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EV vs GPH guide hero with icons for EV, GPH, travel and variance
Don't chase EV/chest — maximize attempts/hour.

EV vs GPH Guide for Loot Farming: Optimize Route, Travel, and Variance

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Last Updated:
By: LootCalc Team

TL;DR

Don't obsess over EV per chest; your goal is attempts per hour. GPH wins when your route keeps travel seconds low and density stable, even if per-chest EV looks smaller. This guide explains why EV can rise while GPH falls, and how to tune travel time, chest mix, and variance to actually earn more per hour.


EV vs GPH in Loot Farming — Definitions, math & mistakes to avoid

What EV (expected value) means in drop math

EV per chest/run is the expectation of value you receive on each attempt. For a chest or run with multiple drop lines, EV is the sum of each outcome's value × probability. If a chest contains mutually-exclusive outcomes, simply add each line's value × p.

What GPH (gold per hour) measures in practice

Runs/hour = 3600 / time_per_run_seconds
GPH = EV_per_run × Runs/hour  (minus costs if any)

Key mistake: upgrading to a "juiced" route (higher EV/chest) while travel seconds increase. Your attempts/hour plunges and GPH falls even though per-chest EV climbed.

The EV vs GPH trade-off you must model

EV per chest vs gold per hour calculator

Convert per-chest EV into per-hour reality with our calculators: Diablo 4 Helltide / WoW Delves / PoE Currency & Profit.

Rule: EV/chest is wrong when travel dominates

If travel seconds per chest > 30–35s, GPH usually prefers simpler, faster loops.

Quick formula snippet
GPH ≈ min(chests/hour by resource, chests/hour by travel) × EV/chest

Travel Seconds, Route Density & Break-Even Chest Mix

The travel-time limiter

Once travel seconds per chest rises, your runs/hour drops hyper-sensitively. A mere +5s can slash hourly profit by ~8–12% depending on base speed.

EV per hour vs travel seconds line chart
EV/hour collapses as travel seconds rise.

Chest mix: Mystery vs Regular (or Tier choices)

Different chest types carry different EV and cost. At fast travel, cheaper/closer targets dominate. As travel slows, higher-EV targets catch up. Use the Helltide calculator's Mix — Mystery % slider to find the cross-over.

Break-even chest mix between Mystery and Regular chart
The break-even chest mix moves with travel cost.

Map density & reset logic

Routes with consistent cluster density (few detours, predictable respawns) keep travel variance low, stabilizing your GPH. If density collapses (lag, event churn), reset the instance or swap route archetype.

Break-even seconds per chest (finger-in-the-air guide)

Weighted cost per chest (cinders, keys, maps)

Normalize EV by cost and income rate:

Weighted cost = Cost_Mystery × Mix + Cost_Regular × (1 − Mix)
+5s travel penalty (rule of thumb)

Each +5s typically cuts EV/hour by ~8–12% depending on your base travel speed.

When to favor higher tier/Mystery

Switch when the EV/chest gain outpaces the travel penalty. Otherwise prioritize attempts/hour.

See it, don't guess

Visualize on Helltide and PoE Currency & Profit. Glossary entries: variance, dry streak.


Variance, Union Probability (P(any)), and Dry Streaks

Why variance makes "good routes feel bad"

High-spike outcomes increase hour-to-hour dispersion. You can post negative sessions on a positive-EV route. Plan for it rather than over-reacting to short samples.

Union probability — from one try to "at least once in n tries"

If drop rate = p, then  P(any in n tries) = 1 − (1 − p)^n

Maximizing n per hour (attempts/hour) rockets your chance to hit "any" success inside a session. That's another reason fast routes outperform "big chest" routes.

Confidence and expectation planning

Practical thresholds for "feels good" sessions

Protecting your morale (and wallet)

Dry streak expectation

The expected longest dry streak grows with attempts; drying out for a while is statistically normal.

Bankroll for juiced routes

Routes with consumable costs need buffer gold; otherwise variance forces you into sub-optimal pivots.

Two sanity checks
Further reading

EV vs GPH: Optimize Time · Delves Weekly Vault thresholds · Glossary


Worked Examples & Hands-On Checklist

Example A — Fast-Chain route (low travel, modest EV/chest)

Inputs: travel = 25s, steady resource/hour, modest EV/chest. Outcome: chests/hour is very high; EV/hour beats slower routes despite smaller per-chest EV. Use this when starting out, playing in a party, or if density is volatile.

Example B — Safe-Cluster route (higher EV/chest, longer travel)

Inputs: travel = 35–40s, EV/chest notably higher, mix tilted to higher-tier/Mystery. It ties or wins only if the EV/chest gain outpaces the travel penalty. Favor when density is guaranteed and variance is acceptable to you.

Example C — Break-even switch logic

  1. Time EV/hour on both routes for 10–15 minutes each.
  2. If Fast-Chain ≥ Safe-Cluster → stay fast.
  3. If not, raise Mystery % gradually and re-test.

Quick checklist before you reroute

Export, share, and reset defaults (collaboration)

All LootCalc calculators support Copy Link, Export CSV, and Reset Defaults so teammates can reproduce your setup: Helltide, WoW Delves, PoE Currency & Profit.

Travel +5 seconds hourly EV penalty table
Rule of thumb: +5s travel typically costs ~8–12% EV/hour.

FAQ — EV vs GPH optimization, answered

"My EV/chest went up but GPH got worse — why?"

Your travel seconds probably increased. Attempts/hour dropped faster than EV/chest rose.

"How long is a good sample?"

Try 20–30 minutes per route, or ≥100 attempts, before judging. For very rare targets, evaluate across days.

"Should I always pick Mystery/higher tier?"

No. Mystery wins when travel is slow or the EV bump is large. With fast travel, close Regular often beats it.

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