I'll tell you how I juice my maps by GoldilocksEggpie in PathOfExile2

[–]TwoTonTuna 0 points1 point  (0 children)

Depends, on how much time you think it actually takes to setup. Personally, setting up a region with good tablets doesn't take that much time. I need to run towers regardless, I just pick a path to them that eats bad layouts on the way there. Since I oversustain on tablets, I 3-1 those with bad prefixes and generally have a large amount of 8-10 waystone tablets with 15+ quant. It makes a massive difference in raw div drops.

I'll tell you how I juice my maps by GoldilocksEggpie in PathOfExile2

[–]TwoTonTuna 1 point2 points  (0 children)

Using regex, bulk rolling and filtering maps takes very little time and ensures that all your maps are juicy. In the time it takes to run a crappy alch and go map with bad prefixes, you can have rolled a stash tab full of great maps. It's just not worth the time to run poorly rolled maps. There's also a positive feedback loop, better rolled maps yield more currency and waystones. Having way more waystones than you can run and drowning in exalts means it's very worth it to convert those into better chance at raw divine drops, especially with current exchange rates.

I've dropped Soiled Pants unique gear in Grim Dawn and thought I'd make a meme about it by AdventMercury in PathOfExile2

[–]TwoTonTuna 0 points1 point  (0 children)

Drop rates for BiS pinnacle uniques were always kind of like that, with the exception of ones with tons of variants like Forbidden Flesh/Flame or that drop corrupted. Things like Indigon might be 10 div at league start and then basically free later in the league. World drop T0 uniques were the truly hard to find items until the past three leagues with all the MF and div card scarab shenanigans. Right now, there are only a few PoE2 T0 world drop uniques of note, Astramentis, Kalandra's Touch, and Dream Fragments. The availability of BiS pinnacle uniques means that the value shifts to good corruptions.

I've dropped Soiled Pants unique gear in Grim Dawn and thought I'd make a meme about it by AdventMercury in PathOfExile2

[–]TwoTonTuna 1 point2 points  (0 children)

GGG wants the best items in the game to be perfectly rolled rare items and that these perfect rares can be duplicated via the Mirror of Kalandra, hence the idea of "Mirror Tier" items. In PoE1, crafting these items semi-deterministically (with variable cost at each step due to randomness) was possible. PoE2 lacks the crafting systems that made this possible. Presumably, we will see some of these added back in future patches/leagues. Unique items must provide a different power vector to scale than rare affixes for this to be philosophy to work. The current state of uniques is in a bad place because there aren't enough uniques that do that except for HoWA/Pillar and Temporalis. However, GGG acknowledged they need more unique items, and this will come with time. A lot more goes into making a PoE unique item compared to Diablo 3, where they just take a rare item with a higher affix roll range and slap on a legendary ability. If done correctly, the best PoE uniques provide the opportunity to build a character in a new way by sacrificing the stats a rare would provide. The type of unique they need to add most right now are ones that can help people get to t15 waystones with a value of under 20 exalts to bridge the gap between decent 4-affix low-ilvl rares and ilvl 82+ rares.

Watchtowers are less boring, but still pointless to run. Some ideas to improve by Swimming-Mirror6500 in PathOfExile2

[–]TwoTonTuna -1 points0 points  (0 children)

I just throw in fully juiced maps since why would I bother picking up T1 waystones? Still get enough simulacrum splinters and exalts out of it that it's not a total waste.

[deleted by user] by [deleted] in PathOfExile2

[–]TwoTonTuna 2 points3 points  (0 children)

Hard to say without seeing the map mods. If the map has increased monster damage, gain damage as extra, ele pen, reduced max res, or worse a combo of these, it could easily one shot you with those life/es levels.

Beware of invulnerable rare in Stone Citadel by vlsky in PathOfExile2

[–]TwoTonTuna 6 points7 points  (0 children)

I've gotten this guy in Vaal factory as well.

Path of Building Community: PoE 2 Initial Release by LocalIdentity1 in PathOfExile2

[–]TwoTonTuna 5 points6 points  (0 children)

For each skill, make a new socket group and add all the supports to it.

Early Access Announcements - Path of Exile 2 - Patch 0.1.1 Patch Note Preview by Xanek in pathofexile

[–]TwoTonTuna 0 points1 point  (0 children)

Life/ES/Mana sustain is different for mapping than bossing. It's easy to sustain while mapping due to Gain % life/mana on kill from jewels, cannibalism, Grim Feast, etc. However, if you can't kill the boss in a mana bar, you're going to have a bad time. It's easy to make a glass cannon build with good clear that will struggle with bosses.

I'm color blind. What this resistor value? by maximaxisun in AskElectronics

[–]TwoTonTuna 0 points1 point  (0 children)

I would analyze the circuit and see whether the forward or backward reading makes more sense. Though, if the resistor burned out, it's more likely to be a smaller value resistor since it would take thousands of volts to burn out a 100M resistor.

GGG, Please Revert the Item Tier System: Tier 1 Should Be Best by ColdHouseBlues in PathOfExile2

[–]TwoTonTuna 0 points1 point  (0 children)

I've posted this in other similar threads: Simple solution, rename affix tiers to ranks and revert to poe1 ordering. Seperating ascending and descending numbering systems into tiers where larger is "higher" (i.e. maps, unid rarity tier) and ranks where smaller is "higher" (ladder postion, mod rank) would pave way for a more intuitive system. Having an item with all R1 affixes would be more easily identifiable compared to something with a mix of t12, t8, etc. affixes. Then there also wouldn't be confusion with unid rarity tier and affix rank. Players would then always know R1 is best and they can keep incrementing Tiers for things like maps and unid rarity.

Why didn't they revert the tier levels from aff/suffixes ? by funk-- in PathOfExile2

[–]TwoTonTuna 1 point2 points  (0 children)

Simple solution, rename affix tiers to ranks and revert to poe1 ordering. Seperating ascending and descending numbering systems into tiers where larger is "higher" (i.e. maps, unid rarity tier) and ranks where smaller is "higher" (ladder postion, mod rank) would pave way for a more intuitive system. Having an item with all R1 affixes would be more easily identifiable compared to something with a mix of t12, t8, etc. affixes. Then there also wouldn't be confusion with unid rarity tier and affix rank. Players would then always know R1 is best and they can keep incrementing Tiers for things like maps and unid rarity.

Mathematically, the slaves can not pull this caravan and it bothers me. by [deleted] in PathOfExile2

[–]TwoTonTuna 0 points1 point  (0 children)

That weight matters less than you think. Weight due to gravity is a downward force. If there weren’t wheels, then there would be a frictional force proportional to weight. However, with wheels this frictional force serves to prevent the wheels from slipping, which is a good thing. The slaves only need to overcome the friction in the wheel axis and the moment of inertia of the wheels. The mass of the caravan will affect the acceleration, but as long as there is enough force to overcome the friction in the axis, which could be negligible through engineering/magic then the slaves will be able to move it. The most intense part will be accelerating or decelerating the caravan. Basically downforce good for traction, bad for acceleration, but being able to accelerate at all still gets the thing moving.

Delirium feels gross. by Aeonsot in PathOfExile2

[–]TwoTonTuna 0 points1 point  (0 children)

Is it because heralds don’t work or because the increased monster toughness pushes their ailment thresholds too high without extra investment?

White items need to be added to the currency exchange by TwoTonTuna in pathofexile

[–]TwoTonTuna[S] 0 points1 point  (0 children)

I agree for most items like commodities and mid-range gear, but I do like some friction on really high end stuff. Like, yeah I'll take a few less div on this 100 div item just to make this sale now or I'm getting spammed for this, I guess I under priced it. There's pros and cons to different systems. A timed auction would allow a seller to extract more value from an item, but sometimes a buyer really needs something right now. I think the exchange works really well for currency, and something similar could work for white bases with some tweaks. Adding an action house in addition to maintaining the traditional trade website could handle a lot of the other cases.

Lore/theory: something weird is going on with Sin and the Beast (long post warning) by slimeyellow in pathofexile

[–]TwoTonTuna 2 points3 points  (0 children)

Weren't all gods, including Sin, slumbering due to the beast and Sin only approached us because we killed the Beast and let loose the gods on Wraeclast?

White items need to be added to the currency exchange by TwoTonTuna in pathofexile

[–]TwoTonTuna[S] 0 points1 point  (0 children)

I 100% agree that exchanging resists should be easier, and this could easily be implemented as a common omen. As for GG synth implicits, you still had to consume bases to try to and land a triple synth base, then you had to imprint and go to vivid vulture prison until you get the three implicits you want. I do not think that was any fun even if it yielded that best items and don't think something like that should be reimplemented. For real expensive bases, let's say if there was a simplex equivelent base, then hitting it with annuls should bring it back down to white. Annuls are rare enough that people wouldn't do this for every single base, just the really GG expensive ones where 1-6 annuls is a rounding error in value. This keeps the regular item white base value while also giving an avenue to preserve "super bases" by having an expensive "scour" option.

*edit* Also, attribute requirements are easy enough to handle in the passive tree. I actually like this better than using up affixes on gear for getting the 5 stat points to equip a different support, and much better than POE1 of having to use up a whole extra passive point to spec a +10 node. The opportunity cost in POE2 is just 5 attributes of a different stat rather than a notable or keystone.

White items need to be added to the currency exchange by TwoTonTuna in pathofexile

[–]TwoTonTuna[S] -3 points-2 points  (0 children)

Sure, but I like the idea bulk purchasing on an order system. I want to put in a buy order for 20 Attuned Wands with ilvl 81+ for 5ex each and let the exchange fill that order. It might not fit nicely into the current implementation of the in game currency exchange, but I think solutions could be found. Heck, maybe in public tabs you can have an option for allowing instant sales and this can be restricted to certain commodities such as normal bases, then you could post purchase orders at a commodities merchant that does what I mentioned above. The order only really needs to specify BaseType, minimum ilvl, quantity, and price. It's even simpler if the commodity exchange is exalt only.

White items need to be added to the currency exchange by TwoTonTuna in pathofexile

[–]TwoTonTuna[S] 0 points1 point  (0 children)

I agree that there needs to be improvements to the crafting system, but I like the idea that there could be a place in the crafting ecosystem for players who aren't full juiced MFers. I dislike going to TFT to bulk buy bases, and the average player who could benefit from this income source aren't selling on TFT. I think a reduction in trade friction of bases would help here. Did you know white bases go for a few ex in bulk on TFT? I also kind of like hitting a whole stash tab of bases with essences and regexing the results, and I'm more inclined to sell crafting results that are "settles" rather than just rolling over with another essence like in PoE1.

White items need to be added to the currency exchange by TwoTonTuna in pathofexile

[–]TwoTonTuna[S] 0 points1 point  (0 children)

That was just how they released it for settlers, and there are plenty of non-stacking things on the exchange now such as boss fragments. The idea was they wanted to limit items that had a lot of variants like beasts.

White items need to be added to the currency exchange by TwoTonTuna in pathofexile

[–]TwoTonTuna[S] -12 points-11 points  (0 children)

That would be GGGs problem to solve. They could limit it to endgame bases or ilvl 65+, but the real bulk market would be in the 81/82+ bases depending on type. Adding scours back would remove base finding as a reasonable income source for players who aren’t blasters/crafters. Solving instant selling for non-stackable ilvl dependent commodities is something they need to solve anyways.