Overview
I have done extensive mathematical calculations on the ideal mapping configuration.I have banned mods that would be deemed catastrophic to the player, while considering the optimal affixes to allow to guarantee an optimal, high collective value of:
- Not overly discarding maps (>50% chance of end success on a map ensures sustain and longevity while allowing for other restrictions to take place)
- Running survivable maps
- Longterm probability to run Rarity, Quant and PackSize
- All other rolls should at least add value to the map to ensure low-rolled maps are not unoptimized
Results:
Using a two-dimensional strategy space and probability matrices, you want to:- Add mods till 4
- Ignore:
1. Gold
2. Exp
3. Rare Monsters have Additional Mods
4. Additional Shrine
5. Additional Essence
6. Additional Strongbox
7. Monsters have increased Damage
8. Monsters have Increased Crit
9. Monsters have increased Acc (ES) OR Monsters Break Armour (Armour)
10. Monsters Deal Extra Chaos (Remove this if you are max chaos and survivable, and further ignore all the **Area contains an additional packs of x** – they are all a single affix)
11. Players Have Elemental Weakness
12. Ignited Ground
13. Monster Dmg Penetrates Elemental Resistances
14. Players have Reduced Maximum Resistances
Why? Explanation
- There are 51 total affixes that can be rolled on a map
- 8 of them are catastrophic suffixes
- A further 6 of them are suboptimal prefixes (You need to ignore them to ensure an apt selection of prefixes)
- Gold
- Exp
- Additional Strongbox
- Additional Shrine
- Additional Essence
- Rare Monsters have an Additional Modifier
- 3 of the prefixes are favourable (Rarity, Quant, Pack Size)
- Every time you add currency to a map, you have an increasing chance of rolling a catastrophic affix
- Waystones are limited, we would ideally have the bot be sustainable and always craft runnable maps (Target 1)
- We want to survive maps and avoid catastrophic suffixes (Target 2)
- We want to ensure that, if a map is runnable, it at least contains valuable affixes (Target 3)
A combination of quantitative risk matrices and probability calculations reveal the optimal answer. Where U is the total number of ignored affixes, and k is the number of affixes present on a waystone.
If you are survivable and OP
1. Gold
2. Exp
3. Rare Monsters have Additional Mods
4. Additional Shrine
5. Additional Essence
6. Additional Strongbox
7. Monsters have increased Damage
8. Monsters have Increased Crit
9. REPLACE THIS: Monsters have increased Acc (ES) OR Monsters Break Armour (Armour) -> Additional Magic Chests
10. REPLACE THIS: Monsters Deal Extra Chaos (Remove this if you are max chaos and survivable, and further ignore all the **Area contains an additional packs of x** – they are all a single affix)
11. Players Have Elemental Weakness
12. Ignited Ground
13. Monster Dmg Penetrates Elemental Resistances
14. Players have Reduced Maximum Resistances
TL:DR
- Upgrade maps to 4 mods
- Ignore the above affixes
A balance between always crafting runnable maps, running value on maps and surviving maps.
At the cost of lesser strictness, lesserly affixed waystones
Cost: 0-1 ex of waystone crafting per map (Alch normal maps)