Tmap Question

CrackerJ

Dalayan Adventurer
Does anyone know the down and dirty details behind tmaps?

Such as whether dig ducking while people med up after each wave matters?

I heard theres some sort of time window from when the wave starts to when you spawn the next one. Is this the window to time out to a new map or something else?

How about approximate quest piece drop rate? 20%? Wondering how many VE, E, ect to buy to get 3 total pieces each. That way we can get a lot in each map area.

Any other details you can think of?

Thanks guys.
 
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Dig Ducking? I dont know what that means, almost sounds like a good old 80s game called dig dug (now that is a classic).

Quest pieces are just random. Sometimes you can get 10 in a row, sometimes you can go 10 maps in a row and not see one.

You can dig a wave... Let it sit for about 20mins then it will depop (unless its a chest pop wave then I believe you have 30mins)... 30mins total (meaning kill that wave and open the chest in 30mins). If a wave not a chest wave depops its like starting over again (new dig).

If the digger goes LD during any part of the tmap (except chest pop), the next dig will be considered a new map dig (usually).

Theres been some great changes over the last year where simple maps spawn chests faster (which is a really good thing). I once spent 7 hours on 1 simple tmap in north wastes (keep in mind I had to refresh / went LD around 1 15mins each session) but since the new changes put in within the last year, simple maps I hear pop by the 7th wave (if you are really unlucky).

Usually ED tmaps pop around wave 3 or 4
VD tmaps pop around wave 4
Sometimes on VE-D maps you can get a chest to pop on 2nd wave (pure luck)
 
Could I check with you who / how do you open up locked chests? I am told only a tank class (war / SK / Pal) can do so. Someone else said 'any class with bash' though. So which is it?
 
I could be really wrong here but I could of sworn some dev in the past said:
All tmaps have a minimum dig amount
Chance of treasure chest increases the faster you defeat a wave and resume digging

Ducking probably does not matter but going linkdead/pl/logging out or not digging for an
excessive time will cause you to restart the map.

Harder maps almost always end faster, it goes from being 10~waves on a very easy to 3-4 with vd/ed maps.

Tanks can bash simple-difficults, i think vd's can be bashed but the success rate is monstrously low. The other class is a cleric who has a lower bash cap then the others, I dont know what it peaks off at.

Bards can open up to mods? I think. Rogues never fail to open any chest if they hit the minimum skill for it.
 
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I could be really wrong here but I could of sworn some dev in the past said:
All tmaps have a minimum dig amount
Chance of treasure chest increases the faster you defeat a wave and resume digging

Ducking probably does not matter but going linkdead/pl/logging out or not digging for an
excessive time will cause you to restart the map.

Harder maps almost always end faster, it goes from being 10~waves on a very easy to 3-4 with vd/ed maps.

Tanks can bash simple-difficults, i think vd's can be bashed but the success rate is monstrously low. The other class is a cleric who has a lower bash cap then the others, I dont know what it peaks off at.

Bards can open up to mods? I think. Rogues never fail to open any chest if they hit the minimum skill for it.

this is how I remember T-maps working as well.
 
Clerics can bash up to Emaps without bash mods....we lost a chest b/c we kept trying to bash a Mod map w/ a cleric instead of running a rogue.
 
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