Mosaic changes needed

Mosaic should probably have its power reduced by 70% I am not very happy to hear they are still going with it. Oh well maybe if it remains broken I’ll just make a sin since it’ll be a no brainer.

in D3 builds are alive for 2 seasons then they nerf them.
but D3 is a different game so idk…

Well
If your trash killing comes only from colateral dmg of an aoe build, sure no problem with that
Thats basically the ideal scenario

And if you do kill trash your runes will eventually come from it too, the problem is when we start comparing the math behind trash killing and TZ+travincal or cows

What math shows us is that if you increase your run time bc of trash, its better to invest that time in any of the classical runs for rune hunt
And if you re aiming for uniques its even worse, a pack is worth 10x-25x trash of the same class

In the end its better to snipe packs in TZs and do trav/cows in the spare time than doing only CS or WSK for example

Thats basically what i do and i cant complain about my findings

Well a lot of my point is if you have to TP 5-8 times between boss packs, and stop for 1-2 cast to clear for example a double/triple pack of non boss… then the total run time barely changes. Obviously colatoral damage while killing boss packs is always welcome.

Looking at dense places, and depending on build I think it’s worth. Places like Halls of the Dead, Tal Rashas Tomb, Chaos, Worldstone, etc, and even things like Bloody Foothills with the right spawns can still be worth.

Also keep in mind the time it takes to remake and run through towns, even with vigor it adds up.

It’s pretty situational though. You do need to know what you build kills quickly, and just how big of pack is worth stopping for. If you are for example a FoH pally there is really no reason to skip any semi large pack of low hp demon/undead. Adding 0.8 here or there to snipe another 15-20 mobs is totally worth.

i usually just put on a jacket or sweater

I see
I dont know how what “double/triple pack of non bosses” represents in trash numbers
I did the math ages ago and presented the results here in these forums
My results were that any sec clearing trash should be used

  • in the case of unique hunting, in finding another pack or remaking the game if you already killed half or more of the max packs for that area
  • in the case of rune hunting, in getting you horker to trav
  • in case of base hunting, in getting your 0 MF java to cows

In the end its a matter of math, thats why i advocate to reduce the no drop and the removal of junkTC for trash mobs

And in case of hitting 99 While doing all of the above?

When I’m talking of double/triple non boss packs I’m speaking of 2-3 non boss packs spawned close enough to be in the same aoe range. It’s just a matter of 1-2 8’ish frame casts to kill and move on. I just don’t see skipping 15+ mobs that take under a second to kill.

Killing 5 regular ghosts has a better chance of rune drops than a council members, and like 2.5x that of a regular unique.

Even non ghost/non quill rat/non cow mobs equate to around 11 per council. You can kill 11 normal mobs in spell fairly easily. It adds up of the course of leveling.

Starting to lose track a bit, but I believe just leveling through TZ’s from 96.7 to 98.2 I’ve found 3xGul, Vex, 3x Lo, Ohm, 3xSur. Seeing as hitting 99 is a goal in and of itself… I’d say it’s worth.

i still dont know what that means in number of trash mobs
3? 5? 9?

the only place @p1 i see 10+ trash mobs ready to be farmed is in cows
not even tal’s tomb has that demography

i see from where you comming, but that isnt exactly true, you need 7 ghosts to have the same odds of finding a ber rune as of a council member

and as i said:

a council member has 1/52k chance of droping a ber with a horker and you get 9 of them in the same spot, always, its 30s to tele and kill them
one needs at least 21 trash mobs to be worth one council member

one have to kill almost 190 regular trash mobs to be worth a single travincal run
and no one can kill 190 regular trash under 1 min

but i get it, you do that way and it works for you
if you ask me you should not stop doing it
despite of what is the meta we should always do what will keep us farming for more time, thats the subjective meta

but from the min max perspective, the math just dont lie
1 min of trash clearing will never be worth 1 min of trav or cows
so, in order to maximize one findings, the objective best strategy depends on the objective

XP+uniques?
boss packs only in TZs with a horker
result: the most XP (past certain lvl) and uniques one can have /time invested

XP+uniques+goodsTC?
TZ+travincal or LK if SP
result: less XP but much more runes/charms/jewels/gems/rings/ammys

GoodsTC? travincal or LK if SP
result: basically no XP but the most of runes/charms/jewels/gems/rings/ammys

Do not like assassin and could care less about them. But any call for a nerf is a troll. Is absolutely no reason for nerfs in D2 since getting powerful is the entire point.
You say cost of an assassin? They still need enigma and infinity to reach true potential like most classes. And a griffs eye not exactly cheap. How about instead of asking for a nerf to assassin ask for a buff to other less used classes?

Umm just about every other of fallen types, and I dunno what you’re saying about tombs there they are regularly 15+ non boss spawns in rooms… Another example is the skele archer spawns in act 5, along with succubi.

what about them?

this do happens but usually in rooms where there is a boss pack, which falls under the colateral dmg category i mentioned early

there are a few things that could be toned down slightly. the power creep of 1.1 is insane and now things are getting more damage than that even ? like when does it stop? soon you’ll start at lvl 51 with a mosaic claw in your stash? like… ffs… stop the power creep. nerf some things. it’s ok. they will still be SUPER POWERFUL…

If you haven’t seen large clumps of mobs before I just dunno what to you tell man. Maybe there is a language barrier here or something.

All I can say is less time with calculators, and more time in game. :slight_smile:

yes i did
but as i said, this kind of density is usually/most of the time found around boss packs
im talking about areas with very high density

the game was figured out 10 years ago so i dont think anyone is wasting any time calculating anything, i know im not
nothing of what i said is any kind of news
its mere basic knowledge

It’s not “basic knowledge” it’s some guy looking at drop rates on a web page out of context of the actual gameplay.

If I can cast 1 FoH and kill 30 soul killers, I’d be an idiot to skip them, boss pack or not. Takes next to no time, gives xp, gives about as many rune drops as killing 3 council members for 1 cast…

TZ’s haven’t been in the game for 10 years either… it changes things.

https://imgur.com/a/aFGyxtW

Example from literally my next run. 30+ non boss pack containing clump. Combined total rune drop chance of like 3x a super unique. 1 Spell to kill. You’ll find 4-10 of these pretty much every run in zones like flayer.

math is the context

nice density

if were talking about council members, thats not true
as i said, you need 19 trash mobs to be equivalent of a council member in terms of goodsTC, so about 30 trash is nothing but 1.5x a council member

the problem with doing that is that you spend less time killing bosses which drops have a much higher chance of upgrade to rares and uniques

you are basically trading more rares/uniques for more bases/junk

well, if killing trash, even ghosts, was more profitable than trav, CS would have better rune drop rate, which isnt the case even with seal popping
trav still is 2x better

as i said, you do you and i have no interest in arguing your personal preferences

Again some people don’t want to be level 94 forever :slight_smile: If you’re going to level anyway, might as well farm while you do it.

well, i do

i just rather get more runes/rares/uniques than bases

Why would you want to be 94 forever though? lol

It’s not even 19 times.

edit (This was Lo Rune as an Example)
Geleb Flamefinger - 1:61895
Soul Killer - 1:810253

It’s like 13 times. There are 34 in that pack, closer to 3x. I just go by the rule of 10x as an average because that’s including ghosts/thornbeast and typical play. Again exact numbers don’t really matter.

My point is that if you are leveling (find it weird that people don’t…) then trash mobs are worth it for the extra drops if the density is good. Just boss pack sniping isn’t always the answer. Depends on the build and map.

IMHO running trav endlessly is a great way to burn out, and end up with far less runes lol.

you re right
i get less xp than a person doing only TZs
but my builds are complete stats wise, anything more is just a bonus

you need to factor a 75% horker in that equation of yours
if you do trav with anything else, well, you are just doing it wrong

Obs: i was wrong about the number of 52k/ber from each council member
i forgot to factor the exclusive no drop mechanic the council has with hork
the accurate value is 38k/ber rune

XP wise, aiming only for bosses or stoping to kill trash is basically the same bc the bonus %xp from bosses compensate the lower density

if you are leveing only, anything else is secondary
but if one is interested in anything else, the below table is completely accurate

not for me
i know where they are, i dont have to pay attention to spot them and i dont have to mindless teleport across a map