What is a good map in The Pit?

Greebo

New member
What is a good map in The Pit?

So here's what I have right now. The entrance is 5-6 TP from the gates of the monastery.

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I like that it's "linear", i.e. I never have to go back the way I came. But it only has one spot with shamans (I think would be nice to have more for runes), and it seems a bit small.

So, questions:
(1) What is a good map for The Pit?
(2) How much faster does /p3 run have to be than /p7 run to be better in terms of rune finding? How do I calculate it?

Any thoughts and musing would be appreciated.
--Greebo
 
Re: What is a good map in The Pit?

1: I think that is a decent map, Maybe the Shaman thing is bad, but I never consider that really. The map size does not change the number of boss packs AFAIK, so smaller map is better IMO.


2: Here is some info I have used: (Found here)
PX -- boss+champ+regular -- drop ratio
NP1 -- 8+2.4+3.5 = 13.9 -- 1
NP2 --8+2.4+5.8 = 16.2 -- 1.16
NP3 -- 8+2.4+7.1 = 17.5 -- 1.26
NP4 -- 8+2.4+7.9 = 18.3 -- 1.32
So you have to clear P4 Pit in less than 1.32xP1 time to get the same number of unique/sets, and that is not really doable. The best player settings for getting uniques/sets is P1. However if you do these areas not only for u/s, but for all valuable items like runes, charms, socketables, it's probably good idea to increase the player settings little bit. I use the P2 bonus most of the time (/players 3 command).

edit: above might not help as I just realized you said for rune drops, not sure if that will apply or not then.
 
Re: What is a good map in The Pit?

Interesting. That could be my Pit map if you switch the entrance and Level 2 door locations. Mine runs bottom to top.

I like that mine is linear. Very easy navigation. I also like that it has lots of good choke points for my Strafer to take advantage of. I've not thought much about the mechanics but runs on P2/3/4 just take longer with minimal benefit so I run at P1.

Enjoy the map ... hope you get lots of good booty.
 
Re: What is a good map in The Pit?

I like a linear map so that seems good in that respect.

I find that the most important two properties of a pits map are how many boss packs regularly spawn in level 1 and level 2. Normally you get 2 to 3 boss packs in level 2, but some maps will get an extra one for 3 to 4. While the prescribed boss packs for level 1 is 6 to 8, I have tested many pits maps and most get between 4 or 5 to 7. I have actually only seen 8 packs on level 1 a few times in hundreds of runs on many maps. This is different from AT which regularly has 8 packs.

I would say that your pits map is very good if you average at least 9.5-10 boss packs per run.
 
Re: What is a good map in The Pit?

Well, in terms of drops in general, the higher the players setting the lower the "no drop" chance becomes. This helps rune finding on a per drop basis. However, it most likely takes longer for you to clear the pits at higher player settings - i.e. less drop chances over time.

There is Urlik's Rune Finding guide. This goes into some great detail about drop chances for many different areas. This was done back in 1.10, so if you're playing 1.13 the chances have increased some.

Edit: Nice map btw. I've been running the pits at all different player settings and I don't have an opinion yet.
 
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Re: What is a good map in The Pit?

I thought that there are two main components to a good pit map :

Short way from the waypoint to the entrance and

Short way from the entrance to level 2.

From what i heared you mainly go for level 2 and the super chest, right ?
 
Re: What is a good map in The Pit?

The super chest in the pits is bugged, in that it has the area level of tamoe highlands not the pit.

The aim of pits is to kill as many boss packs and general monsters as quickly as possible.
 
Re: What is a good map in The Pit?

I find that landing a near-optimal Pit map is probably one of the hardest things in the game. I've done thousands of runs across many characters and I nearly always ended up settling for something that was just "decent".

Priorities:

a) Distance from entrance to level 2
b) The average number of bosspacks per run
c) Which sections of the map can I ignore due to their low monster/boss density
d) Devilkin camps, if the char build suits them I want atleast one on my map/route.
e) Distance from WP to entrance, preferably from Black Marsh wp to have the shortest one (especially if its a non-tele char)
f) Size, generally you don't want it too big. Even though you can skip sections because of their low boss density/spawnrate this'll eventually provide an overall lower bosspacks/run killed.
g) Dense spots with multiple bosspacks, for most AoE builds this is beneficial in terms of saving time.
h) Wells/Shrines, while mostly just convenient on SC having a well to clear curses from you and your minions can be a significant time-saver for HC players.

I have yet to find a map that meets all these demands...
 
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