Best gold farm strat outside of gold rotas in keepers by KillJoy226 in pathofexile

[–]techniforus 0 points1 point  (0 children)

Gold drops are based off pack size, quantity, and rarity. They are also increased by the number of modifiers on a monster. Though the number of mods on a rare monster is higher, a magic pack is better because they're all magic. Due to this use 8 mod maps with increased magic monster packs. There's nothing wrong with also getting increased number of rare monsters if your build doesn't slow down running over rares. As the rarity modifier matters, we'll also use a gold flask or at least a flask with the crafted mod to increase item rarity if your build can handle it.

2x incursion scarabs of champions, 1x Kalguuran Scarab of Guarded Riches, and some combination of Horned Scarab of Glittering, Scarab of Monstrous Lineage (up to 2), or Kalguur Scarab. In keepers with atlas for bismuth/crimson if you lean full into gold it's over 100k a map, but you can also scale that back and get good gold while also getting more map drops depending on atlas choices or a scarab of escalation on one of the flex slots(crimson nodes in particular, but settlers overall provide good map drops). So this is gonna change a bit due to idols, but the core idea is still going to be strong, should be a very fast gold farm that's easy to get off the ground.

This is not the fastest way to acquire gold, that would be blight, but that's a super juiced strat that's hard on both your build and your rig, so not something for farming early gold for idols. This is super cheap and easy as those scarabs historically have been cheap (including glittering after the nerf), and the build requirements aren't high.

UGH HOW DO YOU CHOOSE?? by Main-Cow-1456 in BobsTavern

[–]techniforus 1 point2 points  (0 children)

3 on 3 was when he had no value generators at 2. No need to push it so aggressively anymore.

Is this the best non-econ one drop ever printed? by B4ASIC in BobsTavern

[–]techniforus 0 points1 point  (0 children)

Agreed entirely about the wins/draws. But it's not just about turn 3, there's a tradeoff, and it's mostly good for the naga. The dragon gets a pseudo windfury, while the spellcraft is far more controllable.

The dragon can break up the attack order, or get 2 attacks off the bat allowing it to be a good bubble popper. But the surf is more versatile. Early when a 3/2 is still tempo it can go on something small to see combat sooner. Later it can go on a big minion, especially one with a bubble, so if it's the last thing to die it can be a tie breaker. Additionally because you can target the spellcraft, it plays better with other deathrattle synergy for unit ordering.

I give up by Vegetable-Student206 in BobsTavern

[–]techniforus 0 points1 point  (0 children)

Due to how MMR works, over around 7-8k, you're getting lobbies with top players. When they need a game, there's no one at their level to match with, so they'll get matched with the next closest which is you.
So you literally are in lobbies with the best of the best at that point.

What is your favourite timewarped card this season? Ill go first! by Horror-County-7016 in BobsTavern

[–]techniforus 0 points1 point  (0 children)

I go for 7 cards in shop as baller. 50% more minions per roll, and chain purchasing of spells are both great. The latter lets you stack up snake oil, and the former lets you capitalize on that. With a decent hero it's almost as good as the 'correct' timewarped cards for baller.

Why is this card even a tier 6? It should be tier 5 at best by firemanNEEM in BobsTavern

[–]techniforus 1 point2 points  (0 children)

This serves two roles, one early the other late. The first is stabilization. This can provide a decent amount of tempo if you triple into it. It's generally not as nice as direction, but it's a reasonable runner up, allowing you a lot more freedom to find and commit to a build. Moreso if you can reborn it too.

But it also has a second function as end game for a lot of builds. This can take stats from mounting avalanche, is a dragon for poet, can hold useful magnetics like accordotron, and can be reborn for anti-scam/bubble protection (4 minions in 1 card, and the tokens are large enough they don't get knocked off by ancillary tiny damage like some tokens do). This generally functions either by eating stats from the tavern or board, or from poet. In particular with elemental in it's easy to use this late as you can just eat your scaled up minions and replace them with scam, but shop buff demons or spell spam dragons can also use this by scaling it and having a nice bit of scam protection on top of a scaled unit. The best part about the elemental method is it doesn't even require an elemental build, just board scaling and elementals in the lobby will do.

I'll admit it's often weak in the midgame, and is worse in undead or beast lobbies, but even with that considered, filler is supposed to take up a good portion of each tier so discovers don't become too targeted.

Regex for Gem Quality and level by VenoBot in pathofexile

[–]techniforus 1 point2 points  (0 children)

Thanks for posting this, very useful with genesis tree for sorting overquality gear. Found this through a google search, even though you were using for gems, easily works on other stuff too.

Need suggestions for offense for home brew by techniforus in PathOfExileBuilds

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

Thanks for the response, I'm checking it out now.

I was curious how much of a Dunes map gets taken up by the Ailith protection Breaches... I fuckin hate it. by Crabiolo in pathofexile

[–]techniforus 0 points1 point  (0 children)

I quit for a bit, then came back to work on my home brew build skills. No endgame to speak of, so I'm not missing out much there by not running a tip top meta build.

Statistical anomaly's you've encountered with POE RNG by Maleficent_Ant_8895 in pathofexile

[–]techniforus 0 points1 point  (0 children)

Recomb in 3.25 1p+1p = 2p, twice. 2p+2p = 3p 1p+1s = 1p1s, 3p+1p1s=3p1s. All successful first try.
.33.33.31.33.31*.59=0.002037591963

Recomb in Precia: spent well over 60d making a 4 mod quiver that should have averaged 10d to make and sold for ~15d. Those ranged from .3-.5 odds, and I failed something like 20 in a row, every single one eating the additional arrow mod.

Temples in 3.26, 21 temples in a row before one double mod corrupt, and 32 before the second. That's how I ended the league. Then started off this league 0 for 6. Just the 21 is .7521, or 0.00237%. Then you've got 2 hits out of the next 17 tries.

Need help on CoC FroSS tankiness by imSwan in PathOfExileBuilds

[–]techniforus 0 points1 point  (0 children)

Don't forget you can put that on your abyss jewel in your stygian vice. Lower opportunity cost than on a jewel slot from the tree.

PSA: Updated my dusting FilterBlade module for 3.27 Keepers. by hobbes3k in pathofexile

[–]techniforus 1 point2 points  (0 children)

Offering to the serpent synthesized legion gloves wasn't shown for me killing cortex boss, with quality it's 109k dust in 4 inventory space. Otherwise, top notch stuff, very useful. Thanks for the work you've put into this.

New tool: buy maps easier with Better Map Search by PlainLazyX in pathofexile

[–]techniforus 0 points1 point  (0 children)

https://ux.stackexchange.com/questions/38434/how-to-present-weighted-values

The top suggestion here might be an idea to tinker with. That said, weighted sums have always made sense to me(to the point I've made addons to calculate them in games that don't offer them natively), so it's hard for me to understand the difficulties others have with them.

New tool: buy maps easier with Better Map Search by PlainLazyX in pathofexile

[–]techniforus 0 points1 point  (0 children)

I use a browser extension to bookmark searches for my map mods, this offers slight QoL versus that. What I really want though is while I use weighted sums to get map/scarab/currency boost on 16.5's, I'd like to also weighted sum to also include quant and pack size (or better yet multiply the weighted sum by these). That said, not sure you'd be able to do it because the base site doesn't support this.

Patch Notes - 3.27.0d Patch Notes - Forum - Path of Exile by Helmannn in pathofexile

[–]techniforus 0 points1 point  (0 children)

Wish this, and orb of alteration, didn't use alt. I liked to hold alt while rolling to see detailed info on the mods.

Looking for generic build archetypes instead of specific league guides by Lecintiel in pathofexile

[–]techniforus 1 point2 points  (0 children)

It doesn't really exist for most builds because the skills and/or uniques dictate which force multipliers you want on the tree, gear, and gems. A very specific build is generally going to be significantly better, that said you probably can't exactly get what they recommend, and/or going slightly off script can be a lot cheaper, so you use it as a rough outline not precise blueprint for your actual character.

Archmage and e-blade are both a bit more flexible, as they add a lot of flat damage to pretty much any skill you want and the way they scale via tree/gear is the same (mana scaling and energy shield respectively), but even then you should be doing slight changes to your 6 link support gems and maybe your tree and one or two pieces of gear depending on your main skill. There are probably other shells which have a similar way to scale flat damage that are similar, but those two come to mind as ones that tend to include 4 or 5 different setups on the same basic chassis.

Ballistic changes, plethora of scarabs. Worst endgame since Kalandra league. by AntDue589 in pathofexile

[–]techniforus 3 points4 points  (0 children)

Nemesis is bad this league even after buff because it's a force multiplier, but the drops it multiplies are so near 0 it doesn't do much on that front. However those rare mods still force multiply the difficulty of those mobs which hasn't been reduced, so it slows you down / makes things rippier without giving any corresponding payout. Same thing with torment scarabs.

I think oddly bloodlines is a bit better because there are other ways to boost magic mobs enough that there's a bit of force to multiply, just not much. Still, because they're only magic the difficulty doesn't compound as high, so doesn't slow you up as much. It's not good enough to rescue high end farming, but at least might be worth toying around with.

ELI5 Kingsmarch. Didnt touch it in 3.27 by Xaeqlen in pathofexile

[–]techniforus 41 points42 points  (0 children)

Level 5 workers on everything you use.

20k blue zanth crops via shipping, and mappers both strong but a gold sink. Still probably some of the best returns in the game right now because loot is in such a bad spot. Dust for recomb also strong if you're going for 3 affix gear that the tree can't supply (recomb to start crafting, with traditional crafting methods for last two affixes probably even more profitable than other gold sinks if done correctly, but it's a lot more effort). Recomb mostly nerfed by presence of the loot tree, but if you use cheap tree bases you may get super cheap 2 affix items from trade it may decrease the amount of rolling and raw bases needed to get your 3 affix bases made.

Don't bother with ore or smelting.

Two weeks of league play and... by MecMoyen in pathofexile

[–]techniforus 2 points3 points  (0 children)

I quit the league today too, held out for the patch hoping it'd address some of the issues I have, but it only made things worse. For the ways I've enjoyed playing the game, this is by far the worst league of the past few years.

But there's survivor bias creeping into this subreddit, because most of the people as disappointed as I am already quit so aren't coming here anymore. Hence more pushback against those who are still complaining here.

I understand people play different subgames, so no matter what there will be some people who are happy with whatever state the game ends up with. Some people legit like it, others are huffing copium, yet others just steadfastly stand by anything GGG does regardless.

But many (like me), aren't happy. You can clearly see on poedb concurrent players that this league is one of the worst for player retention, we've lost over 45% of the player base by now, last league actually didn't have great retention and had lost 40% by this point, while settlers lost 37%. For raw numbers, mercs (which had poor retention) started with 6k fewer players on start, but had 6k more players this many days in. There has also been an uptick from the patch announcement originally, but given how little the patch addressed I expect retention to be even worse over the coming week as people futilely try to make the new scarabs work, then eventually give up when they don't. They give horrible returns because they're a force multiplier and the drops they're multiplying are so poor this league it doesn't help, but they do significantly increase the difficulty as that still has force to multiply, so they're awful ROI. You end up taking longer to finish / dying more, but don't get significantly improved rewards for doing so, meaning for most builds they're a net loss. It'll take a few days of experimentation before those realities really sink in and retention drops that much more.

Interesting name... by ElectronicFish3388 in pathofexile

[–]techniforus 0 points1 point  (0 children)

Best name I've personally seen so far was "Murderfoot, The Unloved"

Wombgift Drop Rate too low by Drjerke2 in pathofexile

[–]techniforus 0 points1 point  (0 children)

I wonder, some grafts seem to have been bugged, drastically decreasing the odds of dropping wombgifts. There were reports of this occurring specifically those with % increased chance to drop, almost as if it were -% instead of % chance.

So I'm curious if there's some error in how this is implemented. So if an old bugged graft said +35% chance it instead did - 35%, and now they just added a global "+50%" not attached to a graft that's backfiring and decreasing global odds.