Comments (2)
Does map mob count being volatile or not even matter in the long run? Currently what I do for scoring the maps is:
ceil(10 * (mob_count - min(mob_counts)) / (2ndmax(mob_counts) - min(mob_counts)))
I do 2nd max for mobs counts when getting max because desert spring is big outlier for mob counts and a lot of mobs there are in boss room.
This assigns maps score from 0 to 10 based on the average mob count relative to other mob counts. I think thats good enough because in long run only average matters anyway and mob count also isnt the only metric or even the most important one when choosing maps anyway.
from maps-of-exile.
I came up with the idea that some maps seem to have more volatile monster counts than others. For example, the Crate map in the source counting file is the fifth highest mob count map, but it also has a huge range of mobs (the second largest range to be precise). In the long run, this difference will appear in the total mob count level. If we count by average killing each run in the same map, both method would show quite similar suggestion if all maps show similar volatility, as you mentioned. This is just another way to measure “how many mob kill counts can I expect?”
this method can also deal with the desert spring outlier issue on a certain level, making desert spring looks less attractive.
from maps-of-exile.
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from maps-of-exile.