@@Slipperyjim8 The only thing that you proved multiple times now with these videos is that Rarity literally works and we knew that since Empy went with 600+... I completely disagree with it being fine. In what context? Rarity needs to be either completely removed from the game or completely removed from Gear so we can actually cap Defences. This is not even a question. Who cares about map Rarity and Atlas 3% Rarity increase? Everyone can take those.. That was never the problem, are you deliberately ignoring Gear? I don't want it to be "just" a Suffix... or "just" a Prefix... remove this crap entirely. If they want Rarity in the game... make another Skill Tree specifically for that and then everyone can choose what they want to get more of there. No one in their right mind would choose a Headgear with 3 Resistance instead of ~40%+ Rarity increase, not in standard trade. This is the same thing that is going on for years now... the same thing as Boots without movement speed. In PoE2 if you don't have movement speed you are literally dead. It makes their system look archaic. Rarity didn't work in PoE, it shouldn't even be in PoE2(not on Gear). Its not fine, its extremely irritating. There is nothing fun in going with 0 Rarity... you just proved that. The title and you contradict the fact. Would you choose 3% Rarity on the Atlas tree or 10% Armour? The answer is obvious... Same if they put it on the passive tree. It has no place on Gear.
Thank you for going so far so the rest of us can touch grass on a daily basis. You're the one pulling humanity forward and exiles staying sane. Thank you for the contribution for science.
so basically 100-150 character rarity gets you the majority of the benefit, and then having rarity on the map gives a much stronger benefit than continuing to stack past 150 character rarity
@@TriconPOE we've known this since poe1. I mean sure, poe2 could've changed it, but Johnathan also said its multiplicative in an interview so why anyone would assume otherwise I have no clue.
@@TriconPOE The game confirms this in it's loading screens, no dude ever needed to confirm that. Not only that, GGG confirmed this in their lives long before the game was available.
Not telling you how to run your channel, but I subscribed because of the corvid. I mean the suffering was excellent. So was the math. But really it was losing the nugget that got you a sub.
I feel ashamed that I was not yet subscribed to you Jim, I've been enjoying your videos for years and took part in all of your Hobo events. So now finally I've corrected it! I'll also submit your video for an Emmy... the part with the bird and the nugget was the best non-scripted sketch I've seen lol
You say it's fine but I personally interpret this data as Rarity being definitely unhealthy for the game. And this also helps confirming Map Rarity remaining Multiplicative with Player Rarity just like PoE1.
I thought it was determined (as Jonathan confirmed in an interview) that player IIR is multiplicative with Map Rarity. Which explains why you see a significant increase rolling your maps at the highest player rarity. I would love to know what the actual "sweet" spot is in regards to player rarity, as obviously 750 IIR is not practical for most players and really holds back build creativity. You also didn't see any perfects or divine orbs in most of your testing, which means it's very difficult to get an appropriate sample size for this kind of testing unfortunately. :(
The work done in this video is incomplete, more so just lacking for the claims being made by the creator. The results didn't consider all the multipliers etc. that players with near complete atlas have too. The work is also flawed in more ways than one (e.g. 0% vs 100% IIR divine drop rate).
Dude incredible and actually useful content. Also you seem like you have a nice personality. +1 sub. Now do another crazy research project like this for 16 days and feed that bird again. Looking forward to it.
So if someone were looking for normal bases to "craft" on, having rarity would eat into the quantity of normals that could drop. Makes sense. Also, and more importantly, looking at the numbers it seems like rarity on the map (err- waystone) is more important per point than on the character. IIR on a waystone is like a weapon with % increased phys while IIR on the player is like taking an increased phys passive. Both affect total damage, but 100% on the weapon becomes part of the "base damage" that all other modifiers affect whereas 100% on the player is one of those "all other modifiers"- effectively doubling whatever bonus the base had. I wonder if the map iir is separate from the atlas. As in the atlas bonus is akin to the player bonus as described above. What is missing in this data (sorry) is no IIR on the player with 50 or 100 iir on the map to determine how the map alone contributes. Then we could compare that to the 100 iir you already have on the player and to the 750 combo you already have. As it sits, map looks to be more important than player IIR. Or at least more valuable per %.
Too true. Or sell the bases you don't want and buy the ones you do. I'm not much of a baser to be honest. I prefer to get pristine yellow drops with all the upgrades. Still waiting for one... ;)
I REALLY don't see how this concludes "rarity is fine" when the problem is that people want the stat removed to increase build diversity. The high value 80-120% rarity is still a problem because I want to be rewarded for creating fun builds that can do hard content, and I want harder and harder content to b the metric for reward, not to build rarity and have slots limited. This data also completely ignores what I think is the more annoying problem. Group Play with a dedicated MF character is disgusting, the sheer ludicrous amount of loot means that a solo player could never compete, and I've hated that about POE for 10 years, I don't want that to continue into POE2. Group MF is super toxic, and I've done it before, you just have so much more currency than other players and as a result you can enjoy the freedom that affords in terms of builds you can afford to "make work". Necro, Affliction, Legion were all examples of how Rarity is a ticking time bomb in POE, just waiting for any avenue in which the builds with the highest performance floor can turn minimum effort into maximum reward without having to do hard content. This problem isn't gonna go away, POE has always had peak builds, but with rarity, playing those builds lets you become a major player in the game economy and other players that are not abusing are left behind with ever-shrinking currency tabs. I like that in POE1 rarity was mostly dealt with by having lots of avenues for currency generation with unique rewards. POE2 doesn't have enough end-game side content for this yet, but this still isn't a solve, it just means it's sitting and waiting like tuberculosis, waiting to ruin the new leagues economy when GGG makes the smallest mistake. I jut think it's bad for the game and I really liked the concept of POE2 rewarding players for doing harder and harder content, which seems to be the design direction, and rarity feels counterintuitive to that. Also while I understand the intent and thought behind "the grass is greener" argument, this is muted entirely by being at the whim of the economy for what builds are available to you. Playing the meta MF farmer builds means you can afford to play what you want for your next character, and is how a lot of people played POE1 in leagues like Affliction, Legion, and Necropolis. When everyone does this, the economy is absolutely miserable for people that don't abuse it. This is less of a problem with rarity removed, and easier to balance for GGG. That mountain of text aside though, I really love this data acquisition and effort. I just don't think it actually addresses the root of the complaints. Nor does it account for the realistic scenario for doing fulled modded t15 rare maps with and without rarirty. Adding 120% rarity to my build was just adding 15-20 divines to my build, and I can still do the same fully modded t15/16's except the time to get that those 20 divines back after adding rarity was cut in half. The problem is that it's better for me to get rarity than make my build stronger, because step-wise, going rarity gives me the momentum to get the real meaty upgrades like Ingenuity / HH / big items for new builds.
yep, rarity itself is THE problem. It ruins economy, ruins build diversity, ruins the game balance, and it's a weapon for rmtr's to ruins the game, cuz they don't give a shit about fun.
yes, but one change. Simply because of a comment from GGG early. Where they limited how many items could be converted to gold. The items are rolled, and then those items are converted to gold, from what I can tell aligned with the system to sell gold. This was the assumption as soon as it came out in POE1 as well. Why? Because if you want a distribution of gold drops, to be sometimes high, sometimes low, sometimes very high but unlikely. Just roll the items and 'sell' them internally and drop the gold instead. So it's not that some items are gold, and then the left over items can roll well. It's that some items are converted to gold after rolling. This means still just like POE1, feel bad when you drop a massive gold drop, it was probably something good. After the change, we received more loot and more currency from bosses. Which means gold sell is the last step
Personally I love the end game map but it does need some QoL features for finding things like citadels. And maybe cut back on the number of towers but have them affect a bigger range. The tower maps aren't fun but you basically need to do them.
Yeah I don't think this data is really valid. Running white tier 1 maps of course your loot will be shit. Do this in tier 15 maps with multiple tablets juicing them and at least 1 breach and your results will be very different. Rare mobs account for maybe 50-70% of the overall loot in any given map, and the possibility of loot from white mobs getting gold drops converted to currency is a huge amount of loot as well. Only taking into account rare mobs in tier 1 white maps is silly to even posit is accurate and legitimate data to show that "Chance to find magic items" is an "ok" stat. It's insane. I went from 0% magic find to around 130% and it started to literally fucking RAIN currency the likes of which was absurd, it was by far more than "twice" the currency and as soon as I started to stack mf it was immediately evident. I lost maybe 10-20% overall damage as I dropped the +2 Minion mod from my helm for more mf, but that's about it.
You answered your question. The data won't make sense if you interpret them as map-running sims. He targeted rares because that's the closest thing to consistent sampling we can get, which is why he screenshotted their modifiers and drops. It is much easier to compare three sets of 500 rare monsters than three sets of 500 rare maps. One set of 500 rare t15 maps will give you a very different result against a different set of 500 rare t15 maps. They're that volatile. But if you target a set of 500 rares, you get a more consistent metric that you can study.
Essentially what this video is, is comparing 1 dollar scratch off lottery tickets 1,000 dollar buy in tables at the casino in vegas. Of course you will get smaller payouts.
So rarity doesn't effect quantity but it converts gold piles into items/currency which is basically the same as increasing quantity? Seems quite overtuned to me. Cool video btw you clearly put forth lot of effort to deliver this information to us
@@hem9483 not all builds can fit it on gear. So are those builds supposed to just get 20% less currency over the course of a league? Obviously, builds have variable clear speeds, but on builds of similar speed why would the average person want to play the one that gets 20% fewer drops
I got my first perfect jewelers orb on a T11 lost tower w/ 28% IIR on myself and ~20IIR from tree, rolled magic waystone. Felt good.. Didn't need to run 100 maps to do so. Sorry, I just wanted to brag.
The only permutation I wish you included was rarity from map/atlas/etc. but no player rarity. Because it seems like the combination of player rarity and other rarity sources are multiplicative or at least not just simply additive with player IIR based on how large the change is from 750 player rarity with no map/atlas to 750 rarity with map/atlas.
Thank you for your nugget sacrifice, we must all learn from this vauable video to not trust birds lol. Great work exile and keep doing the work only you can do, you are much appreciated
It would be really cool to also capture the distribution of rare item tiers, does boosting rarity significantly increase the number of T4/T5 rare items?
Ok, but hear me out, how much rarity does each individual modifier on rares give? Kill 5000 rares and compare the drops with the modifers. May this quest bring you great joy.
What about the mods on the maps, and the tablet? im asking because im curious about the setup you ran all your maps... and if the "variations" of mods didnt cause an issue on the result...for example right now i try to roll quantity on tablet and stack them, then run my "good maps" with quant/rarity/rare monster map when my setup is complete (i run the trash map to travel) and since then i got shit tons more loot and currency... now i need a build that travel faster and a better filter... my record is a map with 248% quant proc and 312% rarity (both tablet/map mods explicit adding the increase explicit/tablet from my atlas) i looted 3 divines i was happy
I ran a T15 Sandspit with ~100% quant; ~500% iir; 66% iir on gear, and I got loot as good as a white T3 on Decay. Why? Is there hidden IIR in each particular map?
While I love your contribution jim, your point at the end about rarity being fine and its people "looking over the fence" is lacking a place in a multiplayer game. Which is why they removed quantity. Which is why they removed the few completely broken energy builds already, because they were so strong that nothing else mattered to play -- now you could tell them that they should stop looking over the fence, but that is the mentality that they are working from and it makes sense. Because its not a solo game and even when it is, rarity creates a problem, because it affects even people in SSF, where they rely on rarity to supply them with higher currencies, to actually be able to "craft" their gear more reliably. Its an uninteresting problem to solve and serves no purpose and has no benefit for being added into the game. A one dimensional mandatory stat is simply not interesting.
It’s not rarity that’s the problem, it’s breach and the rares from breach just drop 10x more stuff then rares from expeditions, essences, and ritual. The rares from breach explode with loot mainly currency, and when you kill a rare in the other activities they drop aug orbs and crappy rare gear.
Using t1 maps isnt a realistic outcome to decide whether Rarity is broken. It's like saying "quantity was fine" in poe1 , but all you did was blue t1 maps
4k Wallpaper in celebration of never doing this again:
drive.google.com/file/d/1Fpgj44Nxg5XM6NSqY4bi74FWnISmC5OR/view?usp=sharing
Permission.
@@ssunnieee fixed
@@Slipperyjim8 The only thing that you proved multiple times now with these videos is that Rarity literally works and we knew that since Empy went with 600+... I completely disagree with it being fine. In what context? Rarity needs to be either completely removed from the game or completely removed from Gear so we can actually cap Defences. This is not even a question. Who cares about map Rarity and Atlas 3% Rarity increase? Everyone can take those.. That was never the problem, are you deliberately ignoring Gear? I don't want it to be "just" a Suffix... or "just" a Prefix... remove this crap entirely. If they want Rarity in the game... make another Skill Tree specifically for that and then everyone can choose what they want to get more of there. No one in their right mind would choose a Headgear with 3 Resistance instead of ~40%+ Rarity increase, not in standard trade. This is the same thing that is going on for years now... the same thing as Boots without movement speed. In PoE2 if you don't have movement speed you are literally dead. It makes their system look archaic. Rarity didn't work in PoE, it shouldn't even be in PoE2(not on Gear). Its not fine, its extremely irritating. There is nothing fun in going with 0 Rarity... you just proved that. The title and you contradict the fact. Would you choose 3% Rarity on the Atlas tree or 10% Armour? The answer is obvious... Same if they put it on the passive tree. It has no place on Gear.
Proper good content !
Thank you for going so far so the rest of us can touch grass on a daily basis. You're the one pulling humanity forward and exiles staying sane.
Thank you for the contribution for science.
The outside section felt like a finely crafted skit. You cannot convince me that the bird isn’t a paid actor.
Magpie's are professional trolls, no pay necessary.
Paid in nuggets!
Bro's running MF on animal interactions when he steps outside xD
Birds aren't real, they're just government drones that charge themselves on electrical wires.
Subscribed right there hahaha
Can't believe that CIA drone was comfortable enough to steal food from a starving kid
Jim goes outside and gets robbed.
Thank you for always being this insane.
I can't believe you were willing to do this, but it's cool that you did - I feel like i think that after a lot of your projects
Thanks Jim
He's done far worse
@@TheSchultzZ Why do the most recent ones always feel the worst.
@@Slipperyjim8 you just had enough time to process the trauma. Much love from Slovakia
Top tier transition to being outside. Thanks for the video and the massive amount if work.
so basically 100-150 character rarity gets you the majority of the benefit, and then having rarity on the map gives a much stronger benefit than continuing to stack past 150 character rarity
Another dude basically confirmed map rarity is multiplicative with player rarity by testing with -100 player rarity
@@TriconPOE we've known this since poe1.
I mean sure, poe2 could've changed it, but Johnathan also said its multiplicative in an interview so why anyone would assume otherwise I have no clue.
@@TriconPOE The game confirms this in it's loading screens, no dude ever needed to confirm that. Not only that, GGG confirmed this in their lives long before the game was available.
@@TriconPOE So that means you do need to stack rarity as much as possible to gain the most multiplicative benefit from map/atlas rarity.
@@TriconPOE one of the devs straight up said in an interview too, that map rarity is multiplicitive with player rarity.
The bird taking the nugget made me laugh so loud my wife is making me go to sleep. goodnight
why? wtf
@@ebon227bc he probably woke her up lol it was kinda obvious
@@Capitan_Captain no his wife clearly clobbered him to death, he just put it politely
Not telling you how to run your channel, but I subscribed because of the corvid.
I mean the suffering was excellent.
So was the math.
But really it was losing the nugget that got you a sub.
Amazing content.
Thank you for sacrificing 16 days and your nuggets.
I feel ashamed that I was not yet subscribed to you Jim, I've been enjoying your videos for years and took part in all of your Hobo events. So now finally I've corrected it! I'll also submit your video for an Emmy... the part with the bird and the nugget was the best non-scripted sketch I've seen lol
Jim's got the exact type of crazy you want in a girlfriend.
I can fix her(him)? No, she(he) can make me worse. LFGGGGGGGGGGGG
Are you sure this is the type of crazy you want in girlfriend? Pretty sure it is a different type of crazy and different skill base 😄
It's true, super low maintenance.
after her farming 16 days i would send her to a doctor
All this data and for what? Zero greater jewellers. No wonder you went mad. 🤣
This is really useful, thank you and subbed.
You say it's fine but I personally interpret this data as Rarity being definitely unhealthy for the game.
And this also helps confirming Map Rarity remaining Multiplicative with Player Rarity just like PoE1.
Appreciate the editing and shorter video, thanks for your efforts on collecting this data!
Wow, insane work you did here. Thank you on behalf of the entire community for your hard work and data you've recorded and discovered.
That bird had super high rarity.
Ultimatum sounded like "old tomato" a couple times.
You are insane. I'm glad there are people in the world like you. Thank you.
I'm thinking you got paid a nugget to say this...
This exile is no longer sane. Zana would be proud.
Thank you for your effort! Great work!
This is a modern Fear and Loathing in Las Vegas. I hope you get your nugget back.
not only do you have the dedication of a goat but you're also witty af 😂😂😂
Hell yeah, the true voice of reason within the PoE community. You're the man Jim!
Just when I had lost faith in poe content creators, this nuggetless bastard saves the day. First time I’ve ever joined a Patreon.
Thanks for the hard work! The cherry on top would be computing confidence intervals, but the raw spreadsheet + chatgpt is close enough.
thanks for the rant at the end. that deserves 100k viewers
damn skippy
You’re a freak in the sheets, my guy. ❤
This comment. Lmao!
What???
I thought it was determined (as Jonathan confirmed in an interview) that player IIR is multiplicative with Map Rarity. Which explains why you see a significant increase rolling your maps at the highest player rarity.
I would love to know what the actual "sweet" spot is in regards to player rarity, as obviously 750 IIR is not practical for most players and really holds back build creativity.
You also didn't see any perfects or divine orbs in most of your testing, which means it's very difficult to get an appropriate sample size for this kind of testing unfortunately. :(
The work done in this video is incomplete, more so just lacking for the claims being made by the creator. The results didn't consider all the multipliers etc. that players with near complete atlas have too. The work is also flawed in more ways than one (e.g. 0% vs 100% IIR divine drop rate).
so the big thing to take away is the chance to upgrade gold to other drops is the main reason you want rarity.
touch grass moment was truly epic, i want more of that.
Dude incredible and actually useful content. Also you seem like you have a nice personality. +1 sub. Now do another crazy research project like this for 16 days and feed that bird again. Looking forward to it.
At this point you must send a support ticket with your test videos linked and demand pay from GGG. You deserve it 100%!
Holy crap 2 mins in and the effort you must've put into this is insane. No matter the outcome the effort alone deserves lots of of praise, well done 👍
So if someone were looking for normal bases to "craft" on, having rarity would eat into the quantity of normals that could drop. Makes sense.
Also, and more importantly, looking at the numbers it seems like rarity on the map (err- waystone) is more important per point than on the character. IIR on a waystone is like a weapon with % increased phys while IIR on the player is like taking an increased phys passive. Both affect total damage, but 100% on the weapon becomes part of the "base damage" that all other modifiers affect whereas 100% on the player is one of those "all other modifiers"- effectively doubling whatever bonus the base had.
I wonder if the map iir is separate from the atlas. As in the atlas bonus is akin to the player bonus as described above.
What is missing in this data (sorry) is no IIR on the player with 50 or 100 iir on the map to determine how the map alone contributes. Then we could compare that to the 100 iir you already have on the player and to the 750 combo you already have.
As it sits, map looks to be more important than player IIR. Or at least more valuable per %.
Alternatively, make more currency, then buy the bases.
Too true. Or sell the bases you don't want and buy the ones you do. I'm not much of a baser to be honest. I prefer to get pristine yellow drops with all the upgrades. Still waiting for one... ;)
I REALLY don't see how this concludes "rarity is fine" when the problem is that people want the stat removed to increase build diversity.
The high value 80-120% rarity is still a problem because I want to be rewarded for creating fun builds that can do hard content, and I want harder and harder content to b the metric for reward, not to build rarity and have slots limited.
This data also completely ignores what I think is the more annoying problem. Group Play with a dedicated MF character is disgusting, the sheer ludicrous amount of loot means that a solo player could never compete, and I've hated that about POE for 10 years, I don't want that to continue into POE2. Group MF is super toxic, and I've done it before, you just have so much more currency than other players and as a result you can enjoy the freedom that affords in terms of builds you can afford to "make work".
Necro, Affliction, Legion were all examples of how Rarity is a ticking time bomb in POE, just waiting for any avenue in which the builds with the highest performance floor can turn minimum effort into maximum reward without having to do hard content. This problem isn't gonna go away, POE has always had peak builds, but with rarity, playing those builds lets you become a major player in the game economy and other players that are not abusing are left behind with ever-shrinking currency tabs.
I like that in POE1 rarity was mostly dealt with by having lots of avenues for currency generation with unique rewards. POE2 doesn't have enough end-game side content for this yet, but this still isn't a solve, it just means it's sitting and waiting like tuberculosis, waiting to ruin the new leagues economy when GGG makes the smallest mistake. I jut think it's bad for the game and I really liked the concept of POE2 rewarding players for doing harder and harder content, which seems to be the design direction, and rarity feels counterintuitive to that.
Also while I understand the intent and thought behind "the grass is greener" argument, this is muted entirely by being at the whim of the economy for what builds are available to you. Playing the meta MF farmer builds means you can afford to play what you want for your next character, and is how a lot of people played POE1 in leagues like Affliction, Legion, and Necropolis. When everyone does this, the economy is absolutely miserable for people that don't abuse it. This is less of a problem with rarity removed, and easier to balance for GGG.
That mountain of text aside though, I really love this data acquisition and effort. I just don't think it actually addresses the root of the complaints. Nor does it account for the realistic scenario for doing fulled modded t15 rare maps with and without rarirty. Adding 120% rarity to my build was just adding 15-20 divines to my build, and I can still do the same fully modded t15/16's except the time to get that those 20 divines back after adding rarity was cut in half. The problem is that it's better for me to get rarity than make my build stronger, because step-wise, going rarity gives me the momentum to get the real meaty upgrades like Ingenuity / HH / big items for new builds.
yep, rarity itself is THE problem. It ruins economy, ruins build diversity, ruins the game balance, and it's a weapon for rmtr's to ruins the game, cuz they don't give a shit about fun.
you are done so great work, I do really appreciate all your work!
loved the mix of legit information with humour! subscribed!
yes, but one change. Simply because of a comment from GGG early. Where they limited how many items could be converted to gold.
The items are rolled, and then those items are converted to gold, from what I can tell aligned with the system to sell gold.
This was the assumption as soon as it came out in POE1 as well. Why? Because if you want a distribution of gold drops, to be sometimes high, sometimes low, sometimes very high but unlikely. Just roll the items and 'sell' them internally and drop the gold instead.
So it's not that some items are gold, and then the left over items can roll well. It's that some items are converted to gold after rolling. This means still just like POE1, feel bad when you drop a massive gold drop, it was probably something good.
After the change, we received more loot and more currency from bosses. Which means gold sell is the last step
Thanks for your work and the laughs your stark analysis provided me.
Personally I love the end game map but it does need some QoL features for finding things like citadels. And maybe cut back on the number of towers but have them affect a bigger range. The tower maps aren't fun but you basically need to do them.
For anyone who spends this much time to gather this much data deserves to be employed by GGG. Such a good video, thank you 👍🏻
Damn Nugget Thieves
This is what happens when you go outside, you get your nuggies stolen. Hope you learned your lesson once and for all.
The hero we didn't expect came to our help on this rare mission
Great video! Was skeptical when people started talking about soft caps on rarity. Cool to see someone get the data so you can see the trend
The comedy timing is gold 👌.
I can almost hear Zana asking him a certain question.
Yeah I don't think this data is really valid. Running white tier 1 maps of course your loot will be shit. Do this in tier 15 maps with multiple tablets juicing them and at least 1 breach and your results will be very different. Rare mobs account for maybe 50-70% of the overall loot in any given map, and the possibility of loot from white mobs getting gold drops converted to currency is a huge amount of loot as well. Only taking into account rare mobs in tier 1 white maps is silly to even posit is accurate and legitimate data to show that "Chance to find magic items" is an "ok" stat. It's insane.
I went from 0% magic find to around 130% and it started to literally fucking RAIN currency the likes of which was absurd, it was by far more than "twice" the currency and as soon as I started to stack mf it was immediately evident. I lost maybe 10-20% overall damage as I dropped the +2 Minion mod from my helm for more mf, but that's about it.
You answered your question. The data won't make sense if you interpret them as map-running sims.
He targeted rares because that's the closest thing to consistent sampling we can get, which is why he screenshotted their modifiers and drops. It is much easier to compare three sets of 500 rare monsters than three sets of 500 rare maps. One set of 500 rare t15 maps will give you a very different result against a different set of 500 rare t15 maps. They're that volatile. But if you target a set of 500 rares, you get a more consistent metric that you can study.
Essentially what this video is, is comparing 1 dollar scratch off lottery tickets 1,000 dollar buy in tables at the casino in vegas. Of course you will get smaller payouts.
Thanks for your dedication.
10:00 - To add to this, I would also want to gain some progression in activities maps (like Delirium) for doing this mechanic
this was a feverdream and I love it
The hero we needed in these dark times!
You’re a fuckin legend for grinding out this research mate. Thank you for your work as always
Nice work. Truly impressive!
So rarity doesn't effect quantity but it converts gold piles into items/currency which is basically the same as increasing quantity? Seems quite overtuned to me.
Cool video btw you clearly put forth lot of effort to deliver this information to us
Why is it bad that rarity exists?
he basically pulled a spreadsheet and yet u still say its ovetuned
@DrippingDreaded How have you come to this conclusion lol
@@hem9483 not all builds can fit it on gear. So are those builds supposed to just get 20% less currency over the course of a league? Obviously, builds have variable clear speeds, but on builds of similar speed why would the average person want to play the one that gets 20% fewer drops
@@garretcorain6882 You can get 100 rarity one 2 peices of gear
I subscribed, liked and commented on this video because on everyone's behalf.. we appreciate you for this.
I got my first perfect jewelers orb on a T11 lost tower w/ 28% IIR on myself and ~20IIR from tree, rolled magic waystone. Felt good.. Didn't need to run 100 maps to do so. Sorry, I just wanted to brag.
Thanks!
Peak content my man. Thank you for suffering for us!
The only permutation I wish you included was rarity from map/atlas/etc. but no player rarity. Because it seems like the combination of player rarity and other rarity sources are multiplicative or at least not just simply additive with player IIR based on how large the change is from 750 player rarity with no map/atlas to 750 rarity with map/atlas.
we're never beating the spread sheet gamers allegations.
thank you for sharing your nuggets of wisdom
-bird
Another man of the people, doing gods work. Well done sir!
respect your experimental spirit TY
SlipperyJim Doing gods work, if God was a forensic accountant analyst.
Now you need to do it with rolled maps for 0 rarity and 100 rarity. Maybe rolled maps are waay more important than rarity on gear, who knows.
thanks my favorite #1 on trending super famous hype mr stremur for your hard work
Thank you for your nugget sacrifice, we must all learn from this vauable video to not trust birds lol. Great work exile and keep doing the work only you can do, you are much appreciated
those amounts with high rarity and map rolled look insane
It would be really cool to also capture the distribution of rare item tiers, does boosting rarity significantly increase the number of T4/T5 rare items?
Looks like intended. The map rarity is multiplicative with player rarity.
The nugget part killed it
Ok, but hear me out, how much rarity does each individual modifier on rares give? Kill 5000 rares and compare the drops with the modifers. May this quest bring you great joy.
i have been waiting for these kinda videos.
missed you MethyJim
What about the mods on the maps, and the tablet? im asking because im curious about the setup you ran all your maps... and if the "variations" of mods didnt cause an issue on the result...for example right now i try to roll quantity on tablet and stack them, then run my "good maps" with quant/rarity/rare monster map when my setup is complete (i run the trash map to travel) and since then i got shit tons more loot and currency... now i need a build that travel faster and a better filter... my record is a map with 248% quant proc and 312% rarity (both tablet/map mods explicit adding the increase explicit/tablet from my atlas) i looted 3 divines i was happy
Finally someone with sense, thank you.
Son: Mom can we watch Asmon Gold?
MOM: We have Asmon Gold at home Son..
that bird was just a chill guy
It is a dangerous bandit
First 2 nodes of the boss section of the atlas tree, you choose between %25 boss rarity or %15 boss quantity. Which one is better generally?
i respect you my guy, thanks for the vid.
Absolutely priceless video, both in funny & useful content. Have a like and a sub good sir.
Take my like and comment. It won't replace the nugget, but your efforts deserve a 👍
I love this kind of insanity. Those graphs are real good shit. 🤣🤣🤣
you are a treasure for the community
Don't mind me, just here for my daily dose of poe rasputin content.
They called him a madman...(He is a madman)
Honestly rarity might affect white monsters more because they don't have inherent rarity modifiers. Also breach is kinda broken as you mentioned
That's what he speculated in the first video but its about rare's xd
I ran a T15 Sandspit with ~100% quant; ~500% iir; 66% iir on gear, and I got loot as good as a white T3 on Decay.
Why? Is there hidden IIR in each particular map?
Buff Rarity
god dammit fubgun 🤣
🤣
And also bann elon musk xd goddamn rmt jkjk
The man, the myth, the legend!
While I love your contribution jim, your point at the end about rarity being fine and its people "looking over the fence" is lacking a place in a multiplayer game. Which is why they removed quantity. Which is why they removed the few completely broken energy builds already, because they were so strong that nothing else mattered to play -- now you could tell them that they should stop looking over the fence, but that is the mentality that they are working from and it makes sense. Because its not a solo game and even when it is, rarity creates a problem, because it affects even people in SSF, where they rely on rarity to supply them with higher currencies, to actually be able to "craft" their gear more reliably.
Its an uninteresting problem to solve and serves no purpose and has no benefit for being added into the game. A one dimensional mandatory stat is simply not interesting.
Incredible work 🎉
So 100 is really the best value
It’s not rarity that’s the problem, it’s breach and the rares from breach just drop 10x more stuff then rares from expeditions, essences, and ritual. The rares from breach explode with loot mainly currency, and when you kill a rare in the other activities they drop aug orbs and crappy rare gear.
the bird was hilarious have that guy back on!
absolute cinema
Touching grass has been proven in this video. Final says hi c:
Using t1 maps isnt a realistic outcome to decide whether Rarity is broken. It's like saying "quantity was fine" in poe1 , but all you did was blue t1 maps