I would like to have some discussion around what everyone would like to see for the next test set. Options: 1) Fully Juiced The most common request seems to be around the impact of gear IIR multiplying with map IIR. The number one challenge for this is controlling variables. However, if we only care about the distribution of currency (assuming IIR does not impact the quantity) my idea here is that I could run ~X% IIR maps with breaches at different gear IIR values until I reached some currency threshold (maybe 2000 currency per test to start). Then we could look at the distribution of the currency to see the impact the gear IIR had on it. Curious if anyone has other ideas. 2) Lower IIR This is pretty straightforward, I was thinking I could remove my atlas IIR bonus and then test 0 vs 50 vs 100 in the same way I did the current test and add it to the dataset. 3) Adding more data to current samples. I could add more maps per test to give the results a bit more weight. Some have suggested just focusing on currency/uniques only (not rares) which would speed up the process considerably to be able to gain more sample size. Reply to this to let me know your thoughts and what you'd like to see next. Notes: -Current belief is that map IIR is multiplicative with gear IIR. Atlas IIR shows up as map IIR, thus the real values I tested with these assumptions would be +26% / +152% / +278% / +404%.
run some breach with qty tablet, avg the qty%, with juiced qty stone then run both quality one then mix all with 0-400 rarities scenario might be asking a lot here xD
Given your current data set, I would love to see this with more data. From this we can somewhat assume that there are very high diminishing returns for anything above 100 IIR on maps with no juice (given that on all three examples of 100, 200 and 300% IIR, the data seem to be similar), but there could be bias in the data. The bias will always be there, and with the size of maps and how long it takes to run them, collecting all the data will be time consuming. But having a sample size of 50 maps per each IIR would help solidify the results. Regardless of what you end up trying out, I am looking forward to the results.
i would say to reach out to sir gog. he has a group of people who love to do this type of testing and you might be able to combine efforts to get a larger data set and spread the load to avoid burning yourself out on our very grateful behalf. beyond that, thank you for putting in the time and effort to test this type of thing!!!
Purely subjective experience, but multiplicative makes sense. I just ran a map earlier where the atlas passive juiced it up to 300% rarity. I only have like 80 on my gear, but I got two divine orbs within 5 seconds from just magic mobs. My eyes nearly popped out of my head
You could have milked this into 15-20 mins, an hour long video even, but you didn’t. Straight to the point. Thank you. Liked & subscribed and sharing with my poe 2 buds.
@@RobertoCorsini Is he though? I literally just watched Slipperyjim8's video, where he farmed 1000 rare monsters just to make 15+min video that could be concluded in 5 minutes - that his research was waste of time.
this is the best PoE2 video I've watched so far. Thank you so much for your time and the effort you put into researching this. Short and informative as well. Also - this is the kind of content and research I'd support over anything else. I know it sounds wild with below 1000 subs to date but I'd support a patreon of yours in a heartbeat. Keep it up mate!
This must have taken you so long to research and put together, and then to pack it into a quick 5 minute video with full explanation, you sir are incredible. Great work dude, thanks for the video.
Helpful, thanks. I just lost a hc character stacking rarity at the cost of my defences. Good to know that just playing the game is still a viable strat :P
So nice to see a short sweet and to the point vid for POE2, really helpful and very informative. Would love to see a vid talking about item rarity effects below 100 as you suggested at the end of the vid. Great vid, keep it up
Not really helpful given the faulty testing. People who get insane amounts of loot aren't running white maps. I can understand the need for a sort of control for future testing, but this info isn't really helpful as IR on gear interacts with IR on maps via multiplication im almost certain which means you want high IR maps + IR on gear to really see a lot of differences in loot.
Thank you for not being like other annoying content creators. Straight to the point, actual stats, a breakdown of your process and good information to know. Please don’t ever change this format. People respect and want more creators like this, but most creators drag it on and on and on to get more viewed time. I hope you make it big, man. You’re a gem in a world full of greed. Thank you and you earned a sub! I’ll go through your videos, but if you haven’t already, you should make a video on what to do after the campaign. I know a lot of people have done that already, but I’m sure yours would be so much better and far easier to understand because you give actual information instead of 40 minutes of BS between each category.
@ with a name like “Hessmoney” and your uneducated response, we can all tell you’re broke and have some minimum wage job. You probably spend all your money trying to look like you’ve made it, but in reality you’re poor both inside and out. You’ll be bound to a life of serving other people, labor or some other form of grunt work. It’s sad to see people like you still can’t get it together, but hey, every company needs low wage employees. So, keep grinding away, man!
My testing on drops and rarity is that there's different rarity tiers. This is most obvious with normal items, you have white, blue, yellow, unique. But it's the same with gold for example. There are "Normal", "Magic", "Rare" and "Unique" gold piles per level, so you will see gold drops in bands like maybe 15-25 gold, then other piles of like 125-250 gold, and then other piles of like 600-900 gold, and super rarely you might see like 3500 gold. Currency I believe is also separated into these tiers. What increased item rarity does is change the weighting when it picks from a list. The problem is it's hard to tell what are in what buckets. So one option could be that there is a drop table like "Valuable Currency" which has things like Exalts, Chaos and Divines. in it. Imagine a structure like this No Drop - 80% Normal Valuable Currency - Weight 1000 - Empty Magic Valuable Currency - Weight 300 - Empty Rare Valuable Currency - Weight 100 - (one drop from Rare item currency drop list) Unique Valuable Currency - Weight 5 - (one drop from Unique item currency drop list) Then you have the Rare item Currency drop table with something like: Exalted Orb - Weight 100 Regal Orb - Weight 40 Chaos Orb - Weight 20 Alchemy Orb - Weight 20 Vaal Orb - Weight 10 Then you have the Unique Item Currency Drop table with something like: Regal Shard - Weight 100 Gemcutter Prism - Weight 10 Chance Shard - Weight 10 Divine Orb - Weight 5 Annulment Orb - Weight 5 Then when you roll for an item, your item rarity increases the weight of the Rare and Unique tagged categories more than the magic or normal. Possibly even reducing the weight of the magic and normal categories. So assume we pull a drop from here, there's an 80% chance of no drop, and then 20% of the time, there's a 105/1405 chance that you get a pull from the rare or unique lists, which actually have items. So there's actually about 1% chance to drop some currency, and about 4.7% of the time it will be from the unique drop table. So maybe adding rarity adds 100% rarity to the magic table, -100% rarity to the normal table, +25% to the rare table, +2% to the Unique table. So when you add, say, +100% item rarity, you might end up with weighting of 900 Normal, 400 Magic, 125 Rare, 12 Unique. So now you would have about a 137/1437 chance to get a rare or unique drop. But even if you add a billion rarity, you'll end up with around 1 billion weight for magic, 250 million weight for rare, 20 million weight for unique. So it does converge on some number and ratio. But then within the categories, rarity may do nothing. So you might see something like the number of exalts drop as the number of divines grow, because there in different rarity classes. But the ratio of divines to chance shards in my example would stay static no matter your rarity stat. And notice that the magic orbs, like augmentation and transmutation I don't even have on the list. That is because maybe they come from a completely different drop slot. If they were part of the same table, maybe youd see them go down as rarity increased the number of exalts you get. But if they're on a different table, and rolled for separately, they will remain unchanged. In my testing I'm pretty sure the model is something "like" this, but it's hard to get the volume and consistency to really determine that.
Excellent and to the point! TY so much! I assumed the data was something like this, but it's great to see it laid out like this. Would love to see some, 25/50/75/100 data. I doubt there is any reason to go over, say, 150. Would love to find the sweet spot between 50-125! Keep up the great work! Thanks for the info!
Comment for the algorithm gods. Amazing video, thank you for a more reasonable and justifiable take with data. Keep it up friend. I would prefer to see option 1 and see how it interacts with fully juiced maps.
Thanks for making this video, it was exactly what I was looking for. It makes sense to me that 100% IIR would be a good target, and i'm happy there isn't some big bonus to stacking it beyond that.
Instantly subscribed as soon as you presented the logging data. Thank you for your time and effort on this. More likes on this video than subs on your channel, keep up the great work!
I read your paper on reddit and it was quite interesting. Many say that the data is not trustworthy due to it's low sample size, but the point is not on number of maps. It is actually on quantity of monsters. You've gathered enough data through quite lot of mobs. Well, we know that chances on items are too low thus may assert that the data is less trustworthy, but quantity of gold, aug, trans, exalted was very meaningful. Really appreciate your job. Thx bro.
Untrustworthy? Some people just follow rules for the sake of the rule itself. 100% of the time at least two of the three brackets had around double the loot of the control bracket. Having rarity was never not far outperforming having none and to a a very consistent degree. People can cite the rules all they want but if they were made to bet money on it, you know they wouldn't hesitate to bet that the test is going to closely resembles the truth.
I think you and most people who don't understand how item already Works missed the point and why was incomplete data so I'll elaborate to you. First off 20 is too low of a sample size to even go off of so that's the first one in the obvious thing people point it out. The actual biggest problem with this test is the fact that he doesn't take advantage of the multipliers on the precursor tablets. If you go in raw like he did in this video then you'll think that is not high but if you actually take advantage of the multipliers from the precursor you actually notice a very big variation in currency drops period for the Casual player you wouldn't understand this but for a super active players who juice a lot this is the difference between Divine raining and having test results like this.
The weird thing for me was having any amount of rarity compared to my normal 0% rarity felt noticeable but not that much the more rarity I got. It felt like having any amount was better than 0% and having huge amount wasn't as noticeable.
It meshes perfectly, because the intent is to have a little, but not a lot. That's why they put diminishing returns on it, so you can feel a good effect by just having a bit. It's actually very player friendly. That's what I find hilarious about all the RUclipsrs saying that it's bad for players right now because you're forced into stacking it. Nope. Just throw a tiny bit on your gear and you'll be set.
I had suspected there was heavy diminishing returns. I was running 120% rarity for most of my time at t15 and last week purchased an ingenuity and got double rarity rings + helm, for a total of 245 rarity. In about 30 hrs of semi juiced play i got only 2 divine drops doing breach every map with +4 breach tree. People had been crying for ages about mf being OP without actually investing into it and seeing it rly doesnt change much past a certain point. This video reinforces my experience playing with high rarity and at this point im just going to drop my ingenuity, pick up a headhunter for breach farm, and fix my stats by dropping a lot of rarity.
This is a great video, thank you so much 🙌💛 Obviously this is a HIGHLY controversial topic currently, making a lot of ... "headlines", so i very much appreciate someone not only taking the time to get a test with at least a decent amount of data going but ALSO presenting that data in a really effective way in my opinion AND drawing what i think are sensible conclusions from it ^-^ Once again, thank you, much much appreciated :)
Wow awesome video, and i really appreciate that you took your time to do this. I would actually like to see a video you asked about, the lower levels of rarity of items found.
Great video. Have 90% increased got lucky with 2 divine orbs today. I know to not invest in it much more. Thanks. Traded one of the divine orbs for 130 exalted today. Set on crafting for a little bit.
Just from my own experience playing at different rarities I was certain it wasn't as impactful as people were saying, at least for currency, but my buddies who weren't to that point yet did not believe me. Even if it's a smallish sample I appreciate seeing someone confirming my suspicions. Anecdotally, I've had more divines drop with gear in the 40-100 range than I did when my rarity was far higher.
This seems about right, since adding rarity the only thing i really noticed was a few more exlts on maps but iv never seen anything close to what the streamers are trying to calm. If anything all this rarity drama has shown me is that the top tier streamers don’t want average players to ever have a chance at making more currency so they can stay at the top of the market. Thank you for the great video and the research you did 👍🏻
Amazing video. 10/10. Now i dont feel so bad about not having 300 rarity and also feel like i dont need to search for it that hard anymore. But good to know its not useless. Just need a little bit which is very achievable
Once I got to 200% I felt like I was actually getting abit less loot, the only thing I noticed was increased tier on gear just like you said, I really felt like there was a cap and it was all abit buggy wish we could have definitive numbers, thanks for the vid
I am on some awesome poe players discovery streak. Today/yesterday I have discovered like 3-4 poe orientel channels which are much higher tier than most streamers put nowdays. That must have taken a lot of time, thanks for sharing.
What is being massively missed by all the chatter around rarity, it is not powerful as a solo. We have been running 522% rarity on one guy in the group with area of presence buffing all with the same rarity for kills. We run as 4 to 5 mans and the screen explodes, the loot is insane and the scaled reward + rarity is huge. The issue is not solo running rarity, it is not being in large groups utilising this.
Sorry trying to understand. So 1 guy in your party has 522% Rarity. That same guy is using area of presence. Allies have increased attack stuff. Since you are buffing those allies those allies kills get your rarity find. OR is there a area of presence that just gives your Rarity find to other party members.
@ no so we have got him a build that reaches 522% rarity, max res capped. The shield is called Mahuxotls Machination, the gloves are GraveBind rope cuffs, which if you read the unique ability that is what is passing the buff to everyone in party, so we go around killing everything close together and we all have 522% rarity.
@@infamyy ooo damn, those are awesome gloves. That makes sense now. Appreciate it. There is a bunch of "presence" buffs, that's where my confusion came in. thank you again for the explanation.
@@chrisxmarine no worries mate, I think we run a decent sceptre with it to give area of presence buffs through that with the shield which you socket with rarity, because of how the shield mechanics work. We then have decent rarity rings with ingenuity belt and get res from jewels and other armour pieces, we also go for corrupted double or triple socket items only and quality/catalyst to improve giving us 500%+ rarity and max res capped with huge es pool, good luck mate! You then pair this with bigger group sizes and quant precursor tabs and map explodes profits go to the moon.
I suspect not juicing the maps skews the results. 300% more rarity on almost no base rarity is not much of an increase. If you take a juiced map and stack the additional rarity on top of that it seems to pay more dividends.
I suspect it's the other way around, increased rarity has diminishing returns that stacks with the maps increased rarity. The issue is quantity, i.e. Breach, increased rare monsters etc.. This type of juicing multiplies with your increased rarity.
Yup. Quantity is what allows rarity to shine. I used to juice my maps full rarity with no quant. With 200% rarity on gear i wasn’t getting much loot. Once i swapped to juicing tablets with quantity and using quantity on waystones, I started getting A LOT more loot across the board. Went from 0 perfect jewelers to 3 in two days among numerous other things. I suspect that without quantity you don’t drop enough items to really notice rarity and how strong it is. I truly hope they do something about this meta bc it is ridiculous how lucrative it is
@@Vezuls on the otherhand this meta makes up for the hell that is SSF, or rather highlights the flaw of how badly SSF needs more drops across the board. I will say from my experience running MF is a drawback to survival or dps, you kind of get stuck picking something to sacrifice and if your build cannot afford it then you are going to struggle, which is in of itself a balancing point. at the higher ends of gearing when you can afford all of the above, then well, isn't that just the benefit of being on the higher end of gearing? at the end of the day I'm super mixed on it, but in general I believe if they just completely removed rare find from gear and put it back on maps in proportion to the negatives like it was in poe1 it would make more damn sense.
@@gothikaboy If you juice a map (higher modifiers is better) you get more rare monsters, which in turn increases the chance of getting drops from those. If you do it on regular maps without modifiers you get the standard "rate". Best use of rarity ? Stick to somewhere between 100 and 150, juice maps, do breaches. I played a new character with 109 rarity, highest so far, and on that one i noticed more exalted dropping and even a divine from campaign... no need to go nuts on the rarity imo. Oh, and more (rare/unique)mobs means a better droprate, i've also never seen a loot game without diminishing returns.
Well done. I didnt do a test like yours but i increased my RF up to around 100 comming from 0. That did change the drops for me aswell. Similar to the test.
Some other videos also said that rarity hase diminishing return and you only need 60-70 on gear as you get some from the atlas skill tree so your video is on point .
Nice test! Even fubgun says 150-200% rarity is enough for sure and these results back it up pretty well. I think as long as you have at least 100 rarity you're getting most of the currency drops and that's quite an achievable number for anyone. P.S. The real juice is item quantity but you can't even get it on gear so in that way it's balanced.
Finally a logical video on rarity. Nice work this shuts all the big poe2 creators up. To me looks like u jus need 100% wich is ez to obtain on like 3 to 4 pces of gear. i run 80% on 3 pces n my charm. Jus cap it at 100% done ez fix
Nice video, thanks. What I’ve seen being told are the breakpoints seem to be around 80 and another around 400, but don’t have 400 yet to test and confirm.
Nice video. Although you have to keep in mind that that in POE1 it was Char item quant * Mob item quant * map item quant. Thats why item rarity in poe 1 will most likely be the same and it gets stronger the more you stack each factor of that calculation. But I know its pretty hard to test that.
I would like to have some discussion around what everyone would like to see for the next test set.
Options:
1) Fully Juiced
The most common request seems to be around the impact of gear IIR multiplying with map IIR. The number one challenge for this is controlling variables.
However, if we only care about the distribution of currency (assuming IIR does not impact the quantity) my idea here is that I could run ~X% IIR maps with breaches at different gear IIR values until I reached some currency threshold (maybe 2000 currency per test to start). Then we could look at the distribution of the currency to see the impact the gear IIR had on it.
Curious if anyone has other ideas.
2) Lower IIR
This is pretty straightforward, I was thinking I could remove my atlas IIR bonus and then test 0 vs 50 vs 100 in the same way I did the current test and add it to the dataset.
3) Adding more data to current samples. I could add more maps per test to give the results a bit more weight. Some have suggested just focusing on currency/uniques only (not rares) which would speed up the process considerably to be able to gain more sample size.
Reply to this to let me know your thoughts and what you'd like to see next.
Notes:
-Current belief is that map IIR is multiplicative with gear IIR. Atlas IIR shows up as map IIR, thus the real values I tested with these assumptions would be +26% / +152% / +278% / +404%.
run some breach with qty tablet, avg the qty%, with juiced qty stone
then run both quality one
then mix
all with 0-400 rarities scenario
might be asking a lot here xD
Given your current data set, I would love to see this with more data. From this we can somewhat assume that there are very high diminishing returns for anything above 100 IIR on maps with no juice (given that on all three examples of 100, 200 and 300% IIR, the data seem to be similar), but there could be bias in the data.
The bias will always be there, and with the size of maps and how long it takes to run them, collecting all the data will be time consuming. But having a sample size of 50 maps per each IIR would help solidify the results.
Regardless of what you end up trying out, I am looking forward to the results.
100 maps same test
i would say to reach out to sir gog. he has a group of people who love to do this type of testing and you might be able to combine efforts to get a larger data set and spread the load to avoid burning yourself out on our very grateful behalf. beyond that, thank you for putting in the time and effort to test this type of thing!!!
Purely subjective experience, but multiplicative makes sense. I just ran a map earlier where the atlas passive juiced it up to 300% rarity. I only have like 80 on my gear, but I got two divine orbs within 5 seconds from just magic mobs.
My eyes nearly popped out of my head
Finally some new PoE content creators that understand they need to present the data for the videos to be relevant. Keep up the good stuff!
And short! Most youtubers would stretch this into a 20-25 minute video. Kudos!
the data they provided is useless becuz its such a tiny example
Your opinion doesn't always represent facts, get a dictionary and learn the difference in those 2 words 😉
Sure it's legit but how do you know his data is real? Exactly you don't
Except the results are meaningless because the methods were terrible indicators...
You could have milked this into 15-20 mins, an hour long video even, but you didn’t. Straight to the point. Thank you. Liked & subscribed and sharing with my poe 2 buds.
He really should have done at least 10 min so more people see this video
@@RobertoCorsini Is he though? I literally just watched Slipperyjim8's video, where he farmed 1000 rare monsters just to make 15+min video that could be concluded in 5 minutes - that his research was waste of time.
He will learn. Dude lost hungreds of dollars because of this
This is some good data. Well done dude.
The legend :D
*throw some stash tabs at Josh*
Said by the mmo data legend himself
this is the best PoE2 video I've watched so far. Thank you so much for your time and the effort you put into researching this. Short and informative as well.
Also - this is the kind of content and research I'd support over anything else. I know it sounds wild with below 1000 subs to date but I'd support a patreon of yours in a heartbeat.
Keep it up mate!
Thanks for the kind words! It means a lot.
Damn this was a really good video, found it much better than a video with a thumbnail saying “rarity is a HUGE PROBLEM!”
*"RARITY IS COOKED"*
This must have taken you so long to research and put together, and then to pack it into a quick 5 minute video with full explanation, you sir are incredible. Great work dude, thanks for the video.
Helpful, thanks. I just lost a hc character stacking rarity at the cost of my defences. Good to know that just playing the game is still a viable strat :P
Man thanks for taking one for the team here and running the test. Much appreciated! Have a good new year and see you in you next video :)
So nice to see a short sweet and to the point vid for POE2, really helpful and very informative.
Would love to see a vid talking about item rarity effects below 100 as you suggested at the end of the vid.
Great vid, keep it up
Not really helpful given the faulty testing. People who get insane amounts of loot aren't running white maps. I can understand the need for a sort of control for future testing, but this info isn't really helpful as IR on gear interacts with IR on maps via multiplication im almost certain which means you want high IR maps + IR on gear to really see a lot of differences in loot.
Now this is some top tier QUALITY PoE content. Holy rare creator these days, instantly subscribed. Keep up the good work!
Thank you for not being like other annoying content creators. Straight to the point, actual stats, a breakdown of your process and good information to know. Please don’t ever change this format. People respect and want more creators like this, but most creators drag it on and on and on to get more viewed time. I hope you make it big, man. You’re a gem in a world full of greed. Thank you and you earned a sub! I’ll go through your videos, but if you haven’t already, you should make a video on what to do after the campaign. I know a lot of people have done that already, but I’m sure yours would be so much better and far easier to understand because you give actual information instead of 40 minutes of BS between each category.
he bouncin on it
@ with a name like “Hessmoney” and your uneducated response, we can all tell you’re broke and have some minimum wage job. You probably spend all your money trying to look like you’ve made it, but in reality you’re poor both inside and out. You’ll be bound to a life of serving other people, labor or some other form of grunt work. It’s sad to see people like you still can’t get it together, but hey, every company needs low wage employees. So, keep grinding away, man!
My testing on drops and rarity is that there's different rarity tiers. This is most obvious with normal items, you have white, blue, yellow, unique. But it's the same with gold for example. There are "Normal", "Magic", "Rare" and "Unique" gold piles per level, so you will see gold drops in bands like maybe 15-25 gold, then other piles of like 125-250 gold, and then other piles of like 600-900 gold, and super rarely you might see like 3500 gold.
Currency I believe is also separated into these tiers. What increased item rarity does is change the weighting when it picks from a list. The problem is it's hard to tell what are in what buckets.
So one option could be that there is a drop table like "Valuable Currency" which has things like Exalts, Chaos and Divines. in it.
Imagine a structure like this
No Drop - 80%
Normal Valuable Currency - Weight 1000 - Empty
Magic Valuable Currency - Weight 300 - Empty
Rare Valuable Currency - Weight 100 - (one drop from Rare item currency drop list)
Unique Valuable Currency - Weight 5 - (one drop from Unique item currency drop list)
Then you have the Rare item Currency drop table with something like:
Exalted Orb - Weight 100
Regal Orb - Weight 40
Chaos Orb - Weight 20
Alchemy Orb - Weight 20
Vaal Orb - Weight 10
Then you have the Unique Item Currency Drop table with something like:
Regal Shard - Weight 100
Gemcutter Prism - Weight 10
Chance Shard - Weight 10
Divine Orb - Weight 5
Annulment Orb - Weight 5
Then when you roll for an item, your item rarity increases the weight of the Rare and Unique tagged categories more than the magic or normal. Possibly even reducing the weight of the magic and normal categories.
So assume we pull a drop from here, there's an 80% chance of no drop, and then 20% of the time, there's a 105/1405 chance that you get a pull from the rare or unique lists, which actually have items. So there's actually about 1% chance to drop some currency, and about 4.7% of the time it will be from the unique drop table.
So maybe adding rarity adds 100% rarity to the magic table, -100% rarity to the normal table, +25% to the rare table, +2% to the Unique table.
So when you add, say, +100% item rarity, you might end up with weighting of 900 Normal, 400 Magic, 125 Rare, 12 Unique. So now you would have about a 137/1437 chance to get a rare or unique drop. But even if you add a billion rarity, you'll end up with around 1 billion weight for magic, 250 million weight for rare, 20 million weight for unique. So it does converge on some number and ratio.
But then within the categories, rarity may do nothing. So you might see something like the number of exalts drop as the number of divines grow, because there in different rarity classes. But the ratio of divines to chance shards in my example would stay static no matter your rarity stat.
And notice that the magic orbs, like augmentation and transmutation I don't even have on the list. That is because maybe they come from a completely different drop slot. If they were part of the same table, maybe youd see them go down as rarity increased the number of exalts you get. But if they're on a different table, and rolled for separately, they will remain unchanged.
In my testing I'm pretty sure the model is something "like" this, but it's hard to get the volume and consistency to really determine that.
Excellent and to the point! TY so much! I assumed the data was something like this, but it's great to see it laid out like this. Would love to see some, 25/50/75/100 data. I doubt there is any reason to go over, say, 150. Would love to find the sweet spot between 50-125!
Keep up the great work! Thanks for the info!
Nice presentation. It's great to see experiments and data rather than anecdotes.
The tight delivery and fact based approach just earned you a sub, buddy.
Comment for the algorithm gods. Amazing video, thank you for a more reasonable and justifiable take with data. Keep it up friend. I would prefer to see option 1 and see how it interacts with fully juiced maps.
Great video man, appreciate you showing the sheets/results
Really appreciate the video. I have 100 rarity on my gear and all my res as well. Thankful I don't really need to go any higher,
Sweet spot is a little over 100% rarity find..
Thanks for your work👍
Thanks for taking the time to test, saved me alot of time thinking I should pump rarity.
You should put at least 100 until they nerf it.
@@rotony1 Yep got about 127% rarity+charm after watching this vid. Can def tell the improvement.
Thanks for making this video, it was exactly what I was looking for. It makes sense to me that 100% IIR would be a good target, and i'm happy there isn't some big bonus to stacking it beyond that.
I love this man, thanks for doing the work! Would love to see more testing!
Instantly subscribed as soon as you presented the logging data. Thank you for your time and effort on this. More likes on this video than subs on your channel, keep up the great work!
Subbed because you're straight to the point. Thanks for your research
Subbed. Amazing work!
Short sweet and to the point, thank you. Presenting the data as raw numbers rather than in graph form is wild though.
I read your paper on reddit and it was quite interesting. Many say that the data is not trustworthy due to it's low sample size, but the point is not on number of maps. It is actually on quantity of monsters. You've gathered enough data through quite lot of mobs.
Well, we know that chances on items are too low thus may assert that the data is less trustworthy, but quantity of gold, aug, trans, exalted was very meaningful.
Really appreciate your job. Thx bro.
Untrustworthy? Some people just follow rules for the sake of the rule itself. 100% of the time at least two of the three brackets had around double the loot of the control bracket. Having rarity was never not far outperforming having none and to a a very consistent degree. People can cite the rules all they want but if they were made to bet money on it, you know they wouldn't hesitate to bet that the test is going to closely resembles the truth.
rng is wild, ive failed 1 in 3 crafts dozens of times in a row. this is a huge contribution, but it's not enough data.
I think you and most people who don't understand how item already Works missed the point and why was incomplete data so I'll elaborate to you. First off 20 is too low of a sample size to even go off of so that's the first one in the obvious thing people point it out. The actual biggest problem with this test is the fact that he doesn't take advantage of the multipliers on the precursor tablets. If you go in raw like he did in this video then you'll think that is not high but if you actually take advantage of the multipliers from the precursor you actually notice a very big variation in currency drops period for the Casual player you wouldn't understand this but for a super active players who juice a lot this is the difference between Divine raining and having test results like this.
The weird thing for me was having any amount of rarity compared to my normal 0% rarity felt noticeable but not that much the more rarity I got. It felt like having any amount was better than 0% and having huge amount wasn't as noticeable.
That correlates with my experience and the testing in this video backs us up.
Yeah, the difference between 0 and 10 and between 10 and 30 is VERY noticable, in a way that doesn't mesh with the slight gain on the stat.
It meshes perfectly, because the intent is to have a little, but not a lot. That's why they put diminishing returns on it, so you can feel a good effect by just having a bit. It's actually very player friendly. That's what I find hilarious about all the RUclipsrs saying that it's bad for players right now because you're forced into stacking it. Nope. Just throw a tiny bit on your gear and you'll be set.
@@HolyDude02 I mean rarity on gear also multiplies with rarity on maps. This video ran white maps...
incredibly well put together video! Nice and quick. Well spoken with a solid concise script. GG subbed and liked
I had suspected there was heavy diminishing returns. I was running 120% rarity for most of my time at t15 and last week purchased an ingenuity and got double rarity rings + helm, for a total of 245 rarity. In about 30 hrs of semi juiced play i got only 2 divine drops doing breach every map with +4 breach tree. People had been crying for ages about mf being OP without actually investing into it and seeing it rly doesnt change much past a certain point. This video reinforces my experience playing with high rarity and at this point im just going to drop my ingenuity, pick up a headhunter for breach farm, and fix my stats by dropping a lot of rarity.
My heart Aches for you running 80 white maps for Science. Good work thank you for the information.
Short and sweet. Makes sense that they planned for this stat to not break the game. Thank you!
Great video, this video confirms my feelings on how rarity works after playing 150 hours.
This is a great video, thank you so much 🙌💛
Obviously this is a HIGHLY controversial topic currently, making a lot of ... "headlines", so i very much appreciate someone not only taking the time to get a test with at least a decent amount of data going but ALSO presenting that data in a really effective way in my opinion AND drawing what i think are sensible conclusions from it ^-^
Once again, thank you, much much appreciated :)
That was amazing. Congratz and thanks for the vid mate.
Hey man, great video! Keep up the great work! Love to see some evidence based videos on these topics!
first vid ive watched from this guy, insta sub.
literally the best video that investigate and show data about the whole rarity discussion in PoE 2. more people needs to know this
Great video , thanks . I was worried I didn’t have enough item find on my gear but I’m probably just in that 50-100 zone
Great informative and straight to the point video that didn't milk the 10 minute mark. Liked and subbed!
thanks for taking the time to do this. i like
Wow awesome video, and i really appreciate that you took your time to do this. I would actually like to see a video you asked about, the lower levels of rarity of items found.
Insta subscribed. Great data! Pleas keep it up with these type of videos.
Great video, thank you for doing the work and summarizing everything
Great video. Have 90% increased got lucky with 2 divine orbs today. I know to not invest in it much more. Thanks. Traded one of the divine orbs for 130 exalted today. Set on crafting for a little bit.
Just from my own experience playing at different rarities I was certain it wasn't as impactful as people were saying, at least for currency, but my buddies who weren't to that point yet did not believe me. Even if it's a smallish sample I appreciate seeing someone confirming my suspicions. Anecdotally, I've had more divines drop with gear in the 40-100 range than I did when my rarity was far higher.
Good stuff. Testing at small increments for 0-100 would be awesome
Jeez, man. Great video. Finelly like some sort of fresh air in plethora of other content creators
I did suspect that there was a ceiling for sure, i definitely noticed 70 on gear felt good and more didnt seem to do too much. Awesome vid!
Great work, I appreciate you keeping this tight and punchy.
Thank you for this video, quality content:) looking forward to seeing more
Hey great feedback on rarity, thanks for the video! Have a great new years!
This seems about right, since adding rarity the only thing i really noticed was a few more exlts on maps but iv never seen anything close to what the streamers are trying to calm. If anything all this rarity drama has shown me is that the top tier streamers don’t want average players to ever have a chance at making more currency so they can stay at the top of the market. Thank you for the great video and the research you did 👍🏻
As many others have said, concise, useful, factual, direct. Earned my sub.
Your divine drop rate made me feel a whole lot better!
Really appreciate the work u put in, keep it up
Amazing video. 10/10. Now i dont feel so bad about not having 300 rarity and also feel like i dont need to search for it that hard anymore. But good to know its not useless. Just need a little bit which is very achievable
earned yourself a like and sub with this one. love the data testing vs. the other content creators who just rely on anecdotal evidence.
Great video! I wish you success in your YT journey. Subbed.
Have been waiting for something like this for a long time
Once I got to 200% I felt like I was actually getting abit less loot, the only thing I noticed was increased tier on gear just like you said, I really felt like there was a cap and it was all abit buggy wish we could have definitive numbers, thanks for the vid
Great job. Interesting how the results line up with what Fugen said in the Farm Talk podcast he did with Zizaran.
Very professional setup on the video! Even have well labeled chapters which i didn't even know was a thing youtube can do. 10/10
Didn't know youtube had chapters in videos??
100% bot
Thank you for excellent data and well done presenting it!
Excelent job. Content with data. Subscribed. Keep it up.
Appreciate the effort in making this.
Informative. Short and to the point. Most youtubers would stretch this into a 25-30 minute video. Great job!
I am on some awesome poe players discovery streak. Today/yesterday I have discovered like 3-4 poe orientel channels which are much higher tier than most streamers put nowdays.
That must have taken a lot of time, thanks for sharing.
Can you link there channels?
Thank god it's not a 15-20 minute video with the actual substance being in the last few minutes or in the middle.
Can't w8 for your next video keep up the good
work!
Great video, appreciate the work! Most people just hop on the hype/hate train, without actually testing stuff out. This is what we need more of
Finally somebody sane.
I'm waiting for more of your content ;)
This is outstanding, so much better than most of the crap on YT. Subscribed!
Agreed 💯
What is being massively missed by all the chatter around rarity, it is not powerful as a solo. We have been running 522% rarity on one guy in the group with area of presence buffing all with the same rarity for kills. We run as 4 to 5 mans and the screen explodes, the loot is insane and the scaled reward + rarity is huge. The issue is not solo running rarity, it is not being in large groups utilising this.
Sorry trying to understand. So 1 guy in your party has 522% Rarity. That same guy is using area of presence. Allies have increased attack stuff. Since you are buffing those allies those allies kills get your rarity find. OR is there a area of presence that just gives your Rarity find to other party members.
@ no so we have got him a build that reaches 522% rarity, max res capped. The shield is called Mahuxotls Machination, the gloves are GraveBind rope cuffs, which if you read the unique ability that is what is passing the buff to everyone in party, so we go around killing everything close together and we all have 522% rarity.
@@infamyy ooo damn, those are awesome gloves. That makes sense now. Appreciate it. There is a bunch of "presence" buffs, that's where my confusion came in. thank you again for the explanation.
@@chrisxmarine no worries mate, I think we run a decent sceptre with it to give area of presence buffs through that with the shield which you socket with rarity, because of how the shield mechanics work. We then have decent rarity rings with ingenuity belt and get res from jewels and other armour pieces, we also go for corrupted double or triple socket items only and quality/catalyst to improve giving us 500%+ rarity and max res capped with huge es pool, good luck mate!
You then pair this with bigger group sizes and quant precursor tabs and map explodes profits go to the moon.
This
I suspect not juicing the maps skews the results. 300% more rarity on almost no base rarity is not much of an increase. If you take a juiced map and stack the additional rarity on top of that it seems to pay more dividends.
I suspect it's the other way around, increased rarity has diminishing returns that stacks with the maps increased rarity. The issue is quantity, i.e. Breach, increased rare monsters etc.. This type of juicing multiplies with your increased rarity.
Yup. Quantity is what allows rarity to shine. I used to juice my maps full rarity with no quant. With 200% rarity on gear i wasn’t getting much loot.
Once i swapped to juicing tablets with quantity and using quantity on waystones, I started getting A LOT more loot across the board. Went from 0 perfect jewelers to 3 in two days among numerous other things.
I suspect that without quantity you don’t drop enough items to really notice rarity and how strong it is. I truly hope they do something about this meta bc it is ridiculous how lucrative it is
@@Vezuls on the otherhand this meta makes up for the hell that is SSF, or rather highlights the flaw of how badly SSF needs more drops across the board. I will say from my experience running MF is a drawback to survival or dps, you kind of get stuck picking something to sacrifice and if your build cannot afford it then you are going to struggle, which is in of itself a balancing point. at the higher ends of gearing when you can afford all of the above, then well, isn't that just the benefit of being on the higher end of gearing? at the end of the day I'm super mixed on it, but in general I believe if they just completely removed rare find from gear and put it back on maps in proportion to the negatives like it was in poe1 it would make more damn sense.
As it would also increase the odds of no rarity at that level. That's expected
@@gothikaboy If you juice a map (higher modifiers is better) you get more rare monsters, which in turn increases the chance of getting drops from those. If you do it on regular maps without modifiers you get the standard "rate".
Best use of rarity ? Stick to somewhere between 100 and 150, juice maps, do breaches. I played a new character with 109 rarity, highest so far, and on that one i noticed more exalted dropping and even a divine from campaign... no need to go nuts on the rarity imo.
Oh, and more (rare/unique)mobs means a better droprate, i've also never seen a loot game without diminishing returns.
Well done. I didnt do a test like yours but i increased my RF up to around 100 comming from 0. That did change the drops for me aswell. Similar to the test.
You deserve a coment and a like because you did 80 grey maps just to test that!
Thanks for running these tests!
Great video, love to see some more testing
Some other videos also said that rarity hase diminishing return and you only need 60-70 on gear as you get some from the atlas skill tree so your video is on point .
Much appreciated, this makes me feel a lot better without having to get all those crazy expensive unique.
i just got up to 98% rarity gonna stay around here according to your results, gg's nice video
So around 100 is sweet spot . Cool video!
I'm willing to donate my maps to science this video is fire my guy keep it up
You deserve the like and subscribe way more than many ppl I sub to. Great great vid
thank you, you saved me from putting rarity soul cores into my mahuxotls machination instead of mana
Hawg put out a great video today....and i agree with him. Item rarity is not the problem, its the actual drop rates themselves.
Nice content! Keep up the good work 👍
Good job. I felt like there needed to be a heavy DR somewhat in the lower tiers to make it less mandatory. Glad your findings support that.
Thank you for the data. Much appreciated
Nice test! Even fubgun says 150-200% rarity is enough for sure and these results back it up pretty well. I think as long as you have at least 100 rarity you're getting most of the currency drops and that's quite an achievable number for anyone.
P.S. The real juice is item quantity but you can't even get it on gear so in that way it's balanced.
Excellent. To the point. Clear. Great vid
Finally a logical video on rarity. Nice work this shuts all the big poe2 creators up. To me looks like u jus need 100% wich is ez to obtain on like 3 to 4 pces of gear. i run 80% on 3 pces n my charm. Jus cap it at 100% done ez fix
Nice video, thanks. What I’ve seen being told are the breakpoints seem to be around 80 and another around 400, but don’t have 400 yet to test and confirm.
Good work kind Person.😃
Great content as always!
Doing the lords work! Thank you so much
Nice video. Although you have to keep in mind that that in POE1 it was Char item quant * Mob item quant * map item quant. Thats why item rarity in poe 1 will most likely be the same and it gets stronger the more you stack each factor of that calculation.
But I know its pretty hard to test that.
Moar test pls. This was most important video today
Yes please. Knowing the scale between 0 to 100 is now more important!
Imo 75% rarity felt the best :D great video and thanks for confirming.
Yeah I'm chilling at like 85-80 the rest of my stats are more important I find