Temple - number of rooms that destabilize?

Hey, guys. A little late to the party, but I started working on a temple. TL;DR is, does anyone have any information on how many rooms destabilize based on what? I'm doing Cali no lock to start off (throwing down a bunch of feeder rooms down the middle, not locking and praying) but my first snake hasn't even started, and the amount of rooms that destabilize grew very quickly from just 1 to 3-4.

So basically, there's diminishing returns, and with how much rooms I've spammed rn, the chance for some of the snake to destabilize, is higher than if I had less feeder rooms in the middle, if that makes sense. I.e. I have 7 feeder rooms, so my snake has ~1/8 chance to be hit, but since it destabilizes >3 rooms each run, it becomes closer to a ~1/2 chance. So if I instead had just 3 feeder rooms and it destabilized 1 room, the chance for the snake to be hit would go down to 1/4.

Here's an example of what temple kinda looks like rn for me. This tool still says "around 1 room will destabilize", but from my runs, that number was atleast 3, and sometimes 4. So I'm wondering, does anyone have any info on: past what treshold does it start removing more than 1 room? Like, should I stop snaking out the middle rooms like I do now? Or should I have less feeder chains in general, like only 3-4? Idk how to get under the treshold of those diminishing returns on the risk.

Comments

Flying_Mage5 months ago3

I have no exact numbers, but the more rooms you have the more gonna destabilize.

Also using devices in T3 rooms, or opening vault in treasure room destabilizes a room.

And, of course, archi and atziri are huge destabilizers.

That being said, having a bunch of extra rooms to save your early snake is absolutely the way to go and you shouldn't worry too much about how many you have. I'd say the more the better, until you start getting locks reliably.

BUT, and I can't stress it enough, make sure your feeder rooms aren't in the snake form. Cause then you'll have the wrong numbers high and the right numbers low. By "wrong numbers" I mean total number of rooms that cause bigger destabilization, and by "right numbers" I mean rooms that can actually take a hit and save your snake. Basically you want rooms clustered around paths one at a time, so every room would be able to get hit with destabilization, effectively lowering the chance of your stake to get hit.

Blooper_xS5 months ago2

Room number divided by 10 rounded down. As far as I know. Don't forget to count roads wich are not included by the room counter while running the temple Example 16 rooms + 3 roads = 19 total 19/10=1.9 → 1 room destabilizes

Better confirm for yourself but for me it was always accurate

thepixelists5 months ago1

10% rounded to the nearest whole number + rooms that destabilize each run. This would be spymasters at the end of a chain and certain t3 rooms.

Roads count as rooms too. So when you are first building, you can keep it to 34 rooms so you only lose 3 per run, and you can set up a dummy chain to eat these.

This allows you to build your spymaster chain while saving up locks too.

gillypud5 months ago1

https://www.poe2wiki.net/wiki/Atziri%27s_Temple#Destabilisation

10% of total rooms normally. 30% of total rooms if you killed Xipocado or Atziri.

thisguycrafts5 months ago1

~10% rounded down like the others have mentioned. However the cutoff for 1 destabilized room to 2, is a constant 18 total rooms. It may be similar for more rooms going forward, as I am still slowly building my temple.