Incentive to clear Monolith Maps?

Quick question…

Other than the obvious boosted exp from killing mobs, is there any incentive to clear Monolith maps?

More drops from the chest in the Echo of a World.

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Hmm… never noticed the correlation… will have to take more notice. :wink:

The text at the bottom of the monolith loading screen has game tips.

It pops up in there - not obvious and can be easily missed.

Lots of good tips as the monolith loads.

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Ok. Now a twist to the question - Do you have to clear before completing the map objective?

Reason I ask is that I tend to move toward completing the objective and most of the time I then clear the map after. However, I am not really noticing any difference in the drops from the chest. i.e. if I run to completion and then clear and end or if I just run to completion and end without clearing. Seems to have the same/similar number of drops in the chest.

This lends me to believe that the calc for the chest drop is done at the moment of completing the map objective and not when you portal out.

Obviously the next step would be to clear first without completion to be sure, but my gut feeling is that this is how it works.

Yip. and I am loading off an NVME drive so the loading screens are damn fast… very little chance to read anything

I tried this myself a few weeks ago and came to the same conclusion.

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uh I actually didn’t know that lol.

After more testing I am fairly confident in the following:

  1. Clearing monolith maps does increase the number of drops from the chest in the Echo of a World. It is however very hard to gauge if it has any impact on the rarity of the drops.

  2. The increase in drops from the chest is directly related to clearing done BEFORE the completion of the objective of the map. I.e. you must clear mobs BEFORE finishing the map.

:wink:

#1 is what we’ve already said, #2, doesn’t surprise me but is a bit disappointing (since that’s probably when the chest & it’s contents are spawned).

Rarity (quality) of drops are determined by the modifiers.

Exclusively? In relation to clearing and not just completion? Confirmed?

Increased Item Rarity (quality) and Increased Experience Gained are the 2 things that increase with the more timelines you do in a monolith. (The text in gold).

It is independent of how many mobs you kill.

There can be a lot of variation in the quantity of items that drop.

I have completely cleared small, low mob-density maps and got less items than clearing half of the mobs in a larger map.

You get more items the higher timelines you do.

So “item quantity” seems to be related to how many things you kill, rather than what proportion of the mobs in this map you killed and also how many timelines you are in.

As a new player trying to get better gear what would be the best option? I’ve opened up to the level 70some monolith but I struggle in there, should I keep clearing the lower tiers over and over for better quality gear? It seems most drops I get are low level garbage anyways, the only way I’ve found to get level-appropriate gear is gambling and crafting… I’m a little confused by this.

And we’re assuming that that item quality is applied to the drops from the chest at the end. It would be interesting to see what proportion of items from the chest are white/blue/yellow/purple/set&unique & shards/crafting stuff with a “high” quality bonus compared to zero.

These are just my thoughts based on what I see in game, I have no “proof”.

I think Rarity seems to mean larger quantity of tiers on an item.

So you are more likely to get more T12’s than T8s (or whatever, purely hypothetical numbers)

Generally, you will get more yellow items the higher the rarity.

But … is a blue with T7 “better quality” or “rarer” than a yellow with T4? I don’t know.

Although there are “rare affixes” - I don’t think the monolith rarity applies to this, so you are not “more likely” to get rare affixes the higher timelines you do … but again, no real evidence of this. Just the way it “feels”.

“This week |I have been mostly farming Argentus” (Fast Show ref).

So I haven’t been pushing higher monoliths, that is planned for next week.

That’s another thing to take into account, does rarity affect the quantity of affixes (blue/yellow) or the tier of the afixes?

Scorchio! Scorchio! Scorchio! Scorchio! Scorchio! Scorchio! Scorchio! Scorchio!
Ver, ver drunk.

I’m starting to think of it like this (pure theory, no proof)

T7 is rarer than T5

T7 can be a blue with (T7), (T6, T1) (T5, T2) or (T4, T3)
T5 can be yellow with (T3,T1,T1), (T2,T1,T1,T1)

The factor determining if an item is yellow or not is not the T count of affixes, but simply if the item has more than 2 affixes.

A (T1,T1,T1) is a yellow. A (T7,T7) is a blue. Which is rarer? I’d say the blue.

Yeah, T7 as a standalone mod isn’t blue though, it’s purple & therefore rarer. Personally I’m not overly fond of people just adding up the tiers of an item & using that. But that’s just me.

Yeah, that didn’t come across well.

I meant “blue” is 1 or 2 affixes, “yellow” is 3 or 4 affixes.

Then “purple” comes along and changes everything if one or more affixes is T6 or T7, regardless of the number of affixes … 1, 2, 3 or 4.

Well, currently that is the meta I believe. Gambling is the go to for getting specific bases and such. Most (as I have read on these forums) simply ignore most loot in monoliths/arena and clear for xp/gold/affixes, but not really loot. Exceptions being mono bosses.

This will change with development. Likely. Hopefully…