whether to use rarer variations of them is up to you.

    3. Try to clear the entire map, do not work for the best time (unless, of course, you have 10+ exalts, which you have nowhere else to give, how to buy maps)

    4. Use the 3-to-1 recipe (when selling 3 identical maps of the same tier, you get a map of the next tier), if the potential profit for the map is less than 50% of the map price.

    5. Sell maps you don't need. This rule will most likely allow you to earn more than one exalted.

    6. Do not sell maps that cost one alch or less. You will spend longer time on trade than knocking out this alch on this or another map.

    7. Buy maps. Since its inception, there have been maps in the atlas that are difficult to obtain - they rarely drop out and only from adjacent maps, and cannot be obtained through a 3-to-1 recipe. So there are times when it is easier to spend extra chaos or alchemist than to spend a conditional hour to knock out this very map.

    8. Try to use the influence mechanic - it significantly increases the number of mobs on the map, and hence the amount of loot. That is, try to have the Conqueror of the Atlas appear on each of your maps.

    My experience: got 6 T14-T16 maps on Conqueror's T16 map on 123% atlas completion this league.

    9.1. Playing in a party won't help you with map sustain.

    9.2. Playing in MF gear will also not help you with map sustain. Take a look at the following table I have compiled for you:

    https://preview.redd.it/iqadu4oc01d51.png?width=760&format=png&auto=webp&s=5e6861e566599f9fa27ceef83f99fbe0a49f435b

    (PP means per player)

    A little more info about MF from the wiki:

    Item drops from monsters are calculated based on the number of players nearby (13 metres - around six tiles, which is approximately a screen) rather than the number in the instance

    The quantity of drops is based on the minimum of the number of players who were around at the start and end of the fight

    As you can see, the probability of getting maps is affected EXCLUSIVELY by Location IIQ, so please stop creating threads and asking questions like "I'm going through maps with a guild, but there is still no sustain. What to do?" or "you are running around in MF gear, but how to sustain those who have a different build?".

    1. Try to go through almost all unique maps (at the beginning of the league it is cheaper to buy the completion of any map than the map itself) (except for the rarest and most expensive such as Perandus Manor(3-4-5 titles)) to high tiers (T14+). This will greatly increase your chances of getting a higher tier of maps (atlas completion %).

    2. Try to use everything that the game provides you for free or almost for nothing: the content of the current league, the content of past leagues (a lot of maps fall in Delve at a depth of about 250, a lot of red maps can drop in the high-level Temple of Atzoatl, sometimes maps also fall in the Syndicate's Safehouses), falling out currency (sextants, prophecies, scarabs ...). Of course, I'm not encouraging you to waste all your Delirium Orb's on T10 just because of this rule.

    3. Don't forget about the chaos recipe. Even if you quickly rise to t16, you can just as quickly fall to yellow maps due to the lack of currency. Chaos recipe is one of the most reliable ways to at least partially recoup the cost of a map. As one of the players advised: make it a rule to leave the map with a full set of rare items.

    4. For red maps, try to open the map first if you are using a Tier-to-Tier strategy to make it available before it falls out and not spoil it. And from the next you will be able to complete the bonus task. If you don't like this rule, just ignore it.

    5. Remember that adjacent maps have 2 times more chance of falling out than those completed on the atlas.

    6. Drop restrictions: Normal mobs [ilvl = Tier of map + 0], Magic mobs [ilvl = Tier of map + 1], Rare / Unique mobs [ilvl = Tier of map + 2].

    7. How the tier of the dropped map is determined: first, there is a check of the drop restrictions on the rarity of the monster (the previous point). That is, on T13 you can get a maximum of T15 if you have at least one open in the atlas. If not, applies downgrade to the highest completed map on atlas. However, any map from the T1-T15 range can also drop. Once the tier of map is determined, your atlas completion percentage is applied. Let's say you have it equal to 150%, that is, you are guaranteed to get a map one tier higher and with a 50% chance - 2 tiers higher. Let's say you are lucky and the drawn map will be 2 tiers higher. However, this does not mean that the range of tiers of the dropped maps will change to T3-T17.

    ! The dropped map will be within the drop limit always !

    That is, if you have to get a T15 map at the T13 location and you have T15 open on the atlas, then exactly T15 will fall out. Checking the % atlas completion will be wasted, because you cannot upgrade the map to T16, because this will violate the drop restrictions.

    However, if you get, for example, T9 on the same map, then it will improve to T10, and with a 50% chance - even to T11. Not bad, right? That's what this percentage is for.

    1. The maps offered by Zana when completing her mission are also within this drop limit - +2 to the current map's tier maximum.

    2. Unique mobs cannot drop maps

    3. Beyond mod is good for high ilvl bases & exp. But not drop maps(Unique mob)

      1. Nemesis, Bloodlines is good for sustain because they add Rare and Magic monsters respectively.

    Section 7. Cheatsheets

    Section 7.1. Sextants

    More info about usefull sextants you can find in archive(pdf/xlsx file).

    https://preview.redd.it/4l2dw5ij01d51.png?width=624&format=png&auto=webp&s=40f01d132f64b530f5fedfd9bfdead2b249f58ab

    https://preview.redd.it/mpha9dpk01d51.png?width=624&format=png&auto=webp&s=369b116084e55e0379ca40ff94c1b03e10e28167

    Section 7.2. Prophecies

    https://preview.redd.it/sna7padm01d51.png?width=708&format=png&auto=webp&s=286f3fc00e623c66c199cb50f451306637d96742

    Opposite each prophecy is its price at the end of the first month of the league.

    It's a pity, but I don't know the exact weights of the prophecies, so I can't find the chance of their falling out, so you can roughly estimate the rarity of the prophecies at the market price.

    Section 7.3. Mod Combinations

    https://preview.redd.it/gc5cayjn01d51.png?width=679&format=png&auto=webp&s=fc4642ed084d45f605f1d9845370227bde9b539e

    Detailed in pdf/xlsx

    Section 7.4. Sustain strategies

    https://preview.redd.it/b08cl7qx01d51.png?width=757&format=png&auto=webp&s=948c1c74f098da9f0854b4ed65959c1a9f49f57d

    https://preview.redd.it/g6j0tj8z01d51.png?width=755&format=png&auto=webp&s=803065b3ae9580b8d369b8dd853d7c1ed7df5f33

    Section 7.5. Sextant block

    Block scheme:

    https://preview.redd.it/wvrcllc211d51.png?width=162&format=png&auto=webp&s=d16f7bc1622d30bdfb783f13158132413c8022af

    https://preview.redd.it/3v62d01411d51.png?width=693&format=png&auto=webp&s=e5c9aea7ffcec06974f1269224b49cba1699629b

    You can download this guide(more depth and formatted) in pdf and all materials here: https://drive.google.com/file/d/1iGiTwrF9xgsAUXXWvhRj5MU_rC7DyMLh/view?usp=sharing

    Conclusion

    Thanks for your attention. I hope this information was useful to you. If you have any questions, clarifications or corrections, I will be happy to answer them in this thread, in pm or in the game.

    IGN: Harvest_RizSoulrend.

    Acknowledgments

    This guide was created by me, but the materials were taken from a wide variety of people, so I consider it important to leave links to the topics used:

    Strategies

    https://www.pathofexile.com/forum/view-thread/2766309

    http://www.pathofexile.com/forum/view-thread/2110990 https://www.reddit.com/r/pathofexile/comments/hi83so/how_to_juice_maps_in_poe_311/

    https://www.reddit.com/r/pathofexile/comments/b5becy/guidehow_to_sustain_maps/

    https://www.reddit.com/r/pathofexile/comments/9eukh1/how_to_sustain_red_maps/

    http://www.pathofexile.com/forum/view-thread/2183919 (best, imho)

    http://www.pathofexile.com/forum/view-thread/339977

    Combinations:

    Super juicing: https://www.reddit.com/r/pathofexile/comments/hi83so/how_to_juice_maps_in_poe_311/

    MT strategy:

    https://www.reddit.com/r/pathofexile/comments/b5becy/guidehow_to_sustain_maps/

    Rules:

    Ofc, Karv's guide: https://pastebin.com/7dtsb09N

    and other posts already mentioned

    Sextants:

    Good sextants cheatsheet by u/connorjohn322 (I supplemented his table and highlighted important things in file in archive):

    https://www.reddit.com/r/pathofexile/comments/fus92q/310_sextant_info_tier_list_of_sextants_guide_to/

    Thank you all so much for your comments / threads! This guide might not have been there without you.

    submitted by /u/-Rizzak-
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    Baited Expectations, a new PoE podcast with Piebypie, Brittleknee, Velyna, and KittenCatNoodle

    Posted: 25 Jul 2020 08:16 AM PDT

    Performance in 3.11 compared to 3.10 is horrible. Don't know what to do.

    Posted: 25 Jul 2020 02:59 AM PDT

    Back in 3.10 i could run delirium with legion and breach at the same time without any stutter whatsoever thanks to vulkan! However in harvest performance is atrocious with any combination of settings i have tried. Why is it so? My pc is the same with new drivers yet game is barely playable in harvest. Here is an example of stuttery mess.

    Edit: seems like setting dynamic resolution at 60fps eliminated majority of the stuttering! Whats interesting when i tested dynamic resolution at 30fps it made performance worse i dunno whats going on with that. So yeah give dynamic res at 60 fps a try maybe it will help.

    submitted by /u/Ehnaton1
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    I wish everytime conquerors spawns like this

    Posted: 25 Jul 2020 08:16 AM PDT

    With the new Harbinger items, I thought I'd dredge up the old collaboration document from Harbinger League. Come help decipher their language!

    Posted: 25 Jul 2020 09:48 AM PDT

    https://docs.google.com/document/d/1zDCGrZ2ZYi6-ljZ0nGu-TX2IHlui4CDtWooD8zxksI0

    Way back in Harbinger League, a bunch of us exiles with too much time on our handsdecided to come together and figure out what all those weird symbols in the Harbinger names, items and flavor text actually mean. The project kinda died down when Harbinger ended, but I thought now would be a great time to try to get the ball rolling again as the new Harbinger items add new bits to their lore... and new glyphs. If you want to help out, feel free; the document is editable by anyone.

    submitted by /u/MrEaters
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    [Trading Experience] Anyone can explain the mindset of this 'seller'? To clarify, triple notable jewels with Unspeakable Gifts and Overwhelming Malice start from 2 ex.

    Posted: 25 Jul 2020 10:19 AM PDT

    PoE Overlay Community Fork v0.7.3 Release

    Posted: 25 Jul 2020 12:04 PM PDT

    I'll start off by apologizing for having fewer releases early in the league than we had hoped. The group of developers that signed on for this at the beginning have had a large amount of their intended free time taken by work or other circumstances. We hope that we can churn out updates at a faster rate starting today.

    With all of that being said, I am happy to announce that 0.7.3 is available. This release addresses the following:

    https://github.com/PoE-Overlay-Community/PoE-Overlay-Community-Fork/releases/tag/v0.7.3

    • Added support for 'Stored Experience' and 'Durability' evaluate options (used by the facetor's lens and harvest flowers)
    • Added support for 'Item Level' parsing of seeds
    • Added support for Seed exchange rates (pulled from poe.ninja, like other exchange rates)
    • Fixed an issue with Metamorph samples, Lab Enchants and cluster jewel enchants (#104, #111)
    • Added Shift and Alt modifier keys as options for Stash Navigation with SCROLL (#109)
    • Added App Setting under Evaluate Tab to disable In-Game Browser completely (#88)
    • Update some German strings (#76)
    • Update some French strings

    What's Next?

    Like i said above, we hope to get releases our a bit more frequently than we have thus far.

    We are currently well underway with a trade/whisper feature that is intended to handle the following:

    • Looks for chat inputs
    • Handle trade interactions like whisper/invite/kick
    • Display the offer on screen
    • Highlight items in stash
    • and more.

    We don't know when this will be released, but we hope it will be soon.

    Want to request a feature/ report a bug?

    Add an Issue via Github or post it in our Discord

    I invite you all to join our Discord where you can request features, get tech support, watch our community devs solve issues, or even HELP CONTRIBUTE!

    Special thanks to our Contributors for helping make all this happen, we have some good programmers on our team that I'm excited to be working with to add on to this project.

    submitted by /u/Wratho
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    Heavy Strike is almost 0% on poe.ninja builds, I'm playing it so you don't have to. Showcasing Sirus A8 boss fight.

    Posted: 25 Jul 2020 04:56 AM PDT

    Crafted this cool neck for my cyclone impale champ

    Posted: 25 Jul 2020 08:33 AM PDT

    Am I the only one who sees an evil angry duck here?

    Posted: 25 Jul 2020 11:38 AM PDT

    Will poe ever have an alternate way to level other than the campaign?

    Posted: 25 Jul 2020 07:31 AM PDT

    I understand path of exile 2 will have a new leveling experience via new campaign, but it's only a matter of time before we get burnt out of that as well. I'd love to see an adventure mode of some sort like diablo 3, I feel like it's one thing that the game nailed.

    For me personally leveling is such a turn off I simply don't play the game anymore, and when I do get into it leveling a second or third build just doesn't do it for me.

    submitted by /u/heyyohioh
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    Multi-mod craft should cost a few chaos, not 2ex

    Posted: 25 Jul 2020 01:55 PM PDT

    I listened to the Baeclast items podcast, and Chris Wilson made it clear that he wants items found on the ground to be more powerful, but doesn't want mirror-tier items to be easier to acquire.

    Making the "can have up to 3 crafted modifiers" craft cost a few chaos would allow players to apply life and resists to ground-found items (potentially after hitting a lucky annul) without making it possible to craft anything that you couldn't already.

    The crafting recipe might also need to be moved. I'm sure GGG can look at their data on what percent of players complete which content and place it appropriately.

    Before you say "that would reduce the value of exalted orbs and break the economy!" consider that there are other ways to use exalts, and that exalts being less than 144c wouldn't actually break the economy.

    And before you say "2x isn't a lot of currency! just grind it!" consider that for many players 2x IS a lot of currency. And if it's a trivial amount for you, then why would this trivial change bother you?

    submitted by /u/Bereft_of_Brain
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    If your party keep losing sight of you, This MTX set up will make you seen in the largest pack of mobs.

    Posted: 25 Jul 2020 11:16 AM PDT

    Guide how to do the Waste Pool boss challange

    Posted: 25 Jul 2020 12:41 PM PDT

    Im not sure if somebody already posted something like this so ... here it is anyway.

    1. get to the boss room and start the encounter
    2. create portal near the valve (idealy on the same spot you activate the encounter)
    3. leave the map and reenter, after you get inside DO NOT MOVE!
    4. wait until the valve is clickable again, you have 30 s invul phase after you reenter the map
    5. there should not be anything spawned on the ground, so click the valve and leave the map
    6. repeat steps 3. to 5. three times
    7. after last transformation, enter map, wait until shes attackable and just nuke her down, if you dont have 0 DPS build, she should be dead in 2 seconds on white T3 map
    8. done, gz
    submitted by /u/Blekota
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    r/PathofExile Plays: The Lord’s Labyrinth! Part 15

    Posted: 25 Jul 2020 09:05 AM PDT

    Hey FOAKS! This is the most recent installment of this sub's playthrough of the official Path of Exile Gamebook/CYOA book. We play as Weylin of Ezomyr, an ex-arena gladiator, chosen to traverse the Lord's Labyrinth for our chance at becoming Emperor! Every day at Noon EDT, I'll post the latest series of events and choices that you all get to vote on and discuss. Part 14 is here.

    Yesterday, we had a short and sweet page: dare we test the possible trap grate or leap over and assume safety? Most of you thought to jump, so Jump we shall!

    The relevant pages are here.


    You tense your muscles and leap for the far edge of stone. You land half, on, half dangling over the flames, the impact driving the breath from your lungs. After a quick struggle, you pull yourself up, and not a moment too soon. Fire belches from the pit, almost setting you ablaze. You roll away from the burning wall and lie on your back, steam rising off your body in wavering wisps.

    A dart thunks into your side, but its point is blunt and does nothing more than bring your to your feet, looking around wildly. Up on the wall, you notice a section of stone has slid aside, revealing a familiar face.

    "There is no cooling respite from the searing attentions of greatness," Izaro says, waving down at you. "Upwards and onwards, ascendant!" He turns away and you can hear him muttering to himself. "Still, that was a bit too easy… maybe something more incendiary next time… must have a word with the alchemists…"

    As the stone slides back into place, you consider your next move.

    If you wish to leave this infernal chamber as quickly as possible, turn to 128. If you wish to examine the dart first, take an INT Skill Test at Threshold 13 - if you pass turn to 162. Otherwise, you must move on; turn to 128.


    This is another spot where I'll take the reins to avoid an unnecessary break point. The text implies that if we succeed at examining the dart, something happens. Otherwise, nothing changes. I get the feeling you guys want to know what's up with it, so I'm going ahead and rolling for it. Our "INT" bonus is +9 (6 from DEX, +2 from Weapon, +2 from Armor, -1 from replacing with Dex), so with a dice result of 6, our total is 15.


    You pick up the dart and examine it. A small vial has been cunningly set into one side, clearly to prevent breakage. The red liquid inside is a giveaway. A healing potion! You pop it out and swig down the refreshing brew. You gain 3 LIFE.

    As you set the vial down, you notice that there's some writing scratched into the dart. Peering closely, you read a cryptic statement: "Avoid Punishment." The words mean nothing to you at the moment, but perhaps they will later. Turn to 128.


    Better than I expected, honestly! I figured there was a chance either inspecting it was a Bad and we get poisoned or something, or it was going to be an item we can use later. Another +3 LIFE means we're sitting at 16! We've come a long way!


    Leaving the stifling heat of the furnace room behind, you make your way along another winding corridor, welcoming the cool dampness. Torches flicker on the walls, and after several minutes of walking, an intersection appears, two paths splitting off. From one comes a horrendous racket, metal rasping across metal, overlaid with the crashing of water. From the other you can hear a fain, high-pitched chiming.

    If you want to explore the cacophonous passage, turn to 155. If you want to investigate the chimes, turn to 132.


    That's more like it. Obvious danger or implied danger? The metal-on-metal is giving me buzzsaw vibes, but I have no idea how to appraise the chiming, and I like surprises. How do you all feel about it? Cacophony or Chimes? Decide Weylin's fate in the next 24 hours!

    View Poll

    submitted by /u/hobodudeguy
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    Corpse Blast - I couldn't find a DEX stacking bow with the mods I wanted so I made my own!

    Posted: 25 Jul 2020 03:48 AM PDT

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