[PoE 3.25] x3 Risk OR x3 Multitude - Which is Better??? - Path of Exile

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  • Опубликовано: 29 сен 2024

Комментарии • 15

  • @fabianboll9103
    @fabianboll9103 День назад +1

    yeah so im actually doing something a bit different, wich requires a bit more prep time but i feel its definitely more rewarding. I actrually dont use carto of corruption, but 3 multitudes and 1 risk. in addition to that, i like to make sure i start doing this with a map i already have a bunch of in stock and then i take out like 40 of those maps, chisel them up and then i alch and vaal them. i ususally end up with somewhere around 8-10 8 mod maps that i actually can run and they will have quality on it, wich means im also running that mod effect per quality notable. That plus endless delirium on the atlas tree results in so many maps that i can easily sustain the vaal approach and still make a surplus for my mappers to run (They get all the maps that didnt go 8mod or have the one mod that i cant run) T17 turnout is alos really nice, if i run about 20 maps with this strat, i usually end up with 10-15 t17, depending on rng of course

  • @SolidroK22
    @SolidroK22 День назад +1

    I came to the same conclusion farming 8mods in t17’s 3x risk is simply better because it effects all monsters and we are craming alotta dudes in there.

  • @Kevfactor
    @Kevfactor День назад +1

    I think i stayed lacerate too long when i was doing the season lol. Like there were 4 mods that bricked the build and about 6 more that made it a lot tougher. Going to have to start going for chrs that are map mod immune if they are going to keep stuff like risk in the game :)

    • @TzBlank_Gaming
      @TzBlank_Gaming  День назад

      ahh def, I was jumping from build to build this league I think I played like 6 builds so far, and a lot of them I just drop when I started to farming on them since I'm lazy and don't want to read what the mods. Some builds had too many mods that made it not doable or just REALLY rough which double clear time.

  • @cryaxto1422
    @cryaxto1422 2 дня назад +1

    I have run a simaler farm on 8 mod underground sea (tons of monsters) using 1 escalation 2 risk and 2 multitude for a more balanced approach problem is i dont track results to be fair but seem to drop a ziggurat or two every other map and tons of toxic sewer which i have as fave and have been listing at 60/1D for ages now and they sell well. Also doing red altars as some othe the blue ones brick my build.

    • @TzBlank_Gaming
      @TzBlank_Gaming  2 дня назад

      make sense, really changes how you can run these type of map farming set up. so many different ways to do it all with decent profit. cant really lose money on these.

  • @blackdark211
    @blackdark211 2 дня назад +1

    ya i running 3 multi in 8 mod t16 toxic sewer, feel you just so unluck xddd, cause total i run 40 maps, first 20maps just drop 9 t17 but next round 20 maps drop 15 t17. So i think maybe just in this round you are so unluck :(

    • @TzBlank_Gaming
      @TzBlank_Gaming  2 дня назад

      Damn, ok I will give multi some more runs to see how it feels. what does ur atlas tree look like? is it about the same as mine?

    • @blackdark211
      @blackdark211 2 дня назад

      @@TzBlank_Gaming yes just take all map upgrade point and ritual etc. similar with you tree. Think which 8 mod map your farm is important thing, like city square pack size is lower than toxic sewer in same mod.

    • @TzBlank_Gaming
      @TzBlank_Gaming  День назад

      @@blackdark211 Thats a great point, I usually only focus on good layout for myself I never put monster count in the equation. that could really make a difference since you will clear like 20-30% more maps like doing 24maps instead of 20map

    • @blackdark211
      @blackdark211 23 часа назад +1

      @@TzBlank_Gaming truly xddd i tried city square like 10 maps, feel bad man

  • @johnlemon6808
    @johnlemon6808 3 дня назад +2

    I completely agree with the conclusion that Cartographer's Risk scarabs outperform Multitude scarabs in terms of raw map farming profitability, but it's essential to note that this isn't universally applicable. The experiment's limited sample size of 20 maps per scarab type is small, and given Path of Exile's inherent randomness, the results are prone to variance. Additionally, the profit calculations seem inconsistent, with different methods and exclusions potentially skewing the comparison. Market dynamics, such as price fluctuations and finite demand for high-tier maps, could undermine profitability, especially if an increased supply drives prices down. The heightened difficulty of running eight-mod corrupted maps means you need a strong and expensive build, and the risk of deaths and experience loss could negate any efficiency gains. While Risk scarabs might offer higher peak profits, Multitude scarabs provide a safer and more consistent mapping experience, which might synergize better with other mechanics. Widespread use of Risk scarabs could saturate the market, reducing profits over time. Finally, factors like player skill, burnout risk from high-difficulty content, and personal enjoyment all affect the overall assessment. A more holistic approach is needed, considering time investment, market conditions, and build costs, along with more extensive testing with larger sample sizes to find the optimal strategy.

  • @nachozftw7776
    @nachozftw7776 3 дня назад

    Cartographer's Risk scarabs outperform Multitude scarabs in map farming profitability in Path of Exile, this conclusion isn't universally applicable due to several factors. The experiment's limited sample size of 20 maps per scarab type lacks statistical significance in a game driven by randomness, making the results susceptible to variance. Profit calculations in the video are inconsistent and potentially biased, with different methods and exclusions skewing the comparison. Market dynamics like price fluctuations and finite demand for high-tier maps could undermine profitability, especially if an increased supply lowers prices. The heightened difficulty of running eight-mod corrupted maps necessitates expensive, robust builds and increases the risk of deaths and experience loss, which can negate efficiency gains. While Risk scarabs may offer higher peak profits, Multitude scarabs provide a more consistent and safer mapping experience, potentially synergizing better with other game mechanics to enhance overall profitability. Additionally, widespread adoption of the Risk scarab strategy could saturate the market, diminishing profits over time. Player skill levels, preferences, and the risk of burnout from constantly tackling high-difficulty content further complicate the assessment. Therefore, a holistic approach that considers time investment, build costs, market conditions, and personal enjoyment is essential, and more extensive testing with larger sample sizes and consistent methodologies is recommended to determine the most effective farming strategy.

    • @DevourD3
      @DevourD3 День назад +1

      What in the AI response is this...