LootCalc

Path of Exile Currency & Profit Calculator

An example scenario at current rates highlights the EV/time trade: Burial Chambers T16 Doctor target: 65c in, 3.2 min clear, 142c out → +77c, ~1,440c/hour; Cemetery Delirium: 48c in, 4.5 min, 165c out → +117c, ~1,560c/hour. Meanwhile a juicy 150c map that takes 12 minutes is only 750c/hour. The calculator models exactly those trade-offs: input your map, investment, and clear time to see if your plan beats 1,000c/hr.

Two example plays: (1) Budget Strand speed farm—20c investment, 2.8 min, ~74c return in a typical run; low variance, easy 1,500–1,600c/hr if you chain. (2) Doctor hunt—Burial T16 with Divination atlas nodes; EV jumps but only wins if you stay under ~4 minutes. Drop your own clear time into the calculator to see when div cards beat generic currency farms. Quick checklist: if clear time >5 min, scale back juicing; if currency/hour dips below your baseline, change map or atlas plan.

Expected value per action is the foundation. Each map is an independent trial covering currency, div cards, uniques, fragments, and influenced bases. EV per action = Σ(value × probability). The calculator ships community-verified drop rates for popular strats (Delirium, Expedition, Breach, Harbinger) and lets you override for league mechanics. By decoupling EV from time, you can test theorycrafts before spending scarabs and sextants.

GPH (chaos/hour) is where theory meets execution. A map with 120c EV at 3 minutes is 2,400c/hour; the same EV at 8 minutes is 900c/hour. The tool multiplies your measured clear time by EV to prevent the classic “over-juice and lose” trap where expensive scarabs lift EV by 30% but triple your time, cutting profit. Track 10–20 maps, feed the average, and let the model surface your best atlas path.

Atlas passives and scarabs are just levers in a break-even equation. Example: Harbinger scarab costs 15c and adds 35c EV; profitable only if the clear slows by <2.3 minutes. The calculator surfaces that break-even so you can keep or drop nodes without guesswork. Use the union probability widget for questions like “Doctor in 100 maps” or “95% chance for Apothecary in 160 City Squares,” so dry streaks stop feeling mysterious.

Model EV per action, GPH, union probability and cost/time trade-offs below. Adjust atlas passives, scarab investments, and pack size to find your optimal farming strategy. Share your setup with friends or export data for offline analysis.

Example Tracking Sheet – PoE Mapping Journal

The table below is an illustrative example of a mapping journal format. Each entry records the map, investment cost, atlas passive focus, clear time, and currency returned—track your own runs the same way to feed accurate averages into the calculator.

date,map,investment,atlasPlan,clearMin,lootValue,profit,notes
2025-04-05,Burial Chambers (T16),65c,Divination,3.2,142c,77c,"Doctor target"
2025-04-05,Cemetery (T16),48c,Delirium,4.5,165c,117c,"Orbs + fossils"
2025-04-06,Crimson Temple (T14),32c,Expedition,5.0,120c,88c,"Rogue's markers"
2025-04-06,City Square (T16),55c,Harbinger,3.6,138c,83c,"Fracturing shards"
2025-04-07,Strand (T13),20c,Legion,2.8,74c,54c,"Speed farm baseline"

Extend the format with scarab breakdowns and chaos-per-hour normalization as needed. See Methodology for how the EV math works.

PoE currency profit calculator dashboard with EV, GPH and atlas charts

Model EV per action, GPH, union probability and cost/time trade-offs. Share your setup with friends.

Calculator

How the PoE Currency Calculator Works (Expected Value, Drop Rates & Prices)

The model separates EV per action from time and merges them into GPH. Inputs include map tier/layout, pack size, density, scarabs/sextants, atlas passives, price source or overrides, and your route time. This PoE currency calculator helps optimize your farming strategy by showing exactly how each modifier affects your chaos orb per hour (c/h) returns.

EV per action formula

  • EV(action) = Σ (drop_i_value × p_i)
  • EV/map = Σ EV(action) + Σ guaranteed rewards − map cost
  • GPH = EV/map ÷ map time (or EV/action × actions/hour − costs/hour)

See Glossary: Expected value · Weighted average.

Repeatable loops & honest time accounting

Build repeatable mapping loops by tracking your clear speed, pack density, and drop rates across multiple runs. The calculator lets you model different map combinations and investment levels to find your optimal farming route, but only if your time inputs are honest: include portal time, stash trips, and trading windows in your time-per-map estimate, because even small efficiency losses add up over hundreds of maps.

Once a setup performs well, use shareable URLs to compare atlas passive tree configurations, scarab combinations, and pack size strategies with friends or guildmates.

Mapping Profit: EV vs GPH — Time Efficiency for PoE Currency Farming

Faster loops often beat paper-high EV if the extra EV comes with heavy time penalties. Benchmark using actions/hour, not only per-map value.

EV per action vs GPH comparison showing time impact on hourly returns in Chaos (c)
EV per action vs GPH comparison showing time impact on hourly returns (c/h)

Speed vs EV trade-off (GPH optimization)

A lean map with 80% of the EV but only 50% of the time will often outperform a juiced map in terms of chaos per hour. The key is finding the sweet spot where your setup maximizes GPH (c/h) rather than just EV/map.

Pack size scaling & diminishing returns

Adding pack size increases monster count linearly, but the time-per-map may grow super-linearly if you're backtracking or waiting for spawns. The chart below illustrates this trade-off:

Pack size vs EV per map (c) and time per map trade-off
Pack size versus EV per map (c) and time per map trade-off in Path of Exile

Benchmarks & realistic expectations

Early league mapping might yield 50-100c per hour with minimal investment, while heavily juiced T16 maps with scarabs and atlas passives can reach 300-500c per hour or more. Your actual returns depend on build speed, market prices, and drop luck.

League start vs juiced endgame

League start favors consistent, low-investment strategies built around currency density: reliable small drops (chaos, divine shards, essences) typically outperform rare big-ticket items over the long term, so build steady income first. Endgame juicing then trades higher map costs for exponentially better returns once you have the capital to sustain it. Whichever phase you're in, run at least 10-20 maps per configuration before comparing GPH — small samples can mislead due to variance in divination card and unique drops.

Scarabs, Sextants & Atlas Passives — Weighted EV for Currency Profit

Treat add-ons with a weighted average model and make costs/time explicit. Some combos raise EV/map but slow you down so much that GPH is flat or worse.

Weighted average model for add-ons

Each scarab or sextant contributes a probability-weighted increase to your drop rates. The formula becomes: EV_total = EV_base + Σ (scarab_i_bonus × p_i) − costs. Time overhead must also be factored in.

When add-ons hurt your GPH

If a scarab adds 10% more EV but increases your map time by 20%, your GPH actually drops. Always compare the ratio: (EV_new / time_new) vs (EV_old / time_old).

Case examples & the "sweet spot"

A gilded scarab might add 15% more EV but cost 30c per map. Calculate whether the extra returns justify the investment by comparing total profit per hour, not just EV per map.

Pricing scarabs, sextants & atlas passives correctly

Scarab prices fluctuate daily, so use current market data from trade sites to ensure your profit calculations reflect real costs — budget scarabs often provide better value than premium tiers for steady farming. Sextant charges last 3 uses, so divide their cost across three maps and track which sextant mods boost your specific strategy most efficiently. Finally, remember that atlas passives interact: some provide multiplicative bonuses that stack powerfully together, while others have diminishing returns or mutual exclusions, so test combinations rather than assuming bonuses simply add up.

Union Probability & Divination Cards — P(any) for "At Least One" Drops

For target cards/rares, use P(any) = 1 − (1 − p)^n. Multiple sources (union): P(any of k) = 1 − Π (1 − p_i). Mutually exclusive tables: use additive probabilities that sum ≤ 1.

Cumulative probability P(any) of at least one valuable drop across multiple maps
Cumulative probability P(any) curve for getting at least one drop over multiple attempts

EV vs "luck windows"

Expected value tells you the average return over infinite runs, but P(any) tells you how likely you are to get at least one drop in a finite window. This is crucial for target farming divination cards or specific uniques.

Practical targets

If a card drops at 1% per map, you need ~69 maps for a 50% chance of seeing one, and ~138 maps for a 75% chance. Use P(any) to set realistic session goals.

Shareable configs for groups

Share calculator URLs with party members to coordinate strategies. Group play can split costs while maintaining high clear speeds, potentially boosting overall GPH for everyone.

Independence, exclusivity & checking your own log

When running different map types with varying drop rates, each map's probability remains independent, and the union formula gives your overall chance across the session. The one trap to avoid is double-counting mutually exclusive tables: if a map can drop from Table A OR Table B but not both, use additive probabilities that sum to ≤ 1 instead of multiplying. Then track your actual results over time — if your observed GPH consistently differs from calculated values, check for missing costs, incorrect drop rates, or time estimation errors.

Costs, Price Sources & Assumptions (Methodology)

  • Price feeds & manual overrides (with snapshot freshness).
  • Time model: clearing + travel + resupply + trading.
  • Known limitations: dependency between events; market volatility.
  • Versioning & last update are shown in the UI footer.

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