- Apr 27, 2009
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I'm updating the guide due to recent discoveries. Would have done it sooner had I not been occupied with rerolling my map. I've found a good one some 30 hours in, but it turned out it's, at best, on par with my last one. Even with everything I now know about AT, it's still very hard to find that "perfect" map.
A short summary of updates will be in this post, so those who read the whole thing don't have to re-read everything. So... buckle up, we're going in with a quote!
And so it came to pass that the code digger, @Fruit, brought to light those exact inner workings.
Several people already figured out that the number of upgraded spawns have something to do with the path you take. Thanks to Fruit we now know more about how this works.
Here's the summary of guide updates:
A short summary of updates will be in this post, so those who read the whole thing don't have to re-read everything. So... buckle up, we're going in with a quote!
The exact mechanics appear to be unknown and I've come to terms that I'll not be the one who discovers the inner workings behind density distribution. This might have been uncovered at some point, and lost in the void that is the Internet, and may yet again be revealed by code diggers.
And so it came to pass that the code digger, @Fruit, brought to light those exact inner workings.
Several people already figured out that the number of upgraded spawns have something to do with the path you take. Thanks to Fruit we now know more about how this works.
Here's the summary of guide updates:
This is what happens when you go down the drain:
There are two important variables which control the spawn upgrade process: segments_spawned and total_segments. As shown in the image segments_spawned will increment for each segment which is adjacent to the entry point. After each increment the upgrade check function is called for each group of monsters which were spawned in the segment:
- the area around the entrance (red) will never spawn anything to prevent stair traps, in AT at least... and it's about the size of the segment
- as soon as you jump in all segments adjacent to the one you are in will be populated with monsters and some of those monsters will be upgraded to uniques (80%) or 1-4 champion groups (20%)
- when you cross the border of another segment, all the segments which are adjacent to it will be populated
The result is compared to a random roll 0-99 and if it's less than 20, a group of monsters will be upgraded to uniques or champions. It's still unknown in which order this plays out, but let's take a guess and say segment #4 would get upgraded first.
- segments_spawned * 100 / total_segments
segments_spawned will equal 2 (because the initial segment is also counted), while total_segments is 11 for this map.
This gives segment #4 18,18% change to upgrade any of it's spawns. Let's assume segment #5 is next. The following would apply: 3 * 100 / 11 = 27,27%, etc. This will continue until the minimum upgraded monster count condition is satisfied, which is 4. Afterwards, a simple 6% chance is applied to each consecutive spawn until the maximum count reaches 8. The maximum count does not include the mandatory chest spawn, this is why some maps are able to exceed the cap and give 9 packs. It's also very important to note that each champion counts individually. So not only are their drops worse, but they'll eat up the maximum possible upgraded packs and there's nothing we can do about it.
With all this in mind, I drew the following conclusions:
I'm still fairly certain that 10 segment maps are superior because they have a greater chance to "burst spawn" up to 4 packs early in the run, hitting another 2-3 before the chest room shouldn't be uncommon. Having several packs in one room does wonders for efficiency and you'll want to be able to reach the maximum number with as least segments visited as possible.
- the starting room can't spawn anything
- a single room can spawn up to N packs, but anything above 5 is exceptionally unlikely (I've never seen it happen)
- the chest room may spawns next to nothing, barring the default pack (unless it's bugged and fails to spawn it)
- champions spawn instead of uniques 20% of the time, confirmed both by my findings and the Amazon Basin Wiki
- a map can spawn no less than 3 packs (chest spawn included)
- a map can spawn no more than 9 packs
- maps which have their chest room adjacent to the entrance will never be able to spawn 9 packs because the upgraded monster counter is "wasted" on the mandatory spawn
- it's still not necessary to finish your run with the chest room, just avoid spawning it for as long as possible to have the best chance of reaching 9 packs
You don't necessarily want the chest room to be at the end of the run, but you certainly don't want it to spawn early. Try to find a path which will spawn at least 4-5 rooms before the chest room is in range. During focused runs, you can count the number of packs you kill and see if you reach the maximum or maximum -1 your map can spawn by clearing only 2-4 segments, then save and exit immediately. This way no time is wasted teleporting through empty rooms just to reach the chest pack.
Here's a quick summary of what to look for:
- best Rogue camp layout, 1-2 TPs from act II WP to entrance
- 10 rooms
- the chest room is not adjacent to the entry point room
- the layout allows not spawning the chest room early in the run
- 4 minimum spawns
- 9 spawns are possible
- full clear density is >6
- almost no double backing
- 1-2 shrines, both on route
- the first boss is only 2-3 TPs from entrance
- the chest room is not the final room you visit
So be careful when activating, but you should still examine those unlabelled because they might roll into monster shrines which produce either a unique or a single champion if there's a normal monster nearby. Although I cannot attest to their drop odds, the converted monsters should be fully capable of dropping TC87 items. However, you should also take into account that successful upgrades from shrines increment the total packs count and can actually lower your overall density, unless you use them after you've activated all of the segments you'd normally run. This could make a "10 pack" run possible.
After tens of thousands of runs, I've come to the conclusion that 105 FCR becomes better as your gear progresses. While there are diminishing returns on magic find, you'll always cast each spell 0.04s faster with 105 FCR, compared to 63 FCR. This might seem a minuscule amount, but considering that at least 50 spells are cast during a run the total saved time would amount to 2 seconds.
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