@GGG Broken drops of splinters introduced in 3.10.1
" All maps, but I usually run t10+ maps, have been doing my conquerors so a lot of t14-16 maps. Before the patch, I was running tens of high yellow tier maps (8-10) and averaging 20-30 splinters per map, full clearing the majority of the map, though that is dependent on layout. For example, running tropical islands and racecourses, I would get at least 20 splinters every time before the patch, and usually close to 30 or 35. After the patch, running those same maps gives me 2-4 splinters usually, though additional league mechanic stuff like cassia/alva can make it higher, but still never as high as it was before. The t14-16 maps only drop me 6-8 ish splinters, though they sometimes only drop 2-4. Before the patch, high tier maps also dropped way more splinters, though I had less data on that so it won't be my focus. I am running raise spectres as my primary clear, with zombies for feeding frenzy/elemental army support. My gear has vastly improved since the patch so I should be getting more splinters as I gained an additional spectre (from 3 to 4), have gotten levels, and gotten more pieces of gear with minion affixes. Despite that my clear is even better now, and I am dying far less to the league mechanic and clearing it even more effectively, my splinter drops are around 1/10 or 1/5 of what they were previously. I also ran tons of t5 strands for testing the delirium drops before the patch, which averaged me around 15-20 splinters a run depending on if I got alvas, and that same t5 map now only gives me like 2-4 splinters. As it is the same or higher clear to before the patch, any decrease in splinter returns can only be attributable to some change in their drop frequency, as other variables are all controlled to a reasonable level over this number of replicates. And no, my loot filter definitely does not hide any splinter stack sizes, otherwise I'd be unable to loot the single splinters before the patch, or the stacks of them afterwards. And yes, I double checked all of my filters I have used this league. There's no powercreep here. Creep implies it's slow and could be overlooked, this is a full out sprint. Last edited by cpurdy777#7874 on Apr 3, 2020, 2:50:16 PM
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nice & transparent
Last edited by uniblab#3669 on Apr 11, 2020, 12:11:50 AM
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Ok I've collected some data so far and will be getting more.
Ran 5 t10 wharf maps, all alch'ed, all with less than 30 monsters remaining after fog had left, all without using master missions, popping all "sacks" as going and staying entirely in the fog. Map 1: reward levels passed 5/3/1, full cleared under fog to boss, fog left during boss fight. 10 splinters. Map 2: reward levels passed 5/3/1, full cleared under fog to boss, killed boss under fog, metamorph mechanic in map. 4 splinters. Map 3: reward levels passed 5/3/1, full cleared under fog to boss, almost killed boss under fog but timer started right before he died. Tul breach done in fog to completion. 6 splinters. Map 4: reward levels passed 5/3/1, full cleared under fog to boss, killed boss under fog with time to spare. Legion encounter, eternal/karui done entirely in fog. 5 splinters. Map 5: reward levels passed 5/3/1, full cleared under fog to boss, fog timer started mid boss kill. Metamorph mechanic in map. 3 splinters. Analysis and discussion: I ran t10 wharfs for these trials as it is an extremely linear layout, easy to full clear under fog with lots of monsters, and the highest tier of yellow map. As the maps were done pretty much as well as is possible with the delirium mechanic, killing basically all enemies and all extra delirium enemies from pods under fog, and only losing fog at times after clearing while doing the boss, there is very little room for improvement on clearing for the sake of splinters. The net splinters of these 5 maps is 28, averaging to 5.6 splinters per fully cleared rare t10 map. All data was recorded upon delirium mechanic ending and dropping splinters and other rewards. There's no powercreep here. Creep implies it's slow and could be overlooked, this is a full out sprint.
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More data, same methods as before but running t10 pier rather than t10 wharfs, to demonstrate on an average map layout that is not perfectly linear, but also not shit like cells/crypt type maps.
Map 1: reward levels 4/2, almost to 5/3/1, full cleared under fog almost to the boss room, 18 monsters remaining after fog ended. 3 splinters. Map 2: reward levels 4/2, almost to the 5/3/1, full cleared under fog almost to boss room, 29 monsters remaining after fog ended. 4 splinters. Map 3: rewards barely reached 4/2, cleared under fog to boss room, killed boss under the fog, exited arena and cleared another screen-length under fog then it expired. Completed 4 node cassia blight in the fog. Over 50 remaining after fog ended due to opting to kill boss in fog with lengthy arena. 4 splinters. Map 4: reward levels passed 4/2, cleared under fog to boss arena, finished first 2 phases under fog but fog cleared during boss's 3rd arena. Over 50 remaining due to opting for boss, but most of map had been cleared under fog due to a good layout relative to boss room. 7 splinters. Map 5: reward levels passed 4/2, cleared under fog but due to layout more than 50 remained after fog cleared, most of map was cleared under fog, no boss killed under fog. 4 splinters. A/D: Ran t10 piers to provide contrast to the wharfs with a map that had equivalent tier, but a layout that, while still decent, is not the perfectly optimal best possible condition for delirium that wharf was. The net splinters of these 5 maps was 22, averaging to 4.4 splinters per rare t10 map cleared to the fullest that the layout enabled. Given that most maps have a layout more comparable to pier than to wharf, the data from these maps is probably more relevant to someone running varieties of maps and not just farming an optimal layout. Running t10 wharfs before the patch, I was collecting on average 30-ish splinters per map, even though I was picking up individual splinters while clearing so as not to backtrack. Running t10 piers before the patch, I was averaging probably 15-20 splinters per map, with the same collection of splinters slowing down the clear. Given that splinters no longer slow down map clear, splinter returns per map should be significantly higher than before the patch, but all data points to it being less than a quarter of the average before it. Before the patch, killing a few blue packs near the end of the map would by themselves drop more splinters than doing an entire map now drops. There's no powercreep here. Creep implies it's slow and could be overlooked, this is a full out sprint. Last edited by cpurdy777#7874 on Apr 3, 2020, 4:24:45 PM
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Well done on the data collection. Hope this helps the devs ID the issue.
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nice & transparent
Last edited by uniblab#3669 on Apr 11, 2020, 12:12:00 AM
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nice & transparent
Last edited by uniblab#3669 on Apr 11, 2020, 12:12:11 AM
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nice & transparent
Last edited by uniblab#3669 on Apr 11, 2020, 12:12:19 AM
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Dying or re-entering doesn't affect anything. I don't die nor reenter and still get crap
meanwhile, friends are getting 30-80 splinters a map, non delirum orbed just regular alc, with some juicing. Making bank farming simulacrum. I did get a 38 today from ramparts, was surprised! Thought it would be another 6-8 haha. The Rich Get Richer, the Po Stay Po.
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nice & transparent
Last edited by uniblab#3669 on Apr 11, 2020, 12:12:33 AM
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