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Does Increased Rarity Chance Give You Better Chance At Uniques Poe

It's my understanding that rarity percentage items do non assist you find orbs of whatsoever kind, only increase the chances of finding magic/rare/unique items instead of normal. Increased item percentage however does help y'all discover orbs, just by purely increasing the number of drops that fall. And so lets have 2 scenarios, one in which nosotros have 100% rarity and 0% particular drops, and the other we have 0% rarity and 100% particular drops.

Base of operations chance to drop (These numbers are made up)

Magic - x%
Rare - 5%
Unique - 0.one%
Orbs - 1%

Scenario ane: 100% Rarity - 0% Items (thousand mobs killed, dropping 1 item each)

Magic - 20% - 200 drops
Rare - 10% - 100 drops
Unique - 0.2% - 2 drops
Orbs - 1% - 10 drops

Scenario 2: 0% Rarity - 100% Items (1000 mobs kill, dropping 2 items each)

Magic - 10% - 200 drops
Rare - 5% - 100 drops
Unique - 0.one% - 2 drops
Orbs - 1% - xx drops

Once again, these numbers are all fabricated up, but 100% increased particular quantity does indeed effectively double the number of items dropped. And 100% increased rarity does double the chances of a magic, rare or unique dropping. So doesn't information technology make sense to just pile on item quantity instead of rarity? If not, why?

Last edited by xAjido on Apr 24, 2022, ten:11:50 AM

Yes it does, merging the ii mods into one magic detect mod is long overdue.

Gangplank - Level 73 Mara.

"I ate some oranges and it was thousand"

"

It'southward my understanding that rarity percentage items do not help you notice orbs of whatever kind, just increase the chances of finding magic/rare/unique items instead of normal. Increased item per centum however does help you find orbs, but by purely increasing the number of drops that fall. Then lets take ii scenarios, one in which we have 100% rarity and 0% particular drops, and the other nosotros have 0% rarity and 100% item drops.

Base chance to drop (These numbers are made up)

Magic - x%
Rare - 5%
Unique - 0.1%
Orbs - 1%

Scenario one: 100% Rarity - 0% Items (1000 mobs killed, dropping 1 item each)

Magic - 20% - 200 drops
Rare - 10% - 100 drops
Unique - 0.two% - 2 drops
Orbs - 1% - ten drops

Scenario 2: 0% Rarity - 100% Items (grand mobs kill, dropping 2 items each)

Magic - x% - 200 drops
Rare - 5% - 100 drops
Unique - 0.one% - two drops
Orbs - one% - twenty drops

Over again, these numbers are all made up, simply 100% increased item quantity does indeed effectively double the number of items dropped. And 100% increased rarity does double the chances of a magic, rare or unique dropping. And then doesn't it brand sense to merely pile on particular quantity instead of rarity? If not, why?

Why are you lot comparing those ii situations specifically? 100% increased detail quantity is harder to achieve than 100% increased item rarity. Yous're comparison the hard to accomplish state of affairs to the easier to achieve situation and noticing that the harder to reach one gives y'all more reward - which of course is as it should be.

IIR is more specific, if you like, than IIQ, and as such is more available in college values. Just like how it's easier to get lots of increases to, say, melee concrete impairment, than only to all impairment - you lot're rewarded to the more than limited stat past the college value.

browbeaten down past chris

Winner of the First Ever Cut-Throat Server Test, and Winner of the First Ever Cutting-Pharynx League Event!

Last edited by NotSorry on Apr 24, 2022, x:26:04 AM

If you mosey on over to your passive skill tree, you can see that 1 point for rarity gets you ten%, while i betoken for quantity gets yous 6%. Then possibly a fairer comparison would be 60% quantity vs 100% rarity.

I see, I'one thousand yet relatively new to the game and didn't realize it was such a rare stat. I thought it wasn't too hard to itemize for quantity if y'all wanted, but now I see that you can't quite every bit easily.

And then permit me rephrase then, if you lot accept the choice of 10% increased quantity and 10% increased rarity, would quantity normally be the wiser choice?

The simply point to increased rarity is that it comes in college percentages than increased quantity. Looking at the suffix mods rarity is 1.625 times quantity. A more authentic comparison would be betwixt:

Scenario ane: 162.v% rarity, 0% quantity

Magic - x%
Rare - five%
Unique - 0.ane%
Orbs - 1%

Magic - 26.25% - 262.5 drops
Rare - thirteen.13% - 131.three drops
Unique - 0.26% - ii.6 drops
Orbs - 1% - ten drops

Scenario ii: 0% rarity, 100% quantity
Magic - 10% - 200 drops
Rare - v% - 100 drops
Unique - 0.1% - 2 drops
Orbs - ane% - xx drops

Still it'southward not actually worth it in my opinion. Information technology's prissy to take both but stack quantity before rarity.

I also adopt quantity over rarity at these ratios. Yous could brand an argument for tweaking them. However, nearly of the unique items aren't even in the game yet, and so it's not really a fair judgement at this point.

From my experience loftier rarity and a decent kill speed is a good manner to farm Amending Orb besides equally Alchemy shards from vendoring tons of rares

Orb are quite over-valued when the end-game goal circumduct around the perfect rares (hoarded obrs will have to be burned on making that rare anyhow). IIR is actually non that bad to stack.

Unviable build tester.
Fuse mechanics:
http://www.pathofexile.com/forum/view-thread/21503
95% Crit Build Without Charges [0.10.1c]:
http://www.pathofexile.com/forum/view-thread/172438

You lot guys are as well assuming that you're using one OR the other. One would assume they stack:

"

Scenario 1: 162.5% rarity, 0% quantity

Magic - ten%
Rare - 5%
Unique - 0.1%
Orbs - 1%

Magic - 26.25% - 262.five drops
Rare - 13.thirteen% - 131.iii drops
Unique - 0.26% - 2.6 drops
Orbs - 1% - 10 drops

Scenario two: 0% rarity, 100% quantity

Magic - ten% - 200 drops
Rare - 5% - 100 drops
Unique - 0.1% - 2 drops
Orbs - 1% - xx drops

Lets add...
Scenario 3: 81.25% Rarity, 50% Quantity (half of each)

Magic - eighteen.13% - ~272 drops
Rare - 9.06% - ~136 Drops
Unique - 0.xviii% - ~2.vii drops
Orbs - 1% - 15 drops

And then discounting the orbs, the value of 1 is dependent on the other.

Does Increased Rarity Chance Give You Better Chance At Uniques Poe,

Source: https://www.pathofexile.com/forum/view-thread/29293

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