Atlas content blocking on ruthless
I'm playing ruthless SSF for the first time and see that the atlas nodes which block content (e.g. "sealed domain", blocks legion) has much different wording -- there is no mention of increased chance for other content.
Does that mean that blocking this content (by choosing this atlas node) is useless? A part of me cannot believe this is the case, so any clarification as to what the nodes do and why the description is different is appreciated! thanks in advance Underrated stats: Basic human decency, small quantum of respect, microportion of compassion Last bumped on Nov 25, 2024, 9:24:55 AM
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You can block Scarab drop to drop more scarabs of your desired content. It's only worth it if u have a scarab farming strategy.
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Blocking doesn't give increases to spawn rate of extra content. (It can still be used to increase mechanic relative spawn rates versus other content types. See bracketed section below for more detail. TLDR: The amount of extra content events spawning in ruthless maps is a static value, unlike in the other modes where the chance are independently rolled from the base spawn chance of each content. You can still alter the spawn rates relatively. If you increase or remove one in the pool, the others will alter relatively. You are not increasing total number of events spawning, but you are changing the make up of the relative spawn rates.)
From ruthless wiki: "Blocking content no longer increases other content to spawn" https://www.poewiki.net/wiki/Ruthless_mode#Atlas_Changes Have a read through the ruthless wiki; as it contains information related to this and your other thread about syndicate: https://www.poewiki.net/wiki/Ruthless_mode#Master_Changes There was a change to what is classified as extra content in 3.24, this is when master missions was removed: "The definition of Extra Content has changed to include wild masters and certain league mechanics such as Beyond and Torment, based on new Back to Basics keystone's reminder text. [Ruthless-specific] Einhar, Alva, Jun and Niko missions are now part of the pool of available outcomes for extra content individually." The way extra content spawns in ruthless is different to the other modes. There is a deception, somewhere, I'm having trouble locating it just at the minute, but this is why you will notice the wording for content spawn nodes on the ruthless atlas tree is different. I think it is something along the lines of; in the normal modes content proc is calculated independently based off their probabilities and then either added or not added. Where as in ruthless mode; it first decides how many extra content events will spawn on the map, from a probability distribution of integers, then spawns that many types of extra content on the map. If I find the exact description, I will add it here, as what I have described is probably not accurate. This means the blocking nodes in the two modes actually function similarly. The +2% on the blocking nodes in non-ruthless mode, is to compensate for the loss of overall content spawning due to blocking a content type. This is not needed on the ruthless node, as the value is already set, and not lowered by blocking a content type. The relative values of the content type frequency is changed, but the overall amount of extra content spawning is not effected by the blocking. (Okay, it is there on the wiki, I just didn't read it thoroughly enough when posting earlier. https://www.poewiki.net/wiki/Ruthless_mode#League_content_mechanics League mechanic spawnchance changes(Ruthless) -Each league mechanic spawn chance for Extra Content does not have an independent fixed base chance to spawn. -Instead, map areas have a fixed chance to spawn 1 or more league mechanics. -The overall chance scales with map tiers and is reduced by the number of league mechanics that already spawned. [7] -The chance for any individual mechanic to spawn is based on the relative weights of each mechanic. -Sources of Your Maps have #% increased chance to contain <league mechanic> will modify the weighting of that mechanic but not affect the overall spawn chance for # of mechanics. -Basically, it will cause the chosen mechanic to appear more frequently, but other mechanics will appear less frequently. -Blocking notables have a significant effect on this weighting system, taking a chance to get a specific type of mechanic from 1/11 to as high as 1/2. -Basically, the only way to get more league mechanics is to run more maps. ) https://www.poewiki.net/wiki/Ruthless_mode https://www.poewiki.net/wiki/Extra_Content Last edited by Belegur85#5784 on Nov 24, 2024, 6:00:17 PM
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Thank you!
Not sure if "map sustain" and "map progression" is the same thing. I get on average perhaps 1.5 maps per map so far, but these are frequently not ones I need to progress the atlas. I can't "alc and go" because I'm extremely currency limited, don't have nearly enough alcs. But I am sustaining, if sustain means on average not less than 1 map per map...? Underrated stats: Basic human decency, small quantum of respect, microportion of compassion
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Sort of the same thing. Just having enough maps of the right level to run and progressing through the map completion for your atlas. Kirac can be helpful as well for maps and map completion.
Make sure you hang onto some high level legacy maps if you are planning to continue playing the character after the league, because you loose your atlas progression and need to complete a legacy map to restore progression. Probably the most important advice I can give about playing ruthless. Last edited by Belegur85#5784 on Nov 25, 2024, 2:24:43 AM
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" Thanks! I may indeed, since I doubt I'll "finish" this league Underrated stats: Basic human decency, small quantum of respect, microportion of compassion
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