Path of Exile - Defining the Map Juice Factor

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Subscribers - skip this video (just read this description) unless you are at least moderately interested in maths. This video also assumes you understand the basics of mapping - if you want me to make an introductory video on maps, just ask.

I've been working on a mathematical model for map returns. Whilst it is not complete, this video defines a term - "Map Juice Factor" - that is intended for comparing one map to another in terms of how much loot it is expected to drop.

TL:DR version: (100 + Pack Size%) * (100 + IIQ bonus) = Juice Factor

10000 = white map without Zana's 1-8% item quantity boost
14000 = average 'transmute, augment and go' blue map
20000 = average 'alch and go'
30000 = average '8 mod rare' map
35000 = about as good as you can get, 8 mod maps with 20 quality and the 'Bloodlines' mod.

If map rolling costs are minimal, Juice Factor divided by completion time is a good metric for predicting loot per hour.

Note how 'alch and go' basically has double the returns of running white maps.

As you progress up the atlas, you will need a higher average 'juice factor' on each map in order to keep progressing upward in the Atlas. If you don't have a high enough 'juice factor' on the maps you roll, you will find yourself 'sliding down' in map tiers as you do not get enough map drops to keep running maps.







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PathOfExile
mechanics
maths



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