[YouTube Link](https://youtu.be/rqcrqP9p-fQ)

A common issue among people that consume Path of Exile YouTube content is that reported Div/Hour on currency strategies tend to not be even close to their personal experience. This is a multifaceted issue and I want to go over the main economical reason as to why this is the case and some things you can do to help yourself make more currency, even when you don't feel capable of making your own strategies.
# What is a "Currency Strategy"
Every Currency Strategy has 2 main components.
The investment portion AKA "Juice"
- Map Base, Rolling the Map, Scarabs, Delirium Orbs, Map Device Mod, etc.
The Gross amount of Currency Made AKA "Loot"
- Raw Currency, Uniques, Rares, Fragments, League Specific Items, etc.
When you take the amount of juice and subtract it from the gross, you get the net or your actual "profit". Typically people list this as Div/Hour by using a tool like wealthyexile to keep track.
# Streamer Makes a Video
Content creator who is successfully performing a strategy posts a video detailing all the info about how to run it and how much currency they made, immediately after this video is posted a few things start happening.
- Demand for the investment or "Juice" portion of the strategy starts increasing dramatically which causes the price to go up. This isn't a huge deal as the increasing price will drive decent demand for people to supply this juice. Typical scenario is something like (all made up numbers)
- Juice starts at 20c / map, spikes to 40c / map shortly after video goes live and ends up somewhere in the 25/30c per map after a few days.
- Supply of the "Loot" from the strategy also dramatically increases which causes the price to go down. This ***is a huge deal*** as it is very hard to increase demand for loot arbitrarily. It does increase somewhat as a lower price incentivizes more people to purchase, but the effect isn't as strong. Typical scenario is something like (all made up numbers)
- Each map costs 20c of investment and ends up with an average of lets say ~1000 Harvest Juice which sells for 40c.
- You can complete 10 maps per hour so you end up making 400c / hour which after subtracting investment leaves you with 200c / hour profits.
- After the video goes live, the supply of this harvest juice massively increases pushing the sale price down from 40c / ~1000 Juice to 25c / ~1000 Juice. meaning that your 200c / hour profits are suddenly 50c / hour.
- Eventually after a week this somewhat evens out as people move on to new trends and some are more willing to use Harvest Juice since the price is lower but the price never fully recovers to where it once was and lands at 30c / ~1000 Juice which leaves you with 100c / hour profits.
- It is also important to remember that the strength of this effect directly correlates with how popular the strategy gets. The stronger and longer lasting the popularity is, the stronger and longer lasting the effect is.
# Strategies That Aren't as Affected
Some strategies do not have these giant swings in supply/demand and that is typically because there is some barrier to entry on the strategy of it either being unpopular, boring, or very difficult. Some examples would be
- Heist (Unpopular), Rolling Flasks (Boring), T17 Juiced Maps (Very Difficult)
# Other Reasons Div/Hour is off
The vast majority of this is unfortunately "skill issue"
- You aren't running the strategy properly (wrong Atlas Tree, wrong Juice, wrong technique)
- You aren't doing it as quickly/efficiently (5 maps / hour and streamer is doing 10 maps / hour)
- You're pricing your items incorrectly or for too little
# How you Can Make More Currency
This is in order from least effective to most effective (you can also do multiple or all of them)
- Be quicker at starting the strategy before it gets too popular
- Know when to stop doing the strategy if your profits dip too much
- Use an older strategy that has fallen off in popularity
- Improve your efficiency and get more maps/hour
- Improve how good you are at the game and how strong your character is allowing you to do harder content that is less contested