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### #967690Magic Find and its efficiency: A statistical insight

Posted on 28 June 2012 - 09:14 AM

[Update 2012/10/17]: Updated spreadsheet for patch 1.05 and added section 2.8. Corrected a few spelling errors.

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The following presented data have been collected in Diablo III v. 1.0.3.10235 - v. 1.0.4.11327.
The doubled drop chance for legendaries in 1.05 have been considered for the calculations.

This post may involve spoilers!

Current collection of data (.xlsx file).
Current computation sheets (.xlsx file).
Changelog (.pdf file).

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Contents:

1. Introduction
1.1 Description of the presented content
1.2 List of contributors

2. Magic find: The basics
2.1 The drop process of items
2.2 Magic find and gear quality
2.3 Obtaining magic find
2.4 Magic find and group play
2.5 Magic find and followers
2.6 Magic find and nephalem valor
2.7 Magic find and caps
2.8 Magic find and monster power

3. Expanded introduction
3.1 The item-integer identifier
3.2 The paragon leveling system in perspective
3.3 The slot system theory
3.4 The item-drop sequence

4. Supporting Data Analysis (Treasure Creature Farming)
4.1 Description of data collection and current sample size
4.2 Gear class as a function of magic find
4.3 Item level as a function of magic find
4.4 Number of items found as a function of magic find
4.5 Bonus: Treasure creatures spawn type rates
4.6 Treasure bandits and blacksmithing plans

5. Supporting Data Analysis (Elite Farming)
5.1 Description of data collection and current sample size
5.2 Nephalem valor and the guaranteed rare drop
5.3 Gear class as a function of magic find
5.4 Sequenced data for elites
5.5 Test dataset for patch 1.04

6.1 Short introduction
6.2 Model-system for MF
6.3 Computation for legendary drops vs total item drops
6.4 Computation for #affixes rare items as a function of MF
6.5 The sequenced item slots per monster type

7. Summary / Conclusion

8. Outlook
8.1 Current plans for the project

TL;DR

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Abbreviations:
4A: 4-affix rare item
5A: 5-affix rare item
6A: 6-affix rare item
ATR: attributes
cLvl: character level
D2: Diablo 2
D3: Diablo 3
FS: fortune shrine (or the buff from it)
GC: gear class (being common/magic/rare/set/legendary)
GF: gold find
iLvl: item level
L: legendary
M: magic
MF: magic find
MP: monster power
MPLvl: monster power level
NV: nephalem valor
pLvl: paragon level
R: rare
S: set
TB: treasure bandit
TG: treasure goblin
TS: treasure seeker
TP: treasure pygmy
W: white

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1. Introduction(Top)

The work that is presented in this text is a collaborative effort to understand the underlying mechanics of a popular game-aspect known as magic find. It has been discussed thoroughly over many years for Diablo 2 and since the launch of Diablo 3 many discussions have continued in spite of the fact that much was known about MF from Diablo 2 and a great part was directly extractable for use in Diablo 3. It is, however, also a game mechanic that has received much attention since the launch of Diablo 3 as new questions kept rising; some of which could not be explained by the already known facts from Diablo 2. In addition, since patch 1.04 was implemented, the whole concept of magic find was subject to major changes.

This text originally only included research from treasure monsters in act 2 (aka goblins). Basically, back then I wanted to create a thread that answered most questions about magic find (the basic questions such as “does MF increase iLvl?” and similar). The data I collected from goblins were only meant to back up the statements so that people could see the effect of magic find (MF) from the game itself. It “slowly” caught public interest and a few players started joining the discussions, introducing new questions that could hopefully be answered by the work I had made. The interest did, however, grow exponentially when the thread received a sticky and became frontpage news. Since then more people have joined in on the project to help with data collection, computations and simply asking questions that could help direct the research towards new areas/ways of understanding the mechanic. It quickly initiated new research for elite data and especially the research for the number of affixes found on items as a function of magic find as well as the slot system theory and drop sequencing became highly discussed research topics.

It is important to state that what started as a small one-man project has turned into the (currently) probably biggest collaborative research to understanding the mechanic of magic find and I could never have gotten to the point we are at today without the help of the people contributing to this research.

This thread stands today as a central look-up point for many players; newcomers and old players alike and helps eliminate most questions about magic find that people could potentially ask. The text is pretty long and therefore has an internal linking system back and forth between the sections and the contents list. I hope this will help navigating through the whole project, data and results as it is probably the best I can do to introduce some level of overview. Should you not (for whatever reason) want to read the whole thing (which I understand completely, as it is can be a bit hairy) I hope that the internal referencing system will help you navigating to the points that are of interest to you.

If you are here to read the thread for the first time I hope that you will eventually take the time to read the whole thing, however, if you do read this thread for the first time and you have absolutely no idea how MF (or how to gain it) works I suggest you read through the basics in section 2 before anything else. If you believe you have grasped the principle behind MF, but feel slightly confused when reading the actual research sections I strongly suggest that you read the expanded introduction in section 3 (at least 3.3 and 3.4 are very important sections to understand the rest of the research).

I would like to point out, before going too far into the actual research that English is not my native language and errors, typos or simply horrible grammar may be present in some of the following text. I do my best to eliminate these errors and sentences, but should anything be found that completely destroys the value of understanding what I mean, please point it out to me and I will see what I can do to correct it.
Furthermore please note that we are all human. If I have made a mistake in one of the following sections or errors are found in the datasheet; please correct me on it.  Note that changes may also be made to the game which can make these findings misleading should they not be updated.

1.1 Description of the presented content(Top)
I will start out by giving a short description of the content that can be found in this text, as it has grown quite large.

The first part of this post (the subsequent section 2) will introduce the very basics about magic find and also goes into detail about a few theoretical considerations. Most of the subsections found in section 2 will be based on results from Diablo 2, however, known changes have been taken into consideration. It will also be heavily based on official blogs/posts from Blizzard.
Following the basics section is an expanded introduction (section 3) which practically involves some important aspects about magic find that either requires further discussion prior to the subsequent sections or it has evolved directly from our research and is therefore important to clarify before introducing the actual data.

In the second part of this post (section 4) is presented data from goblin farming that supports the theoretical points. I would like to stress that this section was how I initially presented the obvious effect of magic find (in that it increases item rarity, not quantity) and is subject to a smaller sample size than what is presented in section 5 for elite farming. This section stands primarily to illustrate the basics about magic find. I strongly suggest not to make vast conclusions based on section 4 alone.

In the third part of this post (section 5) is presented data from elite farming that supports the theoretical point. This part of the post is currently the primary source of data for our research and by far the biggest sample can be found in this section. It will illustrate a decent-sized sample (error bars included) of what to expect when playing with MF and additionally it will be the basis for the computations made in the later sections (note that the graphs in the charts in this section is based on these computations).

In the fourth part of this post (section 6) is presented computations based on the results found from elite farming. The computations are therefore directly applicable to elite farming, but can not be directly applied to other monster types (such as goblins or bosses) without a few manipulations.
These computations have proven useful in illustrating what to take into account when using probability-math and we now have decent results that helps explain how the number of affixes on items are affected by MF (and the lack thereof).
Note that in this section the advanced research will also be found. By advanced I don't mean high-tech or anything: It is just going deeper into detail compared to the "old-fashioned" rough data collection. This includes a table that illustrates monster types (found in inferno) and what dominates their different item slots. This table actually illustrates/sums up all you need to know when farming different special monster types, but it is only supposed to serve as a guideline - use it with caution.

In the latter part of the post can be found a summary/conclusion which draws the most important lines from the research presented in this post (and thread). Following that is a short outlook that describes the current areas we are focusing our research on as well as a section for further reading.

1.2 List of contributors(Top)
I must emphasize that the research presented in this thread is not collected solely by me. Most of the research from goblin farming is provided by me simply due to the fact that the initial version of this post only covered goblin farming. Over time more and more people wanted to join in and help with collecting data and we have now become quite a group of players. I will therefore make a short list of the people contributing to this thread, serving as a form of credit in addition to when they are mentioned within separate sections.

Note that I will not give credit for being active in the discussion of this thread unless you contribute with major insights.
If I have forgotten you, please let me know!

 Player Primary work _Depression Patch 1.04 test data collection Dynomait Computations Ghouul Data collection head0r Data collection HuiTzi Data collection Kozik Patch 1.04 test data collection Loroese Data collection and computations Murskautuminen Data collection, computations and initiator for the slot system theory Nubtro Data collection & initiator of drop sequencing research Shurafa Data collection sny83 Data collection st0rmie Patch 1.04 test data collection Timza Data collection and computations Tziera Data collection (hardcore) Vomica Graphical illustration of the paragon system ztking Data collection, computations, further reading, community-discussion and Q&A

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2. Magic find: The basics (Top)
The best "official proof" there is to how MF really works is based on the Diablo III Developer "AMAA" transcript in which the question related to this topic can be found here.

### Blizzquote

Jay Wilson: The mechanic is exactly the same as Diablo 2, and as you describe it hear. And the loot tables are not more vast than D2 because we don't allow items to drop below level 50 in Inferno.

So let's take together what is known about MF. The following points are based on the fact that the mechanics should work similar to D2 along with the few changes that have been implemented for D3 and are documented via blogs or posts from Blizzard employees.

2.1 The drop process of items (source) (Top)
The process described below is directly extracted from D2: The drop process for D3 is not yet certain, but the below example gives a good understanding of how items are generated in general and it is very likely that the process is similar in D3 if not identical. We do, however, not have any specific data or datamined results that indicate if the order is true - I have included it here because it serves to illustrate newcomers how the game creates items.

At the point of which you kill an enemy or open a chest the game may generate items to reward the player. The properties of the items are generated at this moment, even though they may be unidentified. The game uses a special algorithm for the creation of such items; this can be simplified to the following points:
• At the very first is determined the Treasure Class. The Treasure Class is simply a parameter which determines a subgroup of items (list of Treasure Classes from D2 and description of Treasure Classes).

• The game then makes one (or several) iterations, called "picks". These picks are the parameters that "selects" the choice out of several possibilities. One of the possibilities is "NoDrop" which is dead simple: nothing drops. If the iteration does not select the first item on the list of the Treasure Class then the next one down the list will be consulted, then the next, until an item (or a NoDrop) is selected.

• Monsters have a multiple number of picks, however, most normal monsters only have a single pick. For monsters with multiple picks the possibility of NoDrop may be overruled by the other picks.
• Once an item is selected its' properties are determined. This is where things get hairy: Simple items such as potions and books (e.g. Tome of Blacksmithing) are only found in normal quality, however, items such as weapons, rings and amulets have different qualities such as broken, normal, magic, rare, set and legendary. It is at this step that Magic Find is checked!

• For every item selected an item level is assigned based on a predetermined %table.

• If the rarity check (of point 4) results in an item with a rarity of set or legendary, the game will check the list of all valid item types (determined by their iLvl) and randomly selects one to drop.

• Lastly the item affixes are generated (aka the affix values, not the amount of affixes).

Again, I would like to note that while it is assumed it works in a similar way in D3 it is not known with certainty, so take the above with a grain of salt. It does, however, describe the process or machinery of item-drops even though the order may be different.

2.2 Magic find and gear quality (source) (Top)
MF increases the "quality" of the gear you get, but only in terms of the rarity of the items which means the "item class" (gear class = GC). The item level is not affected by MF nor is the amount of loot dropped.

Basically, MF makes more of the items that drop be magical or better (rare/set/legendary). The exact parameters are not certain, however, it is very common to use the example that

>>If you have 1% chance of getting a rare item from a drop, increasing MF from 0% to 100% will increase the chance to 2% of getting that rare item.<<

It is important to point out that it is never as simple as this, but it serves as an example. The trick is that the above is true, but you need to think around it in terms of probability to get values that can be correctly compared to observed values from the actual game. In addition, items tend to get better on average with larger MF values, but this is a result of items being differentiated based on the number of affixes they have (more will come later to this).

Before proceeding it is important to elaborate what is meant by gear quality.

Gear quality is a widely used term that covers both iLvl, affix rolls and item rarity. When we discuss item quality we usually mean that in terms of item rarity (aka what color the item has and what number of affixes there is on that item). By now it is easy to be confused, as the number of affixes found on an item is affected by MF but the actual stat rolls of these affixes is not. The below table should clarify the difference.

 Difference in items Item 1 example Item 2 example Does MF have an effect Affixes stat rolls 150STR 200STR 150VIT 210VIT No 25% Crit dmg 30% Crit dmg +6% life +7% life Number of affixes 150STR 150STR 150VIT 150VIT 25% Crit dmg 25% Crit dmg Yes +6% life +6% life 7% attack speed

Or in short: If an item rolls vitality, MF will not scale the vitality roll (such as from 100 to 200), but the more MF you have, the larger the chance there is to get an item with more affixes. The more affixes an item has, the more "shots" it will have to gain attractive affixes.

This example is very raw, but it should help illustrate the effect that MF have (and does not have) when items are being rolled. Further explanations can be found in section 3.1.

It might be worthy to note by now that since patch 1.05 went live, the actual affix rolls (aka if an item rolls 100 vitality or 200+ vitality) will be solely based on the mLvl of the monster that was killed and from which the item dropped. In short: The higher the mLvl you fight against, the better the actual affix rolls (on average).

2.3 Obtaining magic find(Top)
Magic find can be gained by two general methods being either temporary or permanent:
• There are two permanent ways of obtaining MF and the first one is from the Paragon system: Every paragon level you obtain grants your character a 3% bonus to MF (and GF). It is possible to get to a level of 100 granting a total of 300% MF and GF. Paragon levels are gained via XP once your character hits cLvl 60.
It is also possible (for now) to gain MF from item affixes on gear: When you equip gear with MF on it you will gain that percentage as long as you wear the gear (see section 2.5 about gaining MF from followers). I write "for now" in brackets because Blizzard has stated that they want to move away from MF on gear in the future. MF gear will still be valuable at the early paragon levels in order to maximize MF (if you want to be capped - see section 2.7 about MF and caps), however, as you progress in the Paragon system you will eventually be able to swap out MF gear since the paragon levels may provide what you need.
• Temporary ways of obtaining MF are from buffs. Buffs can be gained by 1) killing elite packs at cLvl 60 and thereby gain the Nephalem Valor buff (see section 2.6 for a description of NV) or 2) by buffing with a Fortune Shrine. These buffs stacks, however, the fortune shrine buff is very time limited compared to NV. In addition, the NV buff is able to surpass the 300 MF cap while the fortune shrine buff is limited by the cap (see section 2.7 for more).
• Since patch 1.05 it is also possible to gain MF based on the Monster Power level (MPLvl) playing on (see section 2.8 for details).

2.4 Magic find and group play(Top)
Before patch 1.04 MF used to be shared in group play, however, with the patch this has changed and MF will only be applied to yourself no matter if you play in a group or solo.

2.5 Magic find and followers(Top)
It is possible to gear up your follower with MF, however, in D2 followers only had an impact with MF if they landed the killing blow. This is no longer the case for D3: A set percentage of the MF geared onto your follower will be applied to you.

As for now, this percentage is set to 20%. This means that 20% of the MF geared onto your follower will be applied to you. It is uncertain how the system rounds the numbers, however, it is assumed that the total MF on the follower is calculated, multiplied by a factor of 0.2 and at this point rounded (instead of rounding on every gear piece).
This means that adding 20 MF to your followers gear will effectively add 4 MF to you as long as the follower is hired. Note that upon entering cooperative play, the follower will remain in town and the extra MF will therefore not be applied.

2.6 Magic find and nephalem valor(Top)
It is possible to gain MF by getting the nephalem valor (NV) buff. This buff will be applied automatically if your character is level 60 and you (or the group) kill an elite pack. The NV buff applies +15% MF, +15% GF and +15% XP gain, lasts 30 minutes and can be stacked up to 5 times. The timer of the buff will be reset upon applying a new stack (aka at five stacks, by killing a new pack, you just reset the timer of the buff).

There is another bonus from NV that greatly increases its potential regarding farming: Each stack of NV grants an additional item drop for minibosses and act endbosses. These items will have a minimum level of rarity associated with them. There is a similar effect to elite packs, but only at maximum number of NV stacks. The most potent extra drops are:
• If you have 5 stacks of NV and you kill an elite pack, an additional item will drop that is guaranteed being at least a 4-affix rare (yellow).
• If you have 4 stacks of NV and you kill a boss, an additional item will drop that is guaranteed being at least a 4-affix rare.
• If you have 5 stacks of NV and you kill a boss, two additional items will drop that is guaranteed being at least 4-affix rares.
Note that the NV drop can be more than a 4-affix rare; it can be legendary, 6-affix rare and 5-affix rare as well, however, at the very least it will be a 4-affix rare item.

The guaranteed rare for elite packs being activated at 5xNV stacks is also applied to treasure goblins, bandits, seekers and pygmys, however, it is not applied to unique monsters.

For minibosses and act endbosses the first 3 extra drops will be primarily magic quality items (eventually you can see section 6.5 for the effect.

Act endbosses include:
Spoiler

And minibosses include:
Spoiler

2.7 Magic find and caps(Top)
A very common question when it comes to MF is regarding caps. While this should be very simple, it can get a bit messy:
• There is a theoretical cap on MF meaning that - since MF increases your chance of finding a magic, rare or set/legendary item - there is a cap to these chances (source). It is, however, practically impossible to reach this cap!
• Since patch 1.04 there is now a cap to MF. The MF you gain from your gear + your follower + any fortune shrines will stack and is capped at 300 MF. Any stacks of NV will be capable of surpassing this cap, so if you are capped at 300 MF without NV, you will effectively have 375 MF with 5xNV.
• The MF gained from MP "ignores" these limitations, so to speak. The MF gained from MP is added no matter what MF you have equipped, gained from pLvl or the amount of stacks of NV.
• The current cap (patch 1.05) on MF is:

- 300 from gear/followers and/or pLvl
- 75 from NV (5 stacks)
- 250 from MP (MPLvl 10)

--> Grand total of 625 MF
You will automatically be at the MF cap if you have a paragon level of 100, however, seeing that it will take a long time to get to that level and that MF is still present on gear, I am going to keep the table below for the time being.

OBS! Do note that Blizzard has stated they wish to move away from MF on gear. It is possible that MF on gear will be completely removed in a later patch.

The following is a list of current max MF% obtainable via gear (not including weapons):

 Gear slot Max possible MF Helm 20 Helm socket 31 Shoulder 20 Amulet 45 Gloves 20 Chest 20 Bracers 20 Belt 20 Rings 20 (30)* Legs 20 Boots 20 Off-hand 20 - - Total 296 (306)*

* Nagelring can go up to 30, but is unique.

2.8 Magic find and Monster Power(Top)
There's a great blog post about this already, but I just want to make a few things clear related to MF and Monster Power.

It is possible to have Monster Power Level (MPLvl) set to any integer from 0 to 10.

0 means that monster power is "inactive". Anything above 0 gives a certain bonus which can be interpretted from this table. Setting the MPLvl to anything but 0 also means that mLvl will be set to a static level of 63 no matter what act you play.

The magic find you gain from MPLvl stacks above the 300 MF cap (in addition to the NV stacks), meaning that the MF cap in patch 1.05 will be 625. See the section 2.7 above for details.

The bonus item is an extra item you gain whenever you have a drop from monsters (including gold, potions, etc).

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3. Expanded introduction (Top)
In this section will described some of the key ideas and models regarding magic find and some of the underlying mechanics that is either directly related to our research or is a direct result thereof.

I will start out by expanding the understanding of item classifications as well as the understanding of the paragon system, especially by introducing a perspective that can help realize what sort of effort is required to nail level 100. Subsequently will be given two key ideas that have been brought up from two of the contributors to this research. These ideas have been implemented into a model system that can help explain the findings that are shown in the following sections.

Note that the following subsections 3.1-3.4 are based on results that are obtained directly via the game (Diablo 3) and some of the sections are directly results of our research, however, their importance require their key principles to be introduced prior to the actual data.

3.1 The item-integer identifier(Top)
Prior to patch 1.04 it was possible (due to a bug) to break the item-code of every item in the game. The item codes involves a list of key numbers that helps distinguish one item from another: In fact, it was possible to obtain which affixes an item had rolled without even identifying the items. It was aditionally pointed out that the number of affixes could be identified by a certain value found at a certain position in the item-code. This bug was therefore fixed in patch 1.04, however, before the patch was implemented it was found from our research team that the understanding of the mentioned value (or digit) for extracting the number of affixes could be expanded.

What we found was that in the item-code there (always) was a 1-digit integer value which determines the gear class of the loot. From searching through a long list of items it has been found that

 Integer Item class 9 Legendary / Set item 8 6-affix rare item 7 5-affix rare item 6 4-affix rare item 5 3-affix magic item 4 2-affix magic item 3 1-affix magic item 2 Superior common item 1 Common item, consumable, crafting reagents and tomes, etc. 0 Inferior item

The above list describes a proper grouping of items based on their properties and potential. Not once was found an item that varied from the above results.

So when an item is rolled it performs several checks and it start at the top value 9 being legendary / set items (it may be worthwhile clarifying now that set items are equal to legendary items except that they can be coupled to form sets granting extra bonuses - but set items are indeed legendary items). If the roll "hits" (that is, the roll X < Y with Y being small for legendary items and large for lower rarity items) the item will be of legendary rarity, but If the roll misses this item rarity it will proceed to integer 8 which equals 6-affix rare items. Again, if the roll misses at 6-affix rare items it will proceed to 5-affix rare items (integer 7) and so on. Eventually Y will be so large (in fact it will be 1 in some cases) that the roll will not miss that item rarity.

By inspecting large samples with these integer values it was furthermore found that 3-affix magic items seemed impossible to drop from the world (all 3-affix magic items found were, in fact, crafted items). Aditionally it was possible to identify the true number of affixes on items that had confusing affix rolls (as some affixes can roll out double ATR, such as +STR and +VIT from the same affix).

Since patch 1.04 there is no known way of extracting this integer value from items anymore, but it was possible to get decent data prior to the patch that helped research on how MF affects the number of affixes rolled on items.

3.2 The paragon leveling system in perspective(Top)
Presented in another thread on these forums is a chart about the paragon system and the experience required for each level (and bracket). I have requested to include this chart into this text as it puts the whole leveling from level 0 to 100 in a perspective, and the chart has even been refined to involve as much information as possible for this text.

Reposted with permission from Vomica.

From the official introduction to the paragon system it is mentioned that they want to move away from MF on items and the paragon system is ultimately the result they came up with. Quoting Jay Wilson:

### Blizzquote

We wanted to find a solution that was not only very forgiving of gear swapping, but one that would ultimately help us slowly and gently move Magic Find off of items in the future. It’s such an intrinsically important stat to the core purpose of playing the game that tying it to gear — which is a customization system in many ways — is ultimately an approach that would continue to cause problems. We need to transition away from it, and do so in a way that doesn’t flip the entire game end-over-end.

In the future this system will therefore most likely be the primary way to obtain MF (not counting in NV) and as a result quite a few people have to make choices with the most common being "what level should I aim for?". This is very difficult question to answer as it will ultimately be a personal opinion, however, the above chart hopefully helps in deciding this without going into too much detail.

A few key points that I want to extract from the chart:
• It will take a LONG time getting to level 100, without a doubt this is probably the only matter that is not debatable.
• Note that approximately 50% of the total experience required to get to level 100 will ultimately put you at ~pLvl 80. The time required getting from 0 to 80 will be approximately the same as getting from 80 to 100 and it is very debatable if getting the last 20 pLvls (and thereby 60 MF) is worth it. Some may definately find it more worthwhile getting 2 characters to pLvl ~80 instead of having one character at ~100. Again, this is a point of view.
• It is very difficult realizing how much time is required getting to max pLvl: People farm different content in different ways and with different levels of +XP gains. I have therefore "normalized" the numbers a bit so it may be easier to understand: Try playing a character to pLvl 10. This requires a total of 136,800,000 XP or ~1.3% of the XP required to get to pLvl 100. If you then want a decent picture of what it would take you in order to get to pLvl 100; imagine doing pLvl 0-10 approximately 75 more times and you will be there.

3.3 The slot system theory(Top)
Big thanks to Murskautuminen and for bringing in this key idea.

The slot system theory is in reality very very simple. Basically, imagine a box. When an item drops, imagine that the game engine picks up an item from the box. The item that drops thereby depends on the box (or slot) that the item is picked from, but not because the items are predetermined from the box; only because a box has a set chance for rolling items within a given gear class.

Take an example (this is purely based on arbitary values): A normal trash monster dies. The game then rolls if the monster drops something (aka it rolls for a Drop vs. a NoDrop). If it hits a drop, then the monster will drop items based on the slots that it is associated with it.

For a normal trash monster this could be 0.05% to hit a legendary, 5% to hit a rare, 20% to hit a magic item, etc.

It is important to understand that the slot system can be thought of in two ways: Either each monster has a slot that is coded into the game code or it simply is applied a slot when it is killed from a predetermined set of slots. Which is the true picture cannot be distinguished at our level of research, but little does it matter. Now you may mention that it is most likely the last example (that there is a predetermined set of slots that simply get applied to monsters) for a very simple reason: Getting 5xNV buff will apply an extra item to elites and two for bosses and therefore this option seems the most reasonable, but it could also simply be coded in such a matter that these slots have a 100% chance to NoDrop when not having NV applied. Either way, there is little value in discussing this matter.

A monster does not need to have a single slot. In fact, several slots have been found to be "activated" from various creatures depending on their types. Let's take the best example: Elite creatures. These monster types have (in inferno) a total of 5 slots that are related to gear. Three of these slots have 100% chance to drop, but their distribution of item rarity varies for each slot. One slot has a 50% chance to drop and also varies in distribution of item rarity from the rest, however, in spite of these differences there is now evidence that gear slot 1 and 4 are close to identical as is the same for gear slot 2 and 3 (more will come in the next section). It is gear slot 3 that has 50% drop chance. The fifth slot is the NV rare slot and is very different from the rest in that it has 100% chance to drop when 5xNV is applied, but doesn't drop if that is not the case. Also, this slot will always be a rare item - when it drops of course.

More research is required to identify these slots (and especially if monsters share slots). Early results from our data indicate that elites and treasure monsters (goblins) share some slots - even the NV rare slot. In addition we have found that bosses have very different slots from every other monster found in the game (except for the NV rare slots).

For now, however, I suggest reading the next section 3.4 as it is a continuation of this section (they interact very nicely with each other).

3.4 The item-drop sequence(Top)
Big thanks to Nubtro and for bringing in this key idea.

This is a continuation of the slot system theory (in some way at least), so if you have not read section 3.3 I suggest doing that first.

The standard way of collecting data has been somewhat expanded by an idea from Nubtro: By recording each monster kill (ofc only those of interest), it was found that not only does monsters have variable item slots, they also drop them in a specific sequence. This was realized by simply recording the kills of certain monsters (using recording software such as fraps or similar) and subsequently view the video in slowmotion or frame-to-frame mode.

What is really interesting about this is not only that it expands the understanding of the slot system, but the fact that drops are sequenced puts the game design on a wholly different level.

The item-drop sequence is an interesting point to the research of MF even though it may not seem to be clear why: The item-drop process itself should indeed not be affected by MF, however, if the drop sequence has some level of structure (aka not randomly sequenced) then it might be possible that MF needs to be explained in more detail to bring forth the larger picture. It should become clear when the data from Nubtro has been presented.

Over a total of 349 elite kills it was found that the drop sequence could be generalized to a list having.
• Gear drop #1
• Gear drop #2
• Tome drop
• Gold drop #1
• Gold drop #2
• Gold drop #3
• Gold drop #4
• Gear drop #3
• Gem
• Potion
• Gold drop #5
• Gold drop #6
• Gold drop #7
• Gold drop #8
• Gear drop #4
• NV drop
• Globe of Health drop
The above sequence is a little bit messy and for the most part we're not concerned about the gold drops, so it can be redesigned to (including the notes from Nubtro, MF=0):

 Sequence number Drop (#) Guaranteed? Average distribution 1 Gear (1) Yes Mostly blue, some yellow 2 Gear (2) Yes Mostly white, some blues (1-affix dominates) 3 Tome / NoDrop No - 4 Gear (3) / NoDrop No Mostly white, some blues 5 Gem / NoDrop No - 6 Potion / NoDrop No - 7 Gear (4) Yes Mostly blue, some yellow (same as Gear (1)) 8 Gear (NV) See --> Requires 5xNV buffs - guaranteed yellow

Note that from the above table the minimum found items were always 3 and maximum 4. The gear drop that is sometimes missing is Gear (3) which is usually a white item.

The fact that drops are sequenced means that we are now able to distinguish different slots from another using this method (meaning that the theory that is presented in section 3.3 can be investigated by collecting "sequenced data").

One of the very interesting points are, again, that gear slot 1 and 4 (which drops as #1 and #4 in the sequence) are slots that never drop less than magic items, while gear slot 2 and 3 mostly drops white items with rare items being quite... well, rare. This has great importance to the efficiency of MF in that it works on the base drop %'s and it does so on each gear slot separately and independently: Therefore, gear slot 2 and 3 will rarely drop rare items and being even at ~350 MF it is very likely to see drops from elite packs consisting of 3 rares and 2 white items.

- - -

4. Supporting Data Analysis (Treasure Creature Farming)

4.1 Description of data collection and current sample size(Top)
I will start out with gobling farming as it is from here the initial idea for the project initiated (see section 5 for elite farming). It is only in this set of data that item level has been investigated. I will be using this section as a brief introduction to MF by eliminating the most common questions regarding the (lack of) effect of MF on iLvl and quantity.

I will give a short description of the procedure I used to collect the data that can be found in the analysis. I have simply farmed treasure creatures with varying values of MF on my gear.

Just for making it clear, it is these guys who helped me collect the large amounts of data:

After each kill on a treasure creature (either goblin (TG), bandit (TB), seeker (TS) or pygmy (TP)), the following information from the items dropped were noted:
• Total number of drops (except potions).
• Number of gear of white/magic/rare/set/legendary rarity.
• Number of Tomes of Secret, gems and plans/designs.
• The iLvl of the items dropped within their respective gear rarity range (only a subset of the data inlucdes information on iLvl).
A total of 1281 treasure creatures were found of which it was managed to kill 1244 of them (the rest simply managed to port away due to low dps in high MF gear or due to silly backstabbing monsters).

From those I killed I have collected data points of varying magic find. Additional data is added to my data points and/or new data points by contribution(s). It requires many creatures to assemble just one data point (a lot of items are required in order for the point to be somewhat precise), so the charts are still weak predictionwise, but they should be quite precise.

4.2 Gear class as a function of magic find(Top)
I will start out with the most important results: Testing the class of gear (white/magic/rare/set/legendary) as a function of MF. The items are only including those dropped upon death and since grey-class items (broken/cracked etc.) were not found once such have not been included.

The data results are (the values are the % of total items found):

 MF W (%) M (%) R (%) S (% ) L (%) Sample size 0 32.49 57.67 9.84 0.00 0.00 437 items 30 32.12 56.26 11.62 0.00 0.00 439 items 60 31.49 54.99 13.53 0.00 0.00 451 items 76 31.27 54.58 14.14 0.00 0.00 502 items 150 30.30 51.30 18.40 0.00 0.00 462 items 234 26.28 44.54 29.06 0.00 0.11 898 items 252 25.71 42.27 31.72 0.00 0.30 1346 items* 270 23.17 40.83 36.01 0.00 0.00 436 items 290 22.20 39.36 38.22 0.00 0.23 437 items

* Thanks to head0r for contributing with 459 items.

Note that Tziera has also been performing some research regarding goblin farming in inferno hardcore. The sample size is very small, but preluminary results from him are: 34 goblins killed, 50W (~29.4%), 72M (~41.9%) and 48R (~28.2%). 5xNV applied.

The values are rounded to the second decimal.
The amounts of items found being set and legendary items are extremely low compared to the amount of white/magic/rare items found. It is therefore only those three gear classes I will base the charts on.

Below is a chart with seven data points of which the % of total gear found for GC of common (white), magic and rare is displayed. This chart should help illustrate the effect of magic find on the class of the obtained gear.

Note: The curve in this chart is only connecting the data-points and is only there to fill out the blank spots.

It should easily be concluded that magic find increases the class of the gear found.

I would like to point out that the sample size is not large enough to state the current nature of MF: The data does not prove the system to be explainable with an exponential formula nor a linear formula. One very interesting point is that at approximately 225 MF have rares been found to be just as common as white items.

4.3 Item level as a function of magic find(Top)
A smaller subset of the data included sampling of iLvl. These data have been collected them into the chart below. If magic find increases the iLvl of the items found, then it would should be clearly visble by a stair-like appearence at each iLvl mark.
The sample size for the below chart is 3,137 items.

Note that the relative distribution of iLvl has changed since data collection (see hotfix); they reflect the old distribution (can be found in this blog).

4.4 Number of items found as a function of magic find(Top)
The data of total items dropped on average per goblin as a function of MF is collected in the table below.

 MF Total gear dropped Total kills Average gear per kill 0 437 100 4.370 30 439 100 4.390 60 451 100 4.510 76 502 110 4.564 150 462 100 4.620 234 898 200 4.490 252 1346 300 4.487 270 436 100 4.360 290 437 100 4.370

The sample size is not the largest, but I honestly think it's large enough to illustrate that magic find does not increase the number of items found.

An extra interesting point is that treasure creatures seems to be affected by the guaranteed rare drop: Over the 148 treasure creatures that have been killed with 5xNV the average amount of items per creature was found to be 5.527. In the above chart this value (without NV) is clearly stable around 4.500. Additional evidence is that not a single creature dropped less than 1 rare item when the NV buff was applied for the kill.
The data presented by Tziera also indicates this to be true in hardcore difficulty.

4.5 Bonus: treasure creatures spawn type rates(Top)
As a little bonus I can also present the relative spawnrate of treasure creatures. A total of 1281 creatures were found of which 325 were TG (25.4%), 315 were TB (24.6%), 317 were TS (24.7%) and 324 were TP (25.3%). It's fairly safe to presume the spawnrate is 25% for each type.

4.6 Treasure bandits and blacksmithing plans(Top)
While I do not have enough data to conclude anything about this (yet), it does seem like treasure bandits have become very pleased with dropping blacksmithing plans!
I am not sure if MF has an effect on them and it would require an enormous sample size to conclude such. Until now I will just list the plans collected.

Off the 315 treasure bandits that was killed, the following plans dropped:
• Exalted Flesh Ripper
• Exalted Pallium
• Exalted Phantom Bow
• Exalted Piercer
• Exalted Slag Hammer
• Exalted Sovereign Helm
• Exalted Fine Pallium (x2)
• Exalted Fine Slag Hammer (x2)
• Exalted Fine Sovereign Greaves
Plans from creatures other than bandits:
• Exalted Fine Strike Wand (TP)
• Exalted Fine Golden Talon (TG)

- - -

5. Supporting Data Analysis (Elite Farming)

5.1 Description of data collection and current sample size(Top)
The data collected for this part of the project involves killing elite packs with varying levels of MF and stacks of NV while recording the drops for each pack.

In case anyone is confused on the terminology; an elite pack is a pack of monsters with increased difficulty. They can either be champion packs (aka each monster in the pack has the same extra affixes) or rare packs (aka a single monster in the pack is the "leader" having full affixes while minions of the pack only have a subset). The drops from the elite pack is made when the last champion die or when the pack leader of a rare pack dies. The other champions/minions counts as normal monsters.

Current sample size is 6,972 elites and almost 30,000 items. Most of this data is accomplished by contributions from other players and credit is given in the sections where their data has been included.

5.2 Nephalem Valor and the guaranteed rare drop(Top)
One thing that has become certain from elite farming is that the guaranteed rare drop is an additional item that will be added to the drops - it is not one of the baseline dropping items that will be of rare quality. This should be clearly visible when looking at the below table (note that MF does not increase amount of items dropped which was illustrated in section 4.4).

 Total MF Stacks of NV Total Elite Packs Total Items Dropped Average #Items / Elite Pack 0 0 503 1799 3.577 0 0 250 867 3.468 0 0 254 907 3.571 200 0 400 1392 3.480 75 5 400 1795 4.488 200 5 500 2245 4.490 200 5 399 1801 4.514 267 5 534 2425 4.541 300 5 600 2700 4.500 369 5 203 918 4.522 400 5 200 887 4.435

Note that without the NV buff the total number of items found per elite pack is either 3 or 4, while this value is 4 or 5 with the NV buff applied. This means that an elite pack drops a minimum of 3 items with an additional item having approximately 50% dropchance and if 5 stacks of NV is effective on the kill, an extra item (which is guaranteed to be rare) will additionally be dropped.

There is one interesting question that is currently unanswered: Is it possible that MF can have an effect on the guaranteed rare drop so it may be a set or legendary item instead? It will be very difficult reaching such a conclusion, however, it has been found that the guaranteed rare drop can be rolled as a legendary item rather than the rare quality (evidence - .jpg, screenshot).
This means that the roll is set to hit with 100% certainty at the 4-affix rare quality level so that an item with at least 4-affix rare quality will always drop, but there is still a chance of rolling the legendary quality or 6- or 5-affix rare quality. As a reminder, the rolling process goes

Legendary
--> 6-affix rare
-----> 5-affix rare
--------> 4-affix rare

If it does not hit legendary, 6A or 5A, then it will at least be 4A.

If it is assumed, however, that the legendary droprate is improved by MF in general, then it will directly follow that the guaranteed rare drop also is. We have a very small sample that also indicates this to be true (as it will have an effect on affix distribution on rare items, see section 6.4).

5.3 Gear class as a function of magic find(Top)
Thanks to contributions from quite a few players we now have quite a few well-established data points:

 Total MF #NV W (%) M (%) R (%) S (%) L (%) Sample Size Act Credit 0 0 37.63 52.20 10.12 0.06 0.00 1799 items 1 & 2 Timza 0 0 35.18 53.98 10.84 0.00 0.00 867 items 1* Cyeron 0 0 37.71 52.48 9.81 0.00 0.00 907 items 1* Murskautuminen 0 0 36.29 54.18 9.53 0.00 0.00 1196 1* Nubtro 200 0 30.96 41.67 27.23 0.07 0.07 1392 items 1 Timza 75 5 - - ~36.11 - - ~900 items** 1 Loroese 75 5 26.30 38.89 34.76 0.06 0.00 1795 items 1 Cyeron 151 5 - - ~40.55 - - ~905 items** 1 Loroese 200 5 24.50 30.87 44.50 0.00 0.13 2245 items 1 Cyeron 200 5 24.71 32.04 43.14 0.00 0.11 1801 items 1 Timza 230 5 - - ~45.94 - - ~936 items** 1 Loroese 238 5 25.22 30.42 44.14 0.00 0.22 904 items 2 HuiTzi 267 5 23.74 29.76 46.34 0.04 0.12 5699 items 2 Sny83 300 5 23.19 27.48 49.11 0.00 0.22 2700 items 1 Cyeron 369 5 22.55 26.03 51.20 0.00 0.22 918 items 2 Nubtro 400 5 20.30 24.98 54.72 0.00 0.00 1389 items*** 1 Shurafa

* Data was collected entirely in Warrior's Rest.
** The number has been calculated backwards (assuming 4.5 rares per elite pack on average), so use the data points with caution!
*** Note that the lack of legendary/set items may be due to the lower sample size (1 set piece + 1 legendary was found while collecting the NV buff).

This data is currently graphed as:

The dots with associated error bars are experimental data. The graphs are computed from a model-system and is not experimental data - See section 6.2 for details.

One thing that is currently of interest is how MF works on the base items dropping from elites; as the guaranteed drop is an additional item added to the baseline drops (see section 5.2), it can be interesting knowing how well MF works on the baseline drops alone. The guaranteed rare is applied per pack so the rare items column and the total gear column can be substracted items corresponding to the total amount of elite packs killed for each entry with 5xNV applied, giving the following data.

 Total MF #NV W (%) M (%) R (%) S (%) L (%) Sample Size Act Credit 0 0 37.63 52.20 10.12 0.06 0.00 1799 items 1 & 2 Timza 0 0 35.18 53.98 10.84 0.00 0.00 867 items 1* Cyeron 0 0 37.71 52.48 9.81 0.00 0.00 907 items 1* Murskautuminen 0 0 36.29 54.18 9.53 0.00 0.00 1196 1* Nubtro 200 0 30.96 41.67 27.23 0.07 0.07 1392 items 1 Timza 75 5 - - ~17.86 - - ~700 items** 1 Loroese 75 5 33.84 50.04 16.06 0.07 0.00 1395 items 1 Cyeron 151 5 - - ~23.60 - - ~704 items** 1 Loroese 200 5 31.52 39.71 28.60 0.00 0.17 1745 items 1 Cyeron 200 5 31.74 41.16 26.96 0.00 0.14 1402 items 1 Timza 230 5 - - ~30.49 - - ~728 items** 1 Loroese 238 5 32.39 39.06 28.27 0.00 0.28 704 items 2 HuiTzi 267 5 30.51 38.25 31.03 0.05 0.16 4434 items 2 Sny83 300 5 29.81 35.33 34.57 0.00 0.29 2100 items 1 Cyeron 369 5 28.95 33.34 37.34 0.00 0.28 715 items 2 Nubtro 400 5 26.21 32.25 41.54 0.00 0.00 1076 items*** 1 Shurafa

OBS - The guaranteed rare drops have been removed from these data.

*, **, *** See the notes for the table above this one.

This data is currently graphed as (OBS! Note that the NV guaranteed rare has been removed from this data):

The dots with associated error bars are experimental data. The graphs are computed from a model-system and is not experimental data - See section 6.2 for details.

Two interesting observations: At ~250 MF will rare items be just as common as white items and at ~325 MF will rare items be just as common as magic items. This is only applied to the baseline drops and the NV rare is therefore not included in these values.

5.4 Sequenced data for elites(Top)
The data is a bit small for this research, however, it is enough to point out something close to the true distribution of item-qualities/gear-classes per item slot. If you are unfamiliar with this kind of data I suggest reading section 3.4.

In the datatable below, each entry is written in a form of X-Y-Z-V. These numbers represent the items found of White-Magic-Rare-Legendary/Set items respectively for the given gear slot.

 MF (#NV) Gear slot 1 Gear slot 2 Gear slot 3 Gear slot 4 Gear slot NV Sample size Credit 0 (0) 0-296-54-0 308-40-2-0 131-23-1-0 0-292-57-0 NA 1204 items Nubtro 0 (0) 0-126-28-0 133-19-1-1 47-14-1-0 0-131-23-0 NA 524 items Murskautuminen 75 (5) 0-283-117-0 313-83-3-1 159-33-3-0 0-299-101-0 0-0-400-0 1395 items Cyeron 313 (5) 0-58-69-0 93-33-1-0 43-20-2-0 0-46-81-0 0-0-126-1 446 items Ghouul

It is a little difficult to illustrate this pattern in a table so I have graphed the slots and their relative distribution of items for the three MF situations above - that is, farming with 0 MF and farming with 75 or 313 (including 5xNV). The graphs are:

It should immidiately become obvious that applying the NV buff gives the extra rare item in addition to the rest and that MF is primarily only effective on gear slot 1 and 4. The effect of MF on gear slot 2 and 3 primarily results in a boost towards more magic items and going as high as 313 MF, white items is still the dominant rarity for these gear slots.

This could help explain why it is so difficult for people with high MF values to find 5x rare items from one elite pack (and even 4x rare items will be quite rare too).

5.5 Test dataset for patch 1.04(Top)
In this section will be included a short test that has been made to check if the data presented elsewhere in this thread (of which most has been collected pre-patch 1.04) can be directly applied to patch 1.04 of Diablo 3. The reason why this is getting its own section is because patch 1.04 introduced the paragon system and involved many changes regarding how to obtain magic find. Since no words came out that the whole mechanic of MF would change, we were concerned that the new cap would involve normalization of the drops which then would be detectable at the baseline droprates for monsters.

We therefore settled to test if any changes were made to elites' base drop %'s of item rarity, as any changes to these %'s would ultimately effect everything else we had collected prior to the patch. This is the data we collected:

Sequenced data:
Pre-patch 1.04: total kills = 503
Post-patch 1.04: total kills = 780

Data combined:
 Slot (patch) %W %M %R %L 1 (1.03) 0.00 83.73 16.27 0.00 1 (1.04) 0.00 83.72 16.28 0.00 - 2 (1.03) 87.50 11.71 0.59 0.20 2 (1.04) 81.79 16.67 1.54 0.00 - 3 (1.03) 82.03 17.05 0.92 0.00 3 (1.04) 78.24 20.39 1.38 0.00 - 4 (1.03) 0.00 84.10 15.90 0.00 4 (1.04) 0.00 85.26 14.74 0.00

Graphical display:

And the data overall is:

MF = 0, NV = 0

 Situation Total elites %W %M %R %L Before patch 1.04 1356 36.86 53.07 10.04 0.02 After patch 1.04 949 35.01 55.31 9.68 0.00

I feel confident in concluding that nothing regarding the gear slots base drop %'s have changed in patch 1.04. If anything has, then it is likely there is a slight shift towards more magic items for gear slot 2 and 3, but it could simply be due to the level of error for the samples.

- - -

6.1 Short introduction(Top)
This section involves some of the more elaborate research made in respect of magic find, loot quality and even the item-drop process. The section is not "advanced" in the meaning that you need a master degree  to understand it, however, the findings and computations presented here goes slightly more into detail about the actual game mechanics involving MF and farming and some math is involved.

I will give a short introduction abut what can be found within this section: We will start out with some computations that shows the diminishing returns effective on rare items found as a function of MF and how the results scale with our observed values. From that point on are made a few computations that describe the effect of MF when the NV buff is applied and computations regarding the amount of affixes on items as a function of MF (and NV).
Following the computations will be presented some of the recent research that Nubtro has initiated in terms of the actual drop sequence. The research in this field is still quite new, but the findings are already very interesting.

6.2 Model-system for MF(Top)
The results from this section was used for the charts in section 5.3.
A special thanks to ztking for providing additional insight related to this model.

Before going too much into detail regarding this computation it is important to understand a very important difference in the drop chances: Nominal and real values (in correlation with ztkings work - see section 8.3 - real values can also be called resultant values). Made short a nominal value can be regarded as de facto while the real (or resultant) values are usually average measurements.

Related to the research presented here, a nominal chance is the base chance that an item rarity has to hit when the roll lands on that tier. The real (or resultant) chances are what we observe based on the hits. An example to illustrate this could be the following: Imagine an arbitary item-slot having the nominal chances of 1% for legendary items, 40% for rare items and 100% for magic items. This means that if the roll misses the legendary item rarity and subsequently the rare items rarity, it will always end up being a magic item (because it has 100% nominal chance which equals a 100% chance to hit that tier). However, the real (or resultant) chances (which is what we observe) will not be 100% magic items. Calculated in terms of probability the relative real (or resultant) value distribution will be:

Legendary = 1%
Rares = (1 - P(L_hiit)) * 40% = (1 - 0.01) * 40% = 39.6%
Magic = (1 - P(L_hit)) * (1 - P(R_hit)) * 100% = (1 - 0.01) * (1 - 0.40) * 100% = 59.4%

Because each item rarity tier is dependant on each of the above tiers rolling misses (except for legendary items).

So now that this is in to place things get slightly more complicated, because in fact rare items have three subclasses depending on their number of affixes; same goes for magic items (which is technically two because 3-affix magic items are crafted-only) and in some way common (white) items also have two. To elaborate I will include the item-integer list from section 3.1 again.

 Item integer Also abbreviated Item class 9 L Legendary / Set item 8 6A 6-affix rare item 7 5A 5-affix rare item 6 4A 4-affix rare item 5 3A 3-affix magic item 4 2A 2-affix magic item 3 1A 1-affix magic item 2 sW Superior common item 1 W Common item, consumable, crafting reagents and tomes, etc. 0 Inf Inferior item

So, for each item slot being rolled in this game that slot will have a set value of nominal chances for each item-integer. Take for instance some arbitary values based on the first item slot from elite packs:

 IItem rarity Nominal chance Real (or resultant) chance L 0.0010 0.0010 6A 0.0165 0.0165 5A 0.0400 0.0393 4A 0.1150 0.1085 3A 0.0000 0.0000 2A 1.0000 0.8352 1A 1.0000 0.0000 sW 1.0000 0.0000 W 1.0000 0.0000 Inf 1.0000 0.0000

Rounded to the fourth decimal.

Note in the table above that since the P(2A_hit) = 1, every item with a rarity lower-tiered than 2A (such as 1A, sW, W and Inf) will not be found. But, just because P(2A_hit) = 1 does not mean that all the items found will be 2A-items! This is a very important difference.

So, now that this is expanded to the whole set of "item tiers", it gets a little bit more complicated: Magic find is involved in these chances, but only in the nominal chances! (note: The real - or resultant - chances are derived from the nominal chances so all in all MF affects both).
This means that for e.g. legendary items from the example above the true scenario is actually equal to

Nominal chance = Base chance * (1 + (X/100))

Of which the
Base chance = nominal chance at 0 MF.
X = MF %

Taking the above table again and manipulating the nominal chances by applying 200 MF (which means each chance is multiplied by (1 + (200/100)) = 3) gives the following result:

 IItem rarity Nominal chance @ 200 MF Real (or resultant) chance L 0.0030 0.0030 6A 0.0495 0.0494 5A 0.1200 0.1139 4A 0.3450 0.2881 3A 0.0000 0.0000 2A 1.0000 0.5470 1A 1.0000 0.0000 sW 1.0000 0.0000 W 1.0000 0.0000 Inf 1.0000 0.0000

Note that nominal chances can only be 1 ≥ Y ≥ 0. For this reason the P(2A_hit) = 1 even though it was that with 0 MF as well.

Expanding this it is possible to create a model-system for how MF affects loot distribution. For this it would therefore require a large sample testing at 0 MF (which we have a decent sample for) and from there backtrack the nominal chances. Since our data only provides precision we are limited to using it to create a model-system that is based on arbitary values somehow related to experimental results and see how the model system fits the data.

Doing this is slightly more time-consuming and will not be discussed here. Instead the results for all 5 elite drop slots and their respective arbitary nominal chances is given in the table below. For making it slightly easier to (and perhaps also more useful) the inferior items have been completely removed and superior white items and normal white items have been grouped together (indicated by cW). Furthermore 3-affix magic items (3A) have been removed simply because they don't drop.

 IItem rarity Slot 1 Slot 2 Slot 3 Slot 4 Slot 5 L 0.0010 0.0010 0.0010 0.0010 0.0010 6A 0.0165 0.0010 0.0010 0.0165 0.0200 5A 0.0400 0.0020 0.0020 0.0400 0.0500 4A 0.1150 0.0040 0.0040 0.1150 1.0000 2A 1.0000 0.0450 0.0450 1.0000 1.0000 1A 1.0000 0.0200* 0.0200* 1.0000 1.0000 cW 1.0000 1.0000 1.0000 1.0000 1.0000 - Item-slot droprate 100% 100% 50% 100% Requires 5xNV

* There is a catch to these two slots in that they drop items called "magic+" items (which are items such as rings and amulets) which does not have any white item equivalents. For clarity this is not included here, but an explanation is given below.

The overall results from this model-system has already been applied in section 5.3 being the actual graphs in the charts while the dots resemble the gathered data. For this reasion illustrations for this model-system will not be included in this section.

For those interested in an elaborate explanation about the magic+ items: There are certain item types which have no white item equivalents. These items include amulets, rings, sources, quivers, mojos, and the enchantress/scoundrel/templar special items. These items will always be magic or better and will therefore have a nominal chance for P(1A_hit) that is very different from other items in gear slot 2&3 (gear slot 1&4 are not of interest here as white items can't drop from these slots). In fact, P(1A_hit) = 100% for these specific items.

From research regarding item-type distribution (lead by ztking) it was found that these magic+ item types consist of approximately 6-8% of all items. An average value is approximately 7.3%. For this model I decided to go forward with the number 7.5% as an arbitary value. So if we note that item slot 2 and 3 are identical and they can be separated into a "normal" slot and a "magic+" slot, we have the following distribution:

 IItem rarity Slot 2&3 normal Slot 2&3 magic+ L 0.0010 0.0010 6A 0.0010 0.0010 5A 0.0020 0.0020 4A 0.0040 0.0040 2A 0.0450 0.0450 1A 0.0200 1.0000 cW 1.0000 1.0000 - droprate 92.5% 7.5%

This can be calculated by treating normal gear 2&3 as a single slot with 1.3875 drops on average (92.5% of 1.5 drops) and in addition treating magic+ gear 2&3 as another slot with 0.1125 drops on average (7.5% of 1.5 drops). It is important to note that magic+ gear is not another gear slot - it is simply a way to manipulate the model for easier computations.

* * * * * * * * * *

Note that based on this model-system I have created a small spreadsheet that can be used to visualize what you should be finding when farming.

Remember that this is a model! It should be used with caution as it is based on mechanisms we expect being true and arbitary values for the various P(X_hit). We can say, however, that the model fits our experimental data very well.

Feedback and corrections are of course welcome.

<Known issues>

- The extra item drop gained from MPLvl only affects gear drops from trash monsters.

* * * * * * * * * *

6.3 Computation for legendary drops vs total item drops(Top)
Expanding the scope slightly from section 6.2 (you do not need to have read it for this section though), this section will involve another computation that is more related to longer farming runs and the chances of finding legendary items.

This section is based on the following assumptions:
• The base drop chance of legendary items is equal for all drop-slots and can be explained by the formula [ Y = 1/1000 * (1 + MF/100) ] for various MF levels (Y = nominal drop chance).
• Over longer farming runs the items that drops are independant on each other and can be described by a binomial distribution.
Shortly expanding the first assumption: Our research has shown that legendary items can drop from each item-slot from elite packs and knowing that trash monsters and bosses being capable of dropping legendary items too (but with limited knowledge about the drop chance) it was simpy easier to set a base drop chance of 1/1000 for legendary items and assume that each item-slot shared this feature.

So, what can a binomial distribution help with for this matter?

A binomial distribution illustrates that for a set number (N) of subsequently performed, but indepedent tries, the chance of having exactly Y number of successes (which here is a legendary item dropping) with a chance of success being Z (which is 1/1000 at 0 MF) is given by a value X. This value can be calculated from the non-accumulated binomial distribution.

This means that we can use the binomial distribution to calculate the chance of finding exactly X amount of legendary items over N dropslots.

It can, however, be manipulated to give another result: If we calculate the chance of not finding a single legendary item, then 1 minus this chance will equal the chance of finding at least 1 legendary item based on a set amount (N) of dropslots.

This can be calculated over a set amount of dropslots and variable MF (since the chance of success depends on MF). The chart given below illustrates the results with variable intervals of MF starting from 0 and going to max MX (625).

For comparison, an approximately full clear of act 3 will result in approximately 500 items dropping. Note that this is a very rough comparison, but serves to illustrate a common standpoint.

Bringing it all together: What MF does is bringing you to the plateau that is closing in on 100% chance with less total items collected. Put another way you will on average find legendary items more frequently (or with lower time intervals in between), but this result shouldn't be something new by now. The chart does, however, illustrate quite a big difference between farming with 0 MF and 75 MF while the difference is smaller at larger MF values (but definately notable).

It is important to clarify that it is not possible to reach a definitive 100% chance even though it may seem so from the above chart. A 100% chance would imply that collecting X items you would always have found 1 legendary and that will not be the case.

6.4 Number of affixes on rare items as a function of MF(Top)
Note that this computation includes the estimates from section 6.2 and is subject to being updated when section 6.2 is

Based on the assumptions presented in section 6.2 we have been looking a little bit into the probability calculations to provide an estimate for the effect of magic find on the number of affixes found on rare items. The calculation sheets are linked at the top of this post.

This computation is based on the assumption that the rolls are independant and going stepwise from:
• Legendary
• 6-affix rare
• 5-affix rare
• 4-affix rare
With the values for hitting each step being identical to those presented in section 6.2.

First is calculated the P(item is [quality]) for each situation.

P(Item is L) = 1 - P(L_miss)
P(Item is 6A) = P(L_miss) * ( 1 - P(6A_miss) )
P(item is 5A) = P(L_miss) * P(6A_miss) * ( 1 - P(5A_miss) )
P(Item is 4A) = P(L_miss) * P(6A_miss) * P(5A_miss) * ( 1 - P(4A_miss) )

Graph (values are given in %'s):

If we then neglet the option for hitting a legendary (the chance is only 0.5% at 400 MF), we can estimate how the #affix distribution may be like as a function of MF. This is performed by making a new column having

P(Item is rare) = P(Item is 6A) + P(Item is 5A) + P(Item is 4A)

And present the P(Item is #A) in terms of P(Item is rare). This will provide an approximated % of the #affixes distributions of rare items as a function of MF. The graph below illustrates the results.

Note that the relative increase per point of MF is extremely small.

Interesting values from 0 MF to 1000 MF are:

 MF %6A %5A %4A 0 10.28 30.52 59.21 250 11.02 31.89 57.09 400 11.50 32.78 55.72 1000 13.80 36.84 49.36

Note that being at 400 MF there is a very vague difference compared to 0 MF and 400 is (at this moment) very close to the max value of currently obtainable MF. The biggest difference is seen in the decreasing distribution of 4A rare items. We have to go to 1000 MF to get 3%-points higher distribution of 6-affix rares and being around 250 MF (which should be a common position of MF for a farmer using MF gear) there is barely any difference at all for every #affixes compared to 0 MF.

Do note that the above only considers the relative distribution of #affixes on rare items - it does not include the fact that more rare items will be collected in total (see the first graph in this section; it includes this effect). Put another way: You will find more rare items with more MF and those rare items will have a chance to roll out 4A, 5A and 6A, but the relative distribution of 4A, 5A and 6A are not changing by significant amounts by increasing MF.

A quick test performed in Warrior's Rest A1 has been performed. The data combined are:

 MF stacks NV 4-affix rare items 5-affix rare items 6-affix rare items Total rare items 0 0 59 26 9 94 230 0 95 48 16 159 In % 0 0 62.77% 27.66% 9.57% 100% 230 0 59.75% 30.19% 10.06% 100%

Involving the NV rare
In addition to the data for affixes as a function of MF, Timza has been looking into the number of affixes depending on using NV or not when farming. He has sampled a total of 400 elites at 200 MF with no NV and 399 elites at 200 MF with 5xNV included. He noted the distribution of affixes by using the integer-identifier value described in section 3.1. The sample is considerably large and the results for rare items are

 MF #NV R(4A) (% of total gear) R(5A) (% of total gear) R(6A) (% of total gear) 200 0 16.88 7.26 3.09 200 5 31.98 7.66 3.50

The above table seems to be rather equal in terms of how #affixes are distributed in spite of 4A rares increasing drastically. This suggests (since the values are %'s of total items) that for the NV rare item the chance of hitting a 4A is simply set to 100% instead of having another item with a completely new distribution set. Do note that this "set at 100% for 4A" does not mean the NV rare will always be a 4-affix rare item; it only means that it will never be less than a 4-affix rare: The "100%" is the P(4A_hit) for the NV rare, but the roll still have to go though legendary/set item, 6A and 5A rare.

If we then make a computation that takes the sample from Timza, calculates the expected #affix rare items at 200 MF and removes these from the NV sample it will leave us with only the NV rares left. If the NV rare has a hit of 100% chance at 4A, then the distribution of 4A rares (in % of total rares) will be equal to (neglecting the legendary chance):

100% - 3.09% - 7.26% = 89.66%

The computation provides us with the following numbers:

 MF (#NV) Situation R(4A) (in % of total R) R(5A) (in % of total R) R(6A) (in % of total R) 200 (5) Non-NV rares removed 85.75 9.24 5.01 200 (5) Expected if 4A=100% hit 89.66 7.26 3.09

The fact that the % of R(4A) is lower than the expected and the two other (R(5A) and R(6A)) are higher can maybe result from the fact that another item is added to the item pool from the NV buff and this can also roll out higher than 4A. However, the above computation indicates that it is very likely for the NV rare to simply have a 100% to hit on the 4-affix rare.

Another sample performed with only 5xNV (therefore 75 MF applied by default) gives the following distribution for the # of affixes on the NV rare items:

Total items: 400
6-affix rare items: 12 (3.00%)
5-affix rare items: 27 (6.75%)
4-affix rare items: 361 (90.25%)

It is therefore very reasonable to conclude that the NV rare simply has a limit put at P(4A_hit) = 100%. This is a quite important fact, as it will mean MF will be more effective towards the relative distribution of 4A/5A/6A compared to the other gear slots. A computation based on the assumption that the NV gear slot is simply identical to gear slot 1 or 4 with the exception that P(4A_hit) = 100% gives the following result:

This is quite a different picture from the other situation; it is not a vast difference compared to going from minimum MF (75 in this case due to 5xNV being required) to maximum MF (375), however, it is at least more noticable compared to the other gear slots.

Based on the data contributed by Gigahurts and combined with my own sample we should be able to see this difference (collected at high MF values); note that his sample is small in size so take these percentages lightly, but it does seem to be a trend (these rare items are only NV rares!):

 MF (#NV) R(4A) (in % of total R) R(5A) (in % of total R) R(6A) (in % of total R) Sample size 75 (5) calculated 93.09 5.16 1.75 - 75 (5) collected 90.25 6.75 3.00 400 items - 308 (5) calculated 84.18 11.74 4.08 - 308 (5) collected 75.96 19.23 4.81 104 items - 328 (5) calculated 83.43 12.29 4.28 - 328 (5) collected 69.92 23.58 6.50 123 items

Again, note that hese are only the NV rares.

The sample size presented in the above table is certainly not the largest, however, it is the only one we have as it has become difficult to distinguish the number of affixes on rare items since patch 1.04. The computation assumes that the chance of rolling rare items from the NV rare slot is the same as slot1 and 4 from elite packs, however, it is possible there is a difference in the nominal chances.

In any case, the overall conclusion from this section is that MF is more effective towards the distribution of affixes on rare items on the NV rare than the other rare drop slots, but to what extent is currently unknown.

6.5 The sequenced item slots per monster type(Top)
Note that this section is a work in progress and subject to changes.

Based on the drop sequence that was presented in section 3.4 we have developped a table that should help illustrate the item slots that are associated to different monster types and in what sequence they drop.
Because wer are taking so much information and ultimately shrinking it down to such a small table, it will without a doubt be practically impossible to extract everything else found in this thread directly from it. It will, however, serve as a very simple model to explain some of the key features about monster types and their item slots as well as understanding the overall efficiency of magic find.

This is still a work in progress, however, the following is a table that illustrates the monster type and which slot types are applied in a given sequence. The slot types illustrates the predominant distribution at 0 MF or as close to 0 as possible, e.g. M/R indicates magic items being the dominant and R items being somewhat found decently. Note that the first type (the one that is dominant) is the least item rarity found - for example, from M/R slots you will never find white items.

Code to understanding the table:
W/M = White items dominate, magic items common (below white rarity not found)
M = Magic items dominate, rare items occasionally (below magic rarity not found)
M/R = Magic items dominate, rare items common (below magic rarity not found)
T = Tome of secrets
G = Gem

 Slot 1 2 3 4 5 6 7 8 9 10 11 12 13 Elite packs M/R W/M T W/M G M/R R - - - - - - Treasure Goblin M/R W/M T W/M G M/R R M/R - - - - - Treasure Bandit M/R W/M T W/M G M/R R M/R T T T - - Treasure Seeker M/R W/M T W/M G M/R R G G G - - - Treasure Pygmy M/R W/M T W/M G M/R R M/R - - - - - Miniboss W/M M M T M M M/R R R T - - - Act endbosses W/M W/M M M T W/M M M M M/R R R T

For elite packs and treasure goblins, bandits, seekers or pygmys it is slot #7 that gets activated with 5xNV stacks, slot #4 has 50% drop chance while slot #1, #2 and #6 (plus slot #8 for treasure monsters) all have 100% drop chance. The specific drop chance for slot #3 and #9-11 for bandits and seekers have not been determined.
For minibosses slot #1, #2 and #3 have a 100% drop chance. Slot #5-10 gets activated one by one (starting with #5) for each stack of NV active.
For act endbosses slot #1-4 and #6 have a 100% drop chance while slot #7 has ~50% drop chance. Slot #8-12 gets activated one by one (starting with #8) for each stack of NV active.

- - -

7. Summary / Conclusion(Top)

Bringing all the pieces together provides us with:
• Magic find increases the class ("item-color" or rarity) of the gear found.
• Magic find will - on average - increase the number of possible affixes on items because this is directly related to the item class which in turn is affected by MF.
• Magic find does not increase the number of items found (aka not effective on quantity).
• Magic find does not increase the iLvl of the gear found.
• The guaranteed rare drop from Nephalem Valor is an additional drop and it is possible to roll a legendary instead of rare.
• The guaranteed rare drop from Nephalem Valor is applied to goblins as well.
• The effect that MF has on increasing the number of possible affixes on rare items appears to be minimal and close to neglible for the standard elite drops. It does, however, appear to have a prominent effect on the NV rare drop.
• Whether or not magic find affects the affix rolls themselves (aka not how many affixes you get, but how good the affix values turn out) is not investigated here, but there is no reason as of to suspect that magic find would increase the actual stat rolls. As of patch 1.05, Blizzard has also stated that these rolls will depend on the mLvl of the monster that the item dropped from.
• The items drop in a predetermined sequence with each item dropped coming from a "slot". These slots have different chances to roll out a rare item, but only one of them (out of 4 gear slots without NV) seem to have the possibility to hit a NoDrop. The research mentioned here is very early, but is an important aspect if a complete picture of average drops is to be computed.
• The items dropping from elite packs appear to be divided into "slots" that drop in a specific sequence. An elite pack has 4 of these slots and if 5xNV is effective a fifth is added. These slots have different base chances to roll out different item rarities: Gear slot 1 and 4 seem to be identical and have a base dropchance of around 10% for rare items, gear slot 2 and 3 seem to be related but have a very small chance to roll a rare item and in addition, gear slot 3 has a 50% chance to hit a NoDrop. Gear slot 5 (the NV slot) is always at least a 4-affix rare item.

- - -

8. Outlook

I hope that this post will eventually be so well constructed that it will serve as a central point where most of the mathematics and regarding MF, its efficiency and its mechanic will be gathered.

8.1 Current plans for the project(Top)
Sadly I have had to stop updating this project as my work is demanding more time. For this reason the post will no longer receive any major updates from my part, but some minor updates may be filled in now and then (such as corrections to the spreadsheet).

This thread initially was meant to eliminate most common questions from the public, however, there are also some who have taken this research to another level and made posts based on what we have presented in this text. In this final part of the post I will therefore include links that could be of interest.

ztking has written a compendium of MF mechanics and FAQ on the offical forums. His work focuses on a more guide-related style, while this thread here only focuses on crunching numbers and testing systems.
If you are interested in the mechanic of magic find or have any questions regarding it or anything related to it, you should take a look.

Diablo Wiki on magic find
Game guide - items and equipment

- - -

TL;DR: Suck it up and go read the summary.

- - -

### #940839Adria more powerful than we know? (Spoilers)

Posted on 14 June 2012 - 10:57 PM

"Corruption has the strength of deceit, but innocence holds the power of purity." - Adria, Diablo

Is Adria just a 'cultist' or corrupted mortal, or is she something more than that?

I'm skeptical that they were planning it way back then,  but the townsfolk in D1 cast her as a super duper magic user, or something not human.

Quote

Why don't that old crone do something for a change? Sure, sure, she's got stuff, but you listen to me - she's unnatural! She doesn't eat or drink, and you can't trust somebody that desn't drink at least a little.

The witch, Adria, is an anomaly here in Tristram. She arrived shortly after the Cathedral was desecrated while most everyone else was fleeing. She had a small hut constructed at the edge of town, seemingly overnight, and has access to many strange and arcane artifacts and tomes of knowledge that even I have never seen before.

Adria is wise beyond her years, but I must admit - she frightens me a little. Well, no matter. If you ever have need to trade in items of sorcery, she maintains a strangely well-stocked hut just across the river.

While I use some limited forms of magic to create the potions and elixirs I store here, Adria is a true sorceress. She never seems to sleep, and she always has access to many mystic tomes and artifacts. I believe her hut may be much more than the hovel it appears to be, but I can never seem to get inside the place.

Adria truly bothers me. Sure, Cain is creepy in what he can tell you about the past, but that witch can see into your past. She always has some way to get whatever she needs, too. Adria gets her hands on more merchandise than I've seen pass through the gates of the King's Bazaar during High Festival.

Doesn't eat, drink, or sleep allegedly, able to get whatever she wants, most of the town is scared of her.. She seemed to know a lot about what was really going on too.

"No Mortal can truly understand the mind of the Demon. Never let their erratic actions confuse you, as that too may be their plan."

"There are many artifacts within the Labyrinth that hold powers beyond the comprehension of mortals. Some of these hold fantastic power that can be used by either the Light or the Darkness. Securing the Anvil from below could shift the course of the Sin War towards the Light."

"This is a place of great anguish and terror, and so serves its master well. Tread carefully or you may yourself be staying much longer than you had anticipated."

"You will become an eternal servant of the Dark Lords should you perish within this cursed domain. Enter the Chamber of Bone at your own peril."

"The Heaven Stone is very powerful, and were it any but Griswold who bid you find it, I would prevent it. He will harness its powers and its use will be for the good of us all."

So since we now know she was apparently an agent of Diablo, we can assume she was there to make sure things went according to plan. What is this plan?

From the D2:LoD instruction manual:

"And a child will cradle Terror in his breast as the heart of man falls under the shadow.

A Wanderer will pass through the ancient lands trailing chaos in his wake.

The Three Brothers will be reunited as the mortal world trembles before their might.

And so it was foretold that the Three, once reunited, would be shattered again—

And the last of them would set his sights on the holy mount. The warnings held that

Their defeat would be illusory—that the final gambit had yet to be played..."
+ + +

And now at last the storm surges forth from the southlands, and the hand of Destruction

Reaches out to undo the workings of the Ancients. The tides of Hell surge—ready to smash
Down upon the shores of the mortal world—to drown the guilty and the innocent alike.

That was from something called Prophecies of the Final Day by the way.

Druid lore excerpt:

Quote

They created a new culture and language, cutting themselves off from their Barbarian cousins and their ways, vowing not to return to the Steppes of Mt. Arreat until the time of the Uileloscadh Mór, the final battle between the men of the world and the demons of the Burning Hells.

At the Túr Dúlra, the greatest of the Druid Colleges, stands the magnificent oak Glór-an-Fháidha. This tree is the most revered source of the Druids guidance and teachings. Under its branches, for centuries, the Druids of Scosglen have been honing not only their powerful arsenal of natural magic, but also the martial skills they have retained from their Barbarian forefathers. They have done this because they believe themselves to be the world’s last line of defense when the time of the great conflict comes, a time they believe is at hand. Lashing out in fury at the recent insurgence of denizens of the Burning Hells, and at the Leathdhiabhala, demonic corruptions of the very creatures they have vowed to defend, the Druids have, at last, emerged from their forests, marching toward their final stand against the minions of Chaos.

In D3 we have the Prophecy for the End of Days, which is a 'warning about Hell's ultimate invasion of our world,' and the pieces of the puzzle mentioned in it seem to be coming true. We were also supposed to learn why the Hells didn't invade 20 years ago in the game.

And at the End of Days, Wisdom shall be lost (Malthael being gone, or the mortal Tyrael's demise in X1?)
as Justice falls upon the world of men. (Obvious events of D3, or that Tyrael became aspect of Wis., leaving Justice to Nephalem)
Valor shall turn to Wrath - (Imperius raging over Hell invading, or Imperius waging war on the impudent Nephalem)
as all Hope is swallowed by Despair. (In-game events, or tied to the above, Imp's betrayal. sends Auriel into despair)
Death, at last, shall spread its wings over all -(All these lines reference angels/aspects, Malthael returns as Death?)
as all Fate lies shattered forever. (In-game event of the Hero 'shattering' the fate that Heaven lost that day, or a future event where Ithereal gets destroyed, probably by Malthael/Imperius)

So we know the culmination of this storyline, which they have claimed will get resolved in D3, is this final battle/ultimate invasion of Sanctuary by Hell. Something that has been prophecized for centuries and something that the Evils themselves seem to know all about.

I think Diablo/Evils knew what would happen in D3 as well, I forget what he says exactly but why would he send Adria away to be used later if he, and the angels, were sure he would succeed in the attack on Heaven, since it was kind of 'written in stone' on the Scroll of Fate?

My answer, he wouldn't, he knew he would be stopped, in fact, he and Belial/Azmodan wanted to be stopped. Ever look at the various forums and see all the complaints about 'beLIEal more like beFAILal amirite?? lol y is azodon tellin me where he attack??? teh gaem say he the gr8est general. y iz diab0 tellin me bout his hell gaets????' They were leading you along to do exactly what they wanted you to do.

Sidebar: The Prime Evil, supposedly Diablo in the game. The following is said by Tyrael while on the quest, Prime Evil.

Quote

Player:
What do you speak of when you say the Prime Evil?
Tyrael:
It is the sum total of all seven Evils housed within one body. There is an ancient legend, known only to a few, of the great Dragon, Tathamet, who was the original embodiment of evil.
The legend says that he was ripped apart during an epic battle with Anu, and that the Burning Hells are composed of his remains.
Player:
Who is Anu?
Tyrael:
Just as Tathamet was the ultimate evil, Anu was the ultimate good. It is said by some that the Crystal Arch is all that remains of this great warrior.
Player:
Then Diablo seeks to become the Dragon once again?
Tyrael:
In a manner of speaking, yes.

So, either one Nephalem can be more powerful than what is basically one of the (accidental) creator gods of the entire universe, or Diablo was merely supercharged with the souls of the other Evils, and not really the Prime Evil, which even the CE artbook shows as a hydra thing. (Coincidence, D3 was codenamed Project Hydra?)

Also said by Tyrael:

Quote

But the Black Soulstone is flawed and cannot contain that many demons for long. We must capture Azmodan within it and shatter it... lest all these Evils be reborn.

Obviously that didn't happen because for reasons we will likely only know in the expansion, Diablo's body was just tossed over the side of Heaven, and the Black Soulstone was left intact.

Now, I don't know if it means anything, but it's near the end of the artbook. They're either concept art for the Child Emperor, or possibly for the future plot. Right below what looks to be a Cultist drawing, there are 3 children sitting 'Indian style' with elaborate headdresses. The middle one has a mostly different clothing style than the other two, while the other two are almost identical to each other. They both have 'face paint' or tattoos in red and blue on their face and bare chests, their eyes are shut with the 'paint' filling in their eyelids, and have what looks to be a 'third eye' possibly tattooed on their forehead. They also have some black jewelry on around their neck, upper left arm, and wrists.

"There is much about the future we cannot see, but when it comes it will be the children who wield it." - Adria, Diablo, talking about Wirt

So, we know if the BS isn't destroyed, the evils will get loose. The Nephalem are super powerful. Diablo possibly wants to re-make the Tathamet hydra. Theory: the Evils will possess children that Adria and/or Triune cultists have been raising after the Worldstone was destroyed, giving them massive power. Enough power to reform into Tathamet and smash the Heavens once and for all. (We, of course, thwart this plan by rescuing Princess Leah (has to be a reason they retconned Warrior into Prince Aidan) and find out her family's destiny is to bring back Anu and/or defeat Tathamet, which is why Diablo and the Evils were working to corrupt and destroy the Leoric bloodline)

Update: Some support for Princess Leah/Leoric bloodline's greater purpose?

So as we know, Mephisto was soulstone'd under the Zakarum Temple of the Light and was eventually able to corrupt them. What did those manipulated leaders do? Proclaimed Leoric king of Khanduras. The Archbishop Lazarus (bastard led us into a trap!) was 'intent' on Leoric choosing the 'broken-down monastery' as his seat of power. (Hmm, wonder why.. )

http://d3db.com/lore...-journal-part-1

Quote

We have just arrived in Tristram, and I must say I'm a bit dismayed. This place is a backwater filled with serfs and an ancient, broken-down monastery, hardly fit for the king of Khanduras! I cannot fathom why Lazarus was so intent on this becoming our new seat of power.

http://d3db.com/lore...e-skeleton-king

Quote

The Zakarum high priests in Kurast proclaimed Leoric king of Khanduras many years ago. He ruled well until Diablo's influence drove him mad, and the loyal knight Lachdanan was forced to slay him. Afterward, Diablo himself raised Leoric from the dead as the Skeleton King until the monarch's son Aidan vanquished him.

However, the Diablo 1 lore almost seems to imply that Lazarus wasn't under demonic control until they had 'settled' and Diablo used his powers to coerce and eventually corrupt him.

Quote

Sensing that freedom was within his grasp, Diablo entered the nightmares of the Archbishop and lured him into the dark, subterranean labyrinth. In his terror, Lazarus raced throughout the abandoned hallways until he at last came to the chamber of the burning Soulstone. No longer in command of his body or spirit, he raised the stone above his head and uttered words long forgotten in the realm of mortals. His will destroyed, Lazarus shattered the Soulstone upon the ground.
...
Lazarus too, had fallen under the sway of the Demon, keeping close to Leoric at all times.

He also was apparently "a guardian of Mephisto's soulstone in Kurast" so it's up in the air, but I think he wasn't, as far as D1 is concerned, corrupted until they got to Tristram and Diablo reawakened, while in Diablo 3 he likely was corrupted from the get-go.

The wording is kind of vague, for what we are talking about here, but this piece also sounds like Leoric just came in on his own volition in D1 and was all 'For the glory of the Light! I am your king! I shall save you from the ever encroaching darkness! I claim this ancient Monastery as my seat of power in the name of the Zakarum!'

Quote

It was then that the great northern lord Leoric came unto the lands of Khanduras and, in the name of Zakarum, declared himself King. Leoric was a deeply religious man and had brought many Knights and Priests with him that comprised his Order of the Light. Leoric and his trusted advisor, the Arch Bishop Lazarus, made their way to the city of Tristram. Leoric appropriated the ancient, decrepit Monastery on the outskirts of the town for his seat of power and renovated it to match its time-lost glory.

It could just as easily be interpreted as what we know from the D3 lore, (although it has been retcon'd that he is an eastern lord now) that the corrupted High Priests told him 'Go be king here, in the name of Zakarum' and Lazarus was all 'Hey look, this building looks cool, right? What do you mean it's a dump? Castles are like so last year, you should just pick this place, I mean, we're already here, no?'

Personally, I'm thinking it was some minor retcons to go along with their current plotline, if solely for the fact that they felt the need to give the Warrior a backstory as a son to King Leoric of all things. For all that we saw of it in the game, the Warrior might as well have been just some nameless Warrior or Gheed's brother, as from what I remember, the whole 'Oh my Heavens, Leah is actually the heir to the throne!' plot hasn't come into play....yet.

Possibly going along with the whole 'The Evils were/are playing you like a fiddle' theory, Jay Wilson in some 2011 interviews (although he's talking about Diablo 2's perspective of course):

Quote

If the player thinks they outsmarted the forces of Hell and evil and they basically won, well, they are in for a big shock. Because what they are going to discover in Diablo 3 is that things have gone pretty exactly the way Hell wanted them to go all along.

What we really wanted was the idea of a story where we do have some time away, it’s about 20 years later, and things have actually gotten better because evil’s been “destroyed”. But the truth is that it’s actually all just been a ruse, it’s all part of the plan. It’s really just making sure everyone’s nice and complacent for the real war that’s coming.

### #573348The Ultimate Gameplay Footage Catalog

Posted on 13 January 2011 - 01:21 PM

Since we were missing a focused list for all the beautiful gameplay footage out there, I decided to catalogue all the videos surfaced so far. Both the official and unofficial alike. Because the sheer size of this task, it is more than possible that I have missed a video or two. Feel free to point me to any videos you find missing from this list.

There is an index after the legend. Just search in your browser to jump to the right video.

Do enjoy.

Legend

Title: Pretty self-evident. Usually tells you whether it is a bootleg or official video, place of recording and classes depicted.
Quality: quickly tells you the quality of the video. I used a star system to allow you to quickly see the video's quality.

The stars are as follows:

*** = Recorded with fraps or similar screen capture software. Pristine quality. Has probably HD.
**=Recorded with a camcorder. Little to none shaking. HD.
*½=Recorded with a camcorder. Either more shaky or no HD, but still better than one star.
*=Recorded with a camcorder or mobile phone. Medium to catastrophic shaking. Low quality. May have bad colors. Generally watch these only if you're desperate.

Notes: Some interesting features in the video and general comments about its quality.
Length: Tells you the length of the Diablo footage. Example: 5m 57s stands for 5 minutes 57 seconds.
Finally there's a link to the actual video.

Index

Videos By Blizzard
• Official WWI 2008 Announcement video
• Official BlizzCon 2008 Wizard Gameplay Trailer
• Official BlizzCon 2009 Monk B-roll footage
• Official BlizzCon 2010 Demon Hunter B-roll footage

Bootlegged Videos: Act I (2008)
Wizard
• Bootlegged BlizzCon 2008 Wizard gameplay I
• Bootlegged BlizzCon 2008 Wizard gameplay II
Barbarian
• Bootlegged BlizzCon 2008 Barbarian gameplay I
• Bootlegged BlizzCon 2008 Barbarian gameplay II

Bootlegged Videos: Act II (2009 & 2010)
Gamescom 2009
Wizard
• Bootlegged Gamescom 2009 Wizard gameplay I
• Bootlegged Gamescom 2009 Wizard gameplay II
• Bootlegged Gamescom 2009 Wizard gameplay III
• Bootlegged Gamescom 2009 Wizard gameplay IV
• Bootlegged Gamescom 2009 Wizard gameplay V
Barbarian
• Bootlegged Gamescom 2009 Barbarian gameplay
Various Classes
• Bootlegged Gamescom 2009 Barbarian and Witch Doctor gameplay
• Bootlegged Gamescom 2009 Barbarian and Wizard gameplay
• Bootlegged Gamescom 2009 gameplay (various)
PAX 2009
Wizard
• Bootlegged PAX 2009 Wizard gameplay I
• Bootlegged PAX 2009 Wizard gameplay II
• Bootlegged PAX 2009 Wizard gameplay III
• Bootlegged PAX 2009 Wizard gameplay IV
• Bootlegged PAX 2009 Wizard gameplay V
• Bootlegged PAX 2009 Wizard gameplay VI
Barbarian
• Bootlegged PAX 2009 Barbarian gameplay I
• Bootlegged PAX 2009 Barbarian gameplay II
Monk
• Bootlegged PAX 2009 Monk gameplay
Various Classes
• Bootlegged PAX 2009 Wizard and Witch Doctor gameplay
• Bootlegged PAX 2009 Wizard and Monk gameplay
Gamescom 2010
Barbarian
• Bootlegged Gamescom 2010 Barbarian gameplay
Monk
• Bootlegged Gamescom 2010 Monk gameplay I
• Bootlegged Gamescom 2010 Monk gameplay II
Witch Doctor
• Bootlegged Gamescom 2010 Witch Doctor gameplay
Various Classes
• Bootlegged Gamescom 2010 Barbarian, Wizard and Witch Doctor gameplay
• Bootlegged Gamescom 2010 Wizard and Monk gameplay
• Bootlegged Gamescom 2010 gameplay (various)

Bootlegged Videos: Act I (2010)
BlizzCon 2010
Demon Hunter
• Bootlegged BlizzCon 2010 Demon Hunter gameplay I
• Bootlegged BlizzCon 2010 Demon Hunter gameplay II
• Bootlegged BlizzCon 2010 Demon Hunter gameplay III
Various Classes
• Bootlegged BlizzCon 2010 Wizard, Witch Doctor and Barbarian gameplay
GStar 2010
Demon Hunter
• Bootlegged GStar 2010 Demon Hunter gameplay
Various Classes
• Bootlegged GStar 2010 Demon Hunter and Wizard gameplay

Bootlegged Videos: Arena Matches
• Bootlegged BlizzCon 2010 Arena Battle I
• Bootlegged BlizzCon 2010 Arena Battle II
• Bootlegged BlizzCon 2010 Arena Battle III
• Bootlegged BlizzCon 2010 Arena Battle IV

Videos By Blizzard

1. Official WWI 2008 Announcement video

Quality: ***
Notes: The video everyone has seen.
Length: 19m 11s
Watch it on the Official site

2. Official BlizzCon 2008 Wizard Gameplay Trailer

Quality: ***
Notes: Shows the Tristram Cathedral. Absolutely awesome video. Not on the official site.
Length: 5m 57s

3. Official BlizzCon 2009 Monk B-roll footage

Quality: ***
Notes: Not on the official site. The monk video on the official site is a drastically cut and shortened version of this.
Length: 12m

4. Official BlizzCon 2010 Demon Hunter B-roll footage

Quality: ***
Notes: Not on the official site. Is in the BlizzCon 2010 Press Kit. Shows some arena matches at the end, too.
Length: 18m 51s

Bootlegged Videos: Act I (2008)

Wizard

1. Bootlegged BlizzCon 2008 Wizard gameplay I

Quality:
Notes: Off-center, but watchable. Two parts.
Length: 4m 11s total (2m 14s and 1m 57s)

2. Bootlegged BlizzCon 2008 Wizard gameplay II

Quality:
Notes: Off-center. Horrible picture quality. Doesn't shake as much as some others. Watchable.
Length: 1m 56s

Barbarian

1. Bootlegged BlizzCon 2008 Barbarian gameplay

Quality: *
Notes: Horrible quality. For the true fans.
Length: 1m 22s

2. Bootlegged BlizzCon 2008 Barbarian gameplay

Quality: *
Notes: Beyond horrible quality. For the true fans.
Length: 21s

Bootlegged Videos: Act II (2009 & 2010)

BlizzCon 2009

Monk

1. Bootlegged BlizzCon 2009 Monk gameplay

Quality:*
Notes: Awful quality.
Length: 33s

Gamescom 2009

Wizard

1. Bootlegged Gamescom 2009 Wizard gameplay

Quality: **
Notes: Audio consists solely of the surefire signals of an incoming carpal tunnel syndrome. Decent.
Length: 1m 32s

2. Bootlegged Gamescom 2009 Wizard gameplay II

Quality:
Notes: Quite good quality. You can see the full-screen area map several times. Shakes nervously.
Length: 2m 10s

3. Bootlegged Gamescom 2009 Wizard gameplay III

Quality: **
Notes: Good quality. No sound. Two parts.
Length: 2m 10s (58s and 1m 12s)

4. Bootlegged Gamescom 2009 Wizard gameplay IV

Quality: **
Notes: Good quality. No sound. Two parts.
Length: 1m 56s (51s and 1m 5s)

5. Bootlegged Gamescom 2009 Wizard gameplay V

Quality:
Notes: Shakes a little but remains watchable. Decent quality.
Length: 1m 54s

Barbarian

1. Bootlegged Gamescom 2009 Barbarian gameplay

Quality: **
Notes: Good quality. No sound. Short.
Length: 31s

Various Classes

1. Bootlegged Gamescom 2009 Barbarian and Witch Doctor gameplay

Quality:
Notes: Good picture quality. Real noisy background. A bit shaky. Useless beginning.
Length: 1m 44s

2. Bootlegged Gamescom 2009 Barbarian and Wizard gameplay

Quality:
Notes: Filmed from distance. High def and tripod makes it watchable on fullscreen.
Length: 1m 11s

3. Bootlegged Gamescom 2009 gameplay (various)

Quality:
Notes:These are all recorded from a distance. Show very little, but don't shake. Watch on full screen. Decided not to make individual entries for these.
Length: 32s

PAX 2009

Wizard

1. Bootlegged PAX 2009 Wizard gameplay

Quality:
Notes: Pretty good picture quality. Shakes a bit, but watchable.
Length: 2m 41s

2. Bootlegged PAX 2009 Wizard gameplay II

Quality:
Notes: Tilted angle. Pretty good quality. Shakes a little.
Length: 1m 18s

3. Bootlegged PAX 2009 Wizard gameplay III

Quality:
Notes: Decent quality. Shakes nervously, but remains watchable.
Length: 43s

4. Bootlegged PAX 2009 Wizard gameplay IV

Quality:
Notes: Decent quality. Recorded from a distance reminiscent of a passing by Chinese spy satellite, but remains watchable.
Length: 53s

5. Bootlegged PAX 2009 Wizard gameplay V

Quality: *
Notes: Recorded by what seems to be a drunkard on a pogo stick. For HC fans.
Length: 15s

6. Bootlegged PAX 2009 Wizard gameplay VI

Quality:
Notes: Shakes a little. Poor quality. Remains watchable.
Length: 46s

Barbarian

1. Bootlegged PAX 2009 Barbarian gameplay I

Quality: *
Notes: Shaky, blurry, short and really zoomed in. For HC fans.
Length: 34s

2. Bootlegged PAX 2009 Barbarian gameplay  II

Quality: *
Notes: Shakes and wobbles a lot. Tilted angle and some distance. Picture quality OK.
Length: 30s

Monk

1. Bootlegged PAX 2009 Monk gameplay

Quality:
Notes: Watchable video quality. Tilted angle and annoying soundtrack.
Length: 1m 15s

Various Classes

1. Bootlegged PAX 2009 Wizard and Witch Doctor gameplay

Quality:
Notes: Low quality, but less shaky than some. You can hear a stampede of bulls in the background.
Length: 46s

2. Bootlegged PAX 2009 Wizard and Monk gameplay

Quality: **
Notes: The start of the video shows some other game. The link below takes you to the start of the Diablo bit. You can see a HUGE mob of Fallen in the beginning.
Length: 9m 19s (Diablo bit)

Gamescom 2010

Barbarian

1. Bootlegged Gamescom 2010 Barbarian gameplay

Quality: *
Notes: Horrible quality. Crude text pop-ups in-between gameplay footage. Link skips first text pop-ups.
Length: ~56s

Monk

1. Bootlegged Gamescom 2010 Monk gameplay I

Quality:
Notes: Most of the video consists of an Italian reporter talking about Diablo. Shows some decent Monk footage as well. Non-Italian speakers: mute your speakers.
Length: 4m 21s

2. Bootlegged Gamescom 2010 Monk gameplay II

Quality:
Notes: Kind of awful quality. Watchable however.
Length: 3m 48s

Witch Doctor

1. Bootlegged Gamescom 2010 Witch Doctor gameplay

Quality: *
Notes: Poor quality, camera shakes a lot.
Length: 47s

Various Classes

1. Bootlegged Gamescom 2010 Barbarian, Wizard and Witch Doctor gameplay

Quality:
Notes: Shaky and low quality. Bits of this video are also shown separately, and I'm quite confident the first few minutes are from Gamescom 2009, but totally worth a watch nevertheless.
Length: 11m 8s

2. Bootlegged Gamescom 2010 Wizard and Monk gameplay

Quality: **
Notes: Pretty good quality. Minimal shaking.
Length: 3m 4s

3. Bootlegged Gamescom 2010 gameplay (various)

Quality: *
Notes: Shaky and low video quality. But hey, you get a good shot of the keyboard!
Length: 2m 41s

Bootlegged Videos: Act I (2010)

BlizzCon 2010

Demon Hunter

1. Bootlegged BlizzCon 2010 Demon Hunter gameplay I

Quality: *
Notes: Horrible quality. Blurry colors. Six short parts.
Length: 5m 22s (18s, 1m 1s, 1m 1s, 1m 1s, 1m 1s and 1m)

2. Bootlegged BlizzCon 2010 Demon Hunter gameplay II

Quality:
Notes: Bad quality and colors. Only little shaking makes it decent. Awful player.
Length: 1m 37s

3. Bootlegged BlizzCon 2010 Demon Hunter gameplay III

Quality: *
Notes: Horrible terrible quality. Angle totally off.
Length: 12s

Various Classes

1. Bootlegged BlizzCon 2010 Wizard, Witch Doctor and Barbarian gameplay

Quality:
Notes: Quality watchable, albeit pretty poor.
Length: 2m 39s

GStar 2010

Demon Hunter

1. Bootlegged GStar 2010 Demon Hunter gameplay

Quality: *
Notes: Pretty poor quality. Lots of noise (I suggest muting).
Length: 3m 57s

Various Classes

1. Bootlegged GStar 2010 Demon Hunter and Wizard gameplay

Quality: **
Notes: Pretty good and long video. Shakes only a little and minor color issues.
Length: 9m 56s

Bootlegged Videos: Arena Matches

1. Bootlegged BlizzCon 2010 Arena Battle I

Quality: **
Notes: Shows the whole session including the God-mode practice at start. Two barbs and a Wiz vs. Barb, WD and Wiz
Length: 17m 43s

2. Bootlegged BlizzCon 2010 Arena Battle II

Quality: **
Notes: Shows the whole session. WD, Barb and Wiz vs. 2 Wiz and Barb.
Length: 14m 59s

3. Bootlegged BlizzCon 2010 Arena Battle III

Quality:
Notes: Shakes a little, bad colors but OK picture quality. Two parts. Barb, WD and Wiz vs. 2 Wiz and Barb.
Length: 2m 48s (1m 43s and 1m 5s)

4. Bootlegged BlizzCon 2010 Arena Battle IV

Quality: *
Length: 1m 39s

### #1158569Patch 1.0.9 Preview, a dream...

Posted on 19 April 2013 - 07:39 AM

Patch 1.0.9 Preview

Well, we just recently launched patch 1.0.8 but we're already well into development on 1.0.9, and while it's still weeks away we're going to start hitting you fast and furious with blogs aimed at explaining the upcoming changes. The next patch is going to be the biggest patch we’ve developed to date and most certainly provide the most features and systems changes. To kick things off, I wanted to provide an overview of some of the larger features, systems changes and game improvements.

When we first started working on the Auction House the initial idea was to make a system that was easy to use and as efficient as possible for players to buy and sell gear. The end result was a system that was almost too efficient at what it did and removed all player interaction completely from the process.

The Trading Post will offer an easy to use interface to make the trade process simple:
• Choose the items you wish to trade.
• Search what others have to offer or the offers you receive.
• Accept offers through the interface without needing to be in game.
• Ability to barter back and forth with other players.
We think this system will give back the player interaction Diablo III was missing and at the same time improve on Diablo II's trading system by making the items you're looking for easy to find, removing the potential of scams, removing the need to be in game with the other player, and also letting trades happen at literally any time of day even when the other player isn't logged on.

Here's an example of how a trade might work:

Quote

Player A just finished his play session for the night and has a sword that he wants to trade. He opens up the Trading Post interface and adds the sword he just found to his trade window and then logs off for the night.

Player B is searching for a new sword for his Barbarian and uses the search filter to find one that matches the criteria he's looking for, he sees the sword that Player A just posted. Player B selects the items he feels he'd be willing to part with from the items he has for trade and creates an offer.

Player A logs in the next day and finds he's received many offers for the sword he'd posted the night earlier. Player A goes through a couple of the individual offers but decides to use the search feature instead to filter the offers to help find a specific item he's interested in. Player A finds the offer Player B has sent, likes the item, feels it's fair trade, and clicks approve.

The items are traded to each players account.

The removal of the AH also means the removal of the Real Money Auction House. Many players refer to the RMAH as a “Pay to Win” feature, that wasn’t our original intent but in reality it does hold true in many scenarios and we feel it really is removing the enjoyment out of actually playing the game for a majority of our players. It will no longer be possible to purchase items using real currency, however we still have plans to offer the option to buy and sell gold. Gold will still remain as the main currency in the game but instead  of being the sole currency will be used in combination with other in game items.

We’re also exploring the idea of drastically reducing the amount of gold dropped from normal monsters. We’d like the main source of gold to be from killing bosses, elites and champions, opening chests, and completing side dungeons. This should result in the value of gold to increase as we add in new features that rely on gold and also act as an extra step to combat gold sellers and bots. We'll provide some more details on this further down in our blog entry and will also be sharing more information in the near future.

Crafting

To salvage, or not to salvage…

We’ve introduced 7 new Brimstones to the game, each corresponding to one of the 7 types of available weapon damage. Salvaging a weapon with a specific type of weapon damage whether it be Holy Damage, Cold Damage, Fire Damage, Lightning Damage, Arcane Damage, or Poison Damage will have a chance to produce one of the new Brimstones. Salvaging a legendary Physical Damage weapon or a legendary armor piece will also produce a new type of Brimstone. Salvaging jewelry will provide a chance to receive any of the new Brimstones.

Salvaging legendary Lightning Damage weapons and jewelry will sometimes produce a Charged Brimstone.

Salvaging legendary Poison Damage weapons and jewelry will sometimes produce a Toxic Brimstone.

Salvaging legendary Cold Damage weapons and jewelry will sometimes produce an Icy Brimstone.

Salvaging legendary Fire Damage weapons and jewelry will sometimes produce a Fiery Brimstone.

Salvaging legendary Arcane Damage weapons and jewelry will sometimes produce an Arcanic Brimstone.

Salvaging legendary Holy Damage weapons and jewelry will sometimes produce an Angelic Brimstone.

Salvaging legendary Physical Damage weapons and armor will sometimes produce a Somatic Brimstone.

These new Brimstones are not a 100% guaranteed when salvaging legendary items, but rather will only a small 5-10% chance to be produced. While you may not receive a Brimstone every time you salvage an item, we’ll also be making a type of “consolation” item which can be sold to a vendor for a significant amount of gold. This should create a market not only for the Brimstone’s themselves, but the legendary items that produce them. We want you to be faced with a difficult choice when you find a legendary item, do you keep the item, trade the item away, or salvage the item for hopes of a Brimstone?

These new Brimstones will be the key ingredients used to craft the newly updated Blacksmith and Jeweler items which are also being introduced with patch 1.0.9.

A New Ally

Patch 1.0.9. not only updates the current crafting system for the Blacksmith and Jeweler but will also introduce a third type of craft. We’re introducing the Mystic, Myriam Jahzia, who was first introduced during beta. The Mystic’s primary purpose will be enchanting items which will include the upgrading of existing stats on items and also the re-rolling of the randomly generated properties found on an items.

The Mystic will require significant amounts of gold and combinations of the newly introduced Brimstones in order to purchase her services, further strengthening the market value of legendary items and gold.

The point of the mystic is to offer players a new way to improve their characters in terms of item progression as they play the game instead of relying solely on finding drops. Now all legendary drops, no matter if the item is an upgrade or not, can potentially be used to upgrade your character.  We think this system offers players fantastic item progression and will allow all players including some of the top geared players in the world to continue upgrading their gear for a very long time.

We haven’t decided on the costs associated with upgrading each of the many different stats yet but we do know they will vary from stat to stat. We expect stats such as Increased Attack speed, Critical Hit Chance, and Critical Hit Damage to fall into one category, primary stats in another, and so on. We don’t expect unique procs or unique properties found on legendary items to be included with this feature. Expect this to broken down into a different blog post all together in the coming weeks.

We would also like to point out that by using the Mystic to enchant items the item itself will also become Account Bound. This will ensure items are constantly being removed from the economy as they’re upgraded and still allow non-enchanted items with desirable properties or highly rolled stats to have a high trade value and continue to be sought after as they will help players skip some of the steps necessary to eventually upgrade to a “perfect item”. We don’t expect players to ever be able to fully upgrade every item on their character or even be required to, but it’s something the min/maxing type players can strive for over time.

The Mystic will also offer unique potions and elixirs that can’t be purchased or found anywhere else in the game. These items can be purchased with gold and brimstones and when used will give the player bonuses to stats such as Magic Find, Experience Gained, and Movement Speed, for a limited amount of time. Think of them as a Shrine that persists through death and lasts much longer.

Truly Legendary Items 1.0.9 and Beyond

We want to make “game-changing” legendary items the norm going forward. Our philosophy for legendary items has always been the same, to be powerful and promote build diversity. We know we haven’t been able to deliver on this fully up to this point, but with patch 1.0.9  we think we’ve finally been able to make this reality. When a player finds a legendary or set item the first thing they should be thinking is how can they use this item on one of their characters or how it might fit into a specific build.

Class specific items

We feel the one of the best ways make legendary items truly game changing is to allow certain items to alter the way specific class skills and passives work.  While we can’t obviously give every single legendary item the ability to alter skills and runes we chose to focus only on class-specific items and set bonuses. This made the most sense in terms of design, we could take an item that was already exclusive to one class and use it to provide new and interesting ways of playing that class.

Patch 1.0.9 introduces revamped class-specific items and set bonuses that provide unique alterations to already existing skills and passives. The most intriguing idea behind this concept is going forward we’ll be able to constantly open up new and exciting builds for each class as new items are introduced to the game. With the introduction of one new item or even mixing different items an entire build could be born. This will  truly allow new builds to be built around items.

Legendary status

We're not just updating class specific items in patch 1.0.9. We're going to revisit all legendary items to make sure they live up to their legendary status by not only providing great stats but also providing unique properties that will change a players game experience. While class-specific items will change the way skills and runes work for classes, we still want to make sure non-class specific legendary items also have an impact on build diversity. We decided to go a little bit of a different route with non-class specific items. Rather than focusing on individual class skills and passives, these items will introduce new unique properties that might change a players gameplay or change the way specific stats interact with a character. By doing this we can take a non desirable stat and change it into something a specific build highly values when using one new item. We plan on releasing a entire blog post dedicated to this topic in the next few days but here's a taste of the type of things we'll be talking about.

Itemization

In addition to the upcoming legendary items we're going to be reworking the way elemental damage and physical damage work with weapons. Weapon damage including the base damage of the item will roll either as Holy, Cold, Poison, Fire, Arcane, Lightning, or Physical weapon. By doing this we can use the "adds % elemental damage" affix found on many of the legendary items in the game to provide a direct damage boost to weapons that also have the corresponding damage type.

For example, if you have a sword that has a damage range of 700-1000 Fire Damage and you equip an item with the property "Adds 5% Fire Damage", the new damage range of the sword will be 735-1050 Fire Damage. This not only provides a simple way of calculating damage but also provides an interesting way to combine weapons and armor.

We'll also be including more information in the next coming days in addition to the blog post regarding legendary items.

You call that a dungeon? This is a dungeon!

Many ideas have been discussed by our developers in terms of how we can constantly add exploration back to game after the initial play through for our players. There’s nothing that saddens us more than seeing 90% population running the same act or in many cases the same zone over and over knowing that if they do anything different they’re hindering efficiency in both terms of items and experience gained. While repetition has always been part of the Diablo series we feel this can be cut down substantially. You’ve already seen improvements when it comes to giving players options in regards to this when we adjusted the monster density in patch 1.0.8, we’d like to go a bit further.

In 1.0.9 we’ll be improving on the randomly generated side dungeons found in all acts across the game in Inferno difficulty. We’ve created new tiles for almost every zone across all 4 Acts which will allow spawn locations to be found in every part of the game. An entrance in the wall found in the Cathedral, a burrow found the in Dahlgur Oasis, many different possibilities exist. We’ll also be taking a look at every aspect of them to truly make them a random experience. Things such as:
• Increasing the amount of spawn locations substantially in terms of both Acts and where they can spawn in each zone.
• The difficulty, dungeons can be found with additional monster power levels above the current game.
• Dungeon size, number of levels, the layout, and tile sets.
• The type of monsters
• The “end boss(s)”, which includes a random elite/champion pack which is buffed considerably

Of course there needs to be an incentive to search out for these improved dungeons, which is why we’ve created them to provide a fairly substantial buff in terms of experience gained from the monsters inside and also completing the entire dungeon. We’ve also decided to add a new type of chest found exclusively inside these randomly spawned dungeons which not only provides a much higher than average chance to drop legendary items but also provides a small chance to find items of immense power that can’t be found anywhere else.

We think by adding these new features it will promote exploration across all acts and provide a much needed type of end game experience for our players which doesn’t take away from Diablo III’s storyline.

Beam me up...

One of the most exciting events in regular play session is hearing that special “clang” legendary items make and seeing that beam of light coming from the pile of corpses at your feet. Over the past patches we’ve increased the chance of finding these items and we really think they are in a very good place in terms of drop rates. While RNG is still a huge factor when it comes to the amount of legendary items you see drop in a play session we still wanted a way to add to the excitement without actually increasing the drop rates any further. We think we’ve found an artificial solution that does just that.
Now when playing with your friends or other players in public games you’ll be able to see and hear all legendary and set items that drop in game, even if they aren’t yours for the taking.

We’ve received very positive feedback on the elite/champion and goblin announcement introduced in patch 1.0.8, so much that we’ve decided to extend it to also include an announcement when players identify legendary items. Now through your chat window you’ll be able to see and view the items your friends and party find during their play session. Obviously this won’t be taken positively by all players so we’ve also added the option to hide or display these messages from chat.

In Conclusion

We’re very excited to share this new patch with you and gather your feedback. This patch will be our biggest one to date and we think it adds to Diablo III immensely in terms of fun game play and longevity. We defiantly aren’t done yet when it comes to improving the game and we’ll work hard to provide our player base with many features to come.

Be sure to check out the new information on Dungeons, which can be found here: http://www.diablofan...ngeons-a-dream/

And then I woke up from my dream and came to the realization that we were still only in Patch 1.0.7...

### #939167Chrome Extension - Diablo 3 Toolbox

Posted on 14 June 2012 - 10:36 AM

Current Version: 1.0.6.1 (13.10.2012)

I just finished my Chrome Extension for Diablo 3 and wanted to share it with the community. Here is the official description, download link and screenshots:

Description:

This extension allows you to centrally view all Diablo 3-related information at one place. Here is a feature overview:

-Check the server status (Game, Gold, RMAH, Hardcore)
-Blizzard Customer Support Tweets
-Popup upon new Game Login messages (optional)
-Support for all three regions (America, Europe, Asia)
-German and English

The extension will ask you for access to Battle.net, Twitter and diablofans.com. This is only to check the server status, tweets and latest news feeds. Nothing else. There are no external servers involved (everything runs in your browser rather than via a server) and no statistical data are collected.

In conclusion: Nothing is transmitted at all.

Installation:
You can find the extension here: https://chrome.googl...lggjiiakhbpanpf

After successful installation you will be prompted with the option page and have to setup and save it once.

After that you will see a red icon near the wrench icon. It will be filled with other icons, depending on which services are available:

-Coins: Gold AH
-Money: RMAH
-Diablo-Icon: Game Server

You can setup which currency you use, as well which game server's status (Softcore/Hardcore).

You will get the tweets and feed if you click on the app icon near chromes wrench-icon.

Screenshots:

I just wanted to say that there is absolutely nothing transmitted to any remote server (uplink). I constructed the extension so that everything happens in your browser, not remotely.

I'm an enthusiast gamer myself and am very concerned about security.

http://mac.softpedia...3-Toolbox.shtml

Happy testing

### #651124Cool LIttle Details

Posted on 07 September 2011 - 07:33 PM

Hey Guys,

I thought I would start a thread to list some of the cool/minor details which you might overwise miss in gameplay videos etc.

Overall Game Stuff
• Your Gold is shared across all characters, you also do not deposit gold in your stash
• Your stash is shared amongst all characters automatically
• Your Stash has 14 slots. You can buy an additional batch of 14 for 2,500g. On the current UI there is visually space for a total of 5 batches of 14 slots. This implies you can have up to 70 slots,
• there are however 5 tabs of which 1 is active, so if each of these tabs allows for the purchase of up to 70 more slots, that would be a total of 350 slots per account. I assume that for each of the 5 tabs, the price for an additional 14 slots gets more and more expensive
• You loot 'Page of Training' randomly, 5 become a "Book of Training" each book of training can be combined with gold/matierals to partially level up your blacksmith
• Flying Mobs will actually fly up/down walls and such to attack you, which is a nice minor detail
• If you have a spell that say, will hit up to 4 targets and you use it on 3, it will likely also destroy a nearby random object, such as a stone statue
• You can use AOE spells to destroy large groups of barrels
• There are popup windows (Like the "Killed 20 mobs!!" for destroying lots of objects at once
• Your Blacksmith is shared amongst all your character, i.e. when you unlock the blacksmith on your second character (by questing early on), he is already whatever level your previous character got him too, and has all the same recipes.
• You can SKIP! yes! on any in-game cutscene simply hit escape, you can then skip it and jump straight into the action, on any quest blurb, simply hitting the 'X' will stop them talking and give you the quest objective immediately!
• When you choose to join someone else's game, say for example a friend who is a much lower level than you, your character temporarily resets his questing progress, you will share their quest objectives (as if its your first time there too) and can help complete quests by clicking on items etc. You even get the Gold/XP reward (but not any items)
• Public games persist as long as someone's there, if I create a private game though it is mine, and at the point I choose to leave, everyone else will get kicked out too
• When your follower or a party member dies, you can click on them to resurrect them, this takes a few seconds but they are resurrected at full health. Players must be clicked on within X seconds or they respawn at the most recent checkpoint
• Your designed Banner is shared across all your characters (or at least copies over as the default, I haven't tried editing it)
• You can inspect other players in your game by clicking on their character icon on the top left, the inspected player gets a message (e.g. "Baron Samedi is inspecting you")
• Almost everything within the dungeons are destructable, chairs, piles of books etc, you can't target them or such, but setting off an AOE of any kind will generally destroy anything nearby.
• You can loot link items just like World of Warcraft
• Items you can't use are marked with a red X, items you aren't big enough for with a blue padlock
• scraps (and possibly other materials) stack in piles of 100
• you can buy back items previously sold to merchant like WoW

The Blacksmith
• Once you get the Blacksmith, he can craft a small selection of low level Armor and Weapons, as well as repair your items
• Whilst dungeoning, you find "Page of Training", mostly on bookshelves but also off mobs, corpses, chests, everything. These stack to 5(max) then can be right-clicked to turn into a "Book of Training"
• When at the blacksmith, he has a 'level' tab, in here you see an experience bar and reagents required in order to level him up
• For example, you use 1 book of training, a handful of the lowest level crafting materials and, 250g to train him 1/5 of the way towards level 2.
• Each time you do this, he learns a few more recipes (2-5 I think)
• When you train him the 5th time (end of the XP bar on his UI), there is a massive flash and his camp upgrades, (the stands for the armor laying on the ground improve, his furnace gets better etc).
• It seems to take 5 Books per level, however the gold needed each time goes up drastically. I believe 1>2 was 250g, I honestly can't remember 2>3, but on 3>4 now its like 3,000g, so it becomes very expensive fast to upgrade him.
• You can carry as many pages/books as you like, the pages only stack to 5 before rolling over to a new stack.
• The "Book of Training" just went from 1x2 to 1x1 sized too.

Beta Specific Stuff
• There seems to be no limit to how much you can level your BS in the Beta, mine is lvl4 and can now make loads of items I can't use
• When crafting items with random properties, its already possible to craft one with a gem slot (Which sucks, since there are no gems in the beta
• Level Cap is 13
• The Skeleton King (last boss of Beta) will only drop a rare item (i got 2 in one go run) if its you're first time there (not sure what happens if you take a friend who's been there before). This may or may not be beta specific
• Currently the only way to trade is to drop stuff on the floor, D1 Style
• There's no sign of the dye mechanic in the beta

### #556355Things we know about Diablo III - updated

Posted on 05 October 2010 - 08:20 PM

Artisans

A real hero doesn’t craft items! He fights! Even though you can create items in Diablo III, it’s not exactly “you” that makes them. It’s them! You meet those merchants through the game and gain their trust after a series of quests. They don’t follow you to battle, but they do follow to the nearest city or village. There are three types of artisans:

-The Blacksmith creates weapons and armor. In addition he can add sockets to items. In those you use gems, just like in Diablo II.
-The Jeweler creates… well jewelry (Rings and Amulets) and can transmute multiple lower level gems to one higher level variant. This way you can get gems of quality levels 6 to 14 that can’t be found on monsters. He can also remove used gems from sockets.
-The Mystic is responsible for enchants. Enchants add special bonuses to items. She also creates and sells staves and other magical supplies. The Mystic also identifies items for the player - Deckard Cain has retired the identifying business.

To create an item, you need to have the recipes and the crafting materials needed for them (some gold too).  Crafting materials you get from equipment you salvage (there’s a special box in your inventory after you acquire it). Certain special crafting materials are drops from monsters. This can save time from going back to town to sell useless items. Every Artisan can be upgraded (there’s 5 total levels). To upgrade them you use gold and materials (the higher their level, the more the materials required). Higher level Artisans offer better items for sale and crafting. Some of which are the best in the game.

Character Classes

There will be 5 character classes for the game.
The Barbarian
The Witch Doctor
The Wizard
The Monk
Demon Hunter

Skills

The new UI reflects this change to seven skills. On the left will be your seven skill slots which will unlock as you level. To the right is a window with all the skill choices possible, broken up by when you can access them. This will help you to see directly what you have as well as what you can get and plan for future levels. All skills start off with a possible increase of five ranks but there will be a chance to increase this amount through other means. Leveling up a skill will be as simple as clicking o the skill in the UI.

Traits

Traits is a new system that will be replacing passive skills. This mechanic was added to allow players to customize their character without having to waste skill points to do so. As you level, you currently gain one trait point every other level. Traits will vary and help distinguish your particular play style. Each Trait will have ranks that will range from one to five that you can upgrade. Helping define you character as a tank, berserker, or battle master for the Barbarian, each trait also includes some flavor text to help explain and immerse your character into the world. There will be about ninety possible choices, including upgrading, but your character will only get about thirty points to distribute. Jay mentioned that right now there are actually too many possibilities and that some will probably be cut out.

* Skills and Traits quoted by Scyberdragon's post here.*

Runestones

Every active skill, no matter if it’s magic or melee attack, can have a rune attached. The rune will change the way the spell/attack works.  It has been confirmed that the rune/skill combination will be about 700, all with their own effects. More info on the runes can be found here. *Update* The Diablo Wiki on Runestones has been updated with some more info and images from Blizzcon.

Character Stats *New*

Attack: Increases damage
- This stat will be a universal damage increasing stat for all classes to prevent confusion about what you should increase to do more damage.
- We realize that ‘Attack’ is less flavorful than ‘Strength’ and ‘Willpower’, but we feel the pros of understanding clearly how to build your character outweigh that con.
- This stat has no secondary effects.

Precision: Increases crit chance
- This will be tuned to be comparable in power to Attack increases for the most part.
- So why have Precision? Mainly so we can play into it with affixes, runes, and traits. Linking effects to crits gives us another hook for designing skills and gives the player options to create ‘crit builds’ that play different than normal attack builds. Examples of the kind of crit effects we 'could' do (not saying we are, these are examples):
- - Cleave crits cause monsters to explode and do damage to those around them.
- - Lifesteal could be an ‘on crit only’ affix.
- This is a more finesse stat, and we’re fine with that. Most people will want Attack by default, but they won’t mind getting precision.
- This stat has no secondary effect.

Vitality: Increases health
- And it's staying that way!
- This stat has no secondary effect (seeing the pattern here?).

Defense: Decreases all damage taken
- This stat is separate from armor and resistances, each of which effects different damage types. This stat effects ‘all’ damage.
- This stat will allow players to control incoming damage rather than increasing health capacity, which is useful to reduce the need for health globes and pots, and allows players to double down on defense for survival focused builds.
- This stat is also useful for PVP, and likely will be valued in the arenas, but isn't tuned to be a 'PVP' only stat.
- This stat has no secondary effects.

Willpower: Affects resource in class-specific ways
- The effects of this stat will change from class to class. It will be our goal to make it roughly equivalently valuable across classes and versus other attributes.
- Basically this stat will give you more access to whatever restricts your resource by default: capacity, regen rate, degeneration rate, generation rate, etc.

*update*

Hit Rating: Bashiok strikes back! According to his latest posts on battle.net every melee hit has a flat 5% miss chance, meaning that hit rating is more or less out of the game. Ranged and Area of Effect attacks still have to be aimed to hit.

There's a topic about it from Jackzor in the news section  here.

Followers
There has been very little information about Hirelings in Diablo III. Unfortunately, there has not been much change on this front. From what we know, in the first gameplay video, there were some archers you ran into while on a quest to rescue Deckard Cain. These archers would follow you for a short while fighting monsters until they would meet their own demise. These mercenaries were never meant to follow you for a long time and would only help you through a quest. We saw this again in the Demon Hunter gameplay video when a weapon maker needs your help. These NPC's are just to help you through a quest temporarily.

In addition to these characters, many have wondered how the hirelings, as know of them from Diablo II, will work in Diablo III. There was actually an interview with Leonard Boyarsky back in 2009 where he touched upon the subject. In the interview, he is asked about mercenaries returning in Diablo III. He first talks about the temporary mercenaries from the gameplay trailer as a smaller version of the followers. He then expands upon the newer version of the "Followers" as they are now known as.

The Mercenaries/Hirelings/Followers article was created by ScyberDragon and can be found here.

*update*

As you can find in the Follower System Unveiled article, the "Followers" system has been unveiled.

There are three follower classes in Diablo III:
The Enchantress
The Scoundrel
The Templar

Each has it's own unique abilities split in 4 tiers of 3 skills each.

Quests

Staying true to the action-rpg tradition, the quests won’t be too complicated. In the playable versions the quests were simple like “go in the desert city” and “slay the skeleton king”. In addition to the story quests, there will still be side quests that can be found while exploring.
These optional quests appear to be like quest chains. For example, you save a girl from desert cultists. She still dies, but before she does she asks you to visit the village. The mayor there informs you that some women have been taken – find and rescue them!

Enemies

There will be 4 different types of enemies in Diablo III (the Act bosses don’t fall into any of the categories).
-Normal enemies
-Champions
-Rare enemies
-Unique enemies

Loot

The usual item gathering will be reduced in Diablo III. Blizzard announced that the item drops will be reduced in comparison with Diablo II. There will be more useful items to be found, though, magical or better. There are also more item slots in the inventory too. In addition to the slots we had in Diablo II we get to (finally) wear pants, shoulder pads and bracers.  The inventory changed again to a more tetris like one. Weapons and armor take 2 slots. Potions, crafting materials and scrolls require only one and are also stackable. We’ll also be able to change the colors of the armor through dyes.
Latest news mention 18 different armor tiers (so far), which is subject to change till the game is released. Source.

*update**update 2* - The Talisman was cut from the game
Charms are after all in the game. They don't go to the inventory, however, they get their own little place called Talisman. We start the game without it and we upgrade it until the end of the game so it can have more charms placed in it.

*update*
In our very own interview, we got information about Quivers making their way back into the game. It's most likely going to be exclusive to the Demon Hunter. So far they only mentioned it being used with pistol crossbow - the ranged weapon exclusive to the Demon Hunter.

Full interview here.

*update*
There's been several updates on items "binding" on the character after being used or earned through quests. Latest Blizzard comments, however say that the whole "binding" of items is out of the game. All items will be able to be used and transfered after they're no longer useful to any character, or even traded.

Looting

Everyone will get his/her own share of the loot. Meaning that whatever you see drop, it's individually for you and nobody else can take it unless you pick up and drop again. So there's no need to rush to the loots and die trying to pick it up anymore.

Town Portals

They’re gone! Instead you get to go back to town through waypoints that will be placed better than in Diablo II. There won’t be a really big need to go back to town as often anyway because of the new “Salvage” feature that’s been explained in the Artisan section. There’s also supposed to be a “scroll of wealth” that will change items in gold directly without the need to find a merchant to sell it.

Health System

The potions are rare to find and also have a cooldown. Instead there will be health globes dropping from enemies during the fight to replenish lost hit points. There’s different kinds of health globes too that replenish different amount of health. Bosses are supposed to drop some health globes at certain percentages of their total hit points. In most cases there will be minions of them aswell to make sure we’ll have a decent amount of health globes when needed.

Death

Inevitably we’ll all die sometime (hopefully the hardcore people won’t do it often). In death you don’t appear in town but in the nearest checkpoint. You also have all of your gear so there won’t be any more corpse runs. -As of 10/7/2010 we got some news about the death mechanic. Bashiok mentioned the death penalties aren't final yet. In his latest battle.net post he talked a bit about the developer's team thoughts on death. In multiplayer there's an other option to avoid running back (even from the checkpoint nearby). Other players will be able to carry "Scrolls of Resurrection". Those scrolls existed back in Diablo 1 and made it possible for friends in coop to revive the dead players of the group. They will have the same function in Diablo III aswell.

*update*
On the death penalties, in the current build, all the character gets after death is durability loss on his items. As mentioned before, it's not final so we can't possibly tell just yet how this will end up.

As expected it’s out of the game. Most of its uses have been replaced by the artisans.

Private Stash

It’s still here. Whenever there’s items not really needed right now but still useful they can be placed in there and remain in your possession. Jay Wilson stated that from the start it will offer more room than the stash of Diablo II. It will also be possible to upgrade it so it can store more items and gold. *Update* This years Blizzcon we heared that the storage space offered with the Stash is one of the ways Blizzard plans to eliminate muling.

A shared stash has been confirmed by Jay Wilson in this years Blizzcon. The Shared Stash, will allow characters of the same account to safely and easily transfer items from one character to another.

*update*
It is confirmed that we'll get 2 stashes. One for the current character and the second for the whole account (shared stash).

Acts

It’s been confirmed that Diablo III will be about as big as Diablo II without its expansion, so it’s going to be 4 Acts. The adventure will begin near New Tristram, so the first act will remind a bit of the first game. Same for the second act that (at least mostly) will be in the desert near Caldeum.  As for the third and fourth act, there hasn’t been official word yet. But if we take a look at the art section of the official site we can see an image of a harbor in Skovos Isles (the isles of the Amazons) and a monster called “Crater Assault Troops” (concept goes back to 2004 but it was in the teaser trailer with the announcement) that could make us assume that the third Act might play in the amazon jungles and the fourth in the Dreadlands, where Mount Arreat used to be (hopefully we’ll get to see footage of act 3 in the next Blizzcon).
Latest  posts from Bashiok mention that the game will be longer than Diablo II, even though they'll immitate the Act length to make it more dramatic and not to delay the end-fight too much.

*update*
@Diablo recently mentioned that we have seen bits and pieces of Act 3. Only new thing (as in environments) that we've seen so far was Bastion's Keep. It should be relatively safe to assume it's act 3.

Player versus Player (PvP)

Everyone's waited for info on it and this year's Blizzcon was quite generous. Duels and Hostilities as we knew them in Diablo II are off the game. The new Battle Arenas are implemented to make sure that those who want to kill people get to kill them, while those that want to kill monsters don't have to worry about being killed by anything else but monsters! PvP balance won't be an issue, though, according to the developers since PvE is the primary focus and "nerfing PvE abilities because they're too strong on PvP" won't happen.
As a hardcore player... if you step into the Arena there's no going back. Either you die, or your opponent.

The Diablo III PvP - Battle Arenas thread offers more information on the PvP feature of Diablo III.

Achievements

Just like Starcraft 2, Diablo III will also have achievements to unlock. They won’t be pure “grinding” achievements, though (killing things is still encouraged). Instead the achievements will be rewarded for killing unique monsters, crafting and/or fully exploring the regions.

Expansions

Lead Designer Jay Wilson talked about it in an interview. Blizzard is already thinking about expansions for Diablo III. This should mean that Diablo III will be pretty open ended. Also in Gamescom he answered a question about DLCs (downloadable content as paid mini “expansions”): “I love DLCs”. We can expect some DLCs for Diablo III it seems.

Online Activation

After the launch of Starcraft II we know how it's going to be. The game will have to be attached to a battle.net account and be activated this way. Achievements will only be awarded if you play through battle.net (even for single-player, very much like the campaign achievements for Starcraft II). There will be an offline/guest play option that will require to log to a battle.net account once too.

ESRB Rating

According to a recent Bashiok post Blizzard aims for a rating of M (for mature). So we're guaranteed to see alot blood spraying during the fights.

The Story

Diablo III begins 20 years after the previous game. 20 years after the Prime Evils were defeated and the Worldstone was destroyed by the Archangel Tyrael. After a long time of peace a meteor hit the cathedral of Tristram and Evil stirs again. Heroes rise to fight against the Evil that's taking the world of Sanctuary once again... we still got nothing more...

*Update* While it's not much, what they told us was that this time, it's not just the presence of certain demons that will corrupt Sanctuary, but a full scale invasion from the Burning Hells. According to Jay Wilson, the Burning Hells decided to destroy Sanctuary since the humans are becoming a great threat should they take Heaven's side on the Great Conflict. They were strong enough to destroy the Three after all.

Beta Test

The Blizzcon closing ceremony had a surprise for all of us. 1000 attendees will be randomly selected to be given beta keys for the upcoming Diablo III beta test. What's missing is word on "when" the beta will start. At least now it's confirmed that there's going to be one.
*Update*
While Blizzard hasn't said anything about the timing of the beta start, they did talk about how much of the game it will contain. More or less they don't want many spoilers and we're going to see a full PvP mode and probably a couple Acts at maximum.

There's more about it in the article: Where's Beta?

*Update*
In the recent May 9th Conference Call there's been some info about the Beta. It's supposed to start sometime in Q3 2011. Meaning from July 1st to September 31st.

Release Date

So far there's no official word about it, other than Blizzard's usual "When it's Done™". - Wilson said that the game would be released approximately 6 months after the beta starts.
*Update*
After the last financial conference in February, Mike Morhaime said that the team aims for a 2011 release, but it's not set in stone just yet and it may have to be pushed to 2012. So it's probably going to be Q4 2011-Q1 2012.

*Post updated with news as of 5/26/2011*

### #664374An organized Image Compilation of all sets of armor for all the five classes...

Posted on 19 September 2011 - 12:24 AM

Hey everyone, I took some of the leaked datamined item pictures posted on a Diablo fansite, and organized them to take a peek at how our characters will look like as the progress through the game. I think it came out pretty nicely, so much in fact, that I created an account (finally) to share it with you guys.
Sadly, I couldn't find any files with the Wizard helms, and I did not include itens with shared appearence such as rings, bracers and so forth. Also there appear to be class specific armor such as belts and helms which I couldn't find for all 5 classes so I excluded them as well.
On a side note, all the itens listed below are in their male version ATM.

You can check them out on the following links:

Barbarian:
1-9
10-17
Demon Hunter:
1-9
10-17
Monk:
1-9
10-17
Witch Doctor:
1-9
10-17
Wizard:
1-9
10-17
What do you think? Which tier &/or class did you like the most?

EDIT: Wizard helms are now shown!

### #717732Development and Delays

Posted on 13 December 2011 - 09:16 PM

Everyone and their dog keeps making posts about Blizzard delaying release of Diablo for financial reasons. I'm going to ignore all the reasons that this idea is ridiculous.

AFTER listing them.

1.)Delaying past Christmas misses the biggest sales period of the year, which will surely lose them hundreds of thousands of sales

2.)Continuing production means paying all the developers working on it for that much longer, further decreasing the net profit

3.)The beta still has plenty of bugs, battlenet features are unfinished, and the runes system is still being fooled around with, so clearly it's not ready for release

4.)Delaying release makes stockholders nervous, and since information given to them is public, we know what they know, and they have been notified of no sinister delay conspiracy. So Blizzard would be devaluing its own stock.

5.)It's fucking Blizzard. Since when are long development cycles unusual?

But we're ignoring this, because the most ridiculous part isn't all the very obvious reasons why the idea is insane. The most ridiculous part is the fact that some people think that their own personal convenience means more than the budgets and development cycles and physical health of the development team.

People working on Diablo 3 have been in crunch time (60+ hour weeks) for something like eight months. The company has sank millions of dollars into the project. The development team has spent 5+ years of their lives putting their blood, sweat, and tears into the game.

But your own impatience overrules all objections. The game should be released NOW, because you're tired of waiting. It's not like there are any other things in your entire life you could be doing.

If that doesn't sound not only absurd, but incredibly callous, then you have some life issues to work out.

### #627190The Ultimate List of Active and Passive Skills

Posted on 05 August 2011 - 02:52 PM

[Content]
1. The Barbarian
- 1.1. Active Skills
- 1.2. Passive Skills

2. The Demon Hunter
- 2.1. Active Skills
- 2.2. Passive Skills

3. The Monk
- 3.1. Active Skills
- 3.2. Passive Skills

4. The Witch Doctor
- 4.1. Active Skills
- 4.2. Passive Skills

5. The Wizard
- 5.1. Active Skills
- 5.2. Passive Skills

Quick Facts on Skills:
• The Skill and Trait system underwent a major overhaul.
• There are no more Skill/Trait(Passives) points
• There are no more Skill Tiers
• Skills scale with the character level.
• You can have 6 Active Skills and 3 Passive Skills at a time.
• You can swap out Active and Passive Skills at almost any given time.
• And most importantly - Nothing is final! Some skills may be added, removed or changed.

Spoiler

### #664337Official DIabloFans Logo Contest Submission Thread

Posted on 18 September 2011 - 11:32 PM

### #622708The Auction House Explained

Posted on 02 August 2011 - 01:07 AM

The recent flood of information we had has left many of you shocked. Skill points removed, traits reworked, new pvp mechanics, banners, shared stashes etc. etc. But many of you are probably most interested, or hesitant, regarding the auction house (abbreviated AH) system that will allow players to trade their items in exchange for real money.

Actually, I'll go out on a limb here and say that many of you are really pissed at Blizzard right now. But before you condemnd Blizzard of sacrilege, we should take a closer look at what this system will really mean for the players.

The Basics First
Blizzard has revealed that there will be two auction houses available to players through the Battle.net interface: one which uses in-game gold as a currency (just as the WoW auction house does) and one which uses real world money such as dollars, euros or similar depending on which region you play in.

In order to buy items, all you have to do is transfer over money to your B.net account from your credit card, which will convert it into e-balance. You can then go right ahead and bid on items with your e-balance. If you win the auction, your bid is automatically subtracted from your e-balance and you get the item. If you bid on an item but someone else outbids you, it will cost you nothing. This is true for both the gold and cash AH systems, the only difference between them is that in one you will use actual money.

Selling
In order to sell items, it's a little more tricky. If you want to put up an item for sale, you have to pay a fee. This fee will be subtracted from your money whether you succeed in selling it or not and given to Blizzard. In the gold AH, this fee is a gold sum (again exactly like WoW), and in the cash AH it's your e-balance. This fee is set at a fixed nominal value (the exact amount we do not know at this time). If you don't manage to sell the item, it will remain in your stash and you can try to sell it again, but the fee will already have been removed from your e-balance. If you do sell it however, an additional selling fee is also applied and given to Blizzard, and afterwards one of two things can happen.

Blizzard has also stated that every player gets a number of auctions which allows them to put up cash auctions without paying the nominal fee. It's unclear whether this is a fixed amount for each account (x free auctions in a lifetime), a fixed amount concurrently (x free auctions at any one time) or a recharging value (x free auctions every week), but Bashiok has hinted we might be talking about a set number each week. In any case, using such a free waiver will provide you with the possibility of making money without risking a single cent. We'll get back to that further down.

Example
(NOTE: CONTAINS ENTIRELY FICTIONAL NUMBERS I MADE UP FOR THIS EXAMPLE.)

Here we have three people: Sixen, Scyber and Nektu.

Sixen has put up a leather cap for auction for 10\$. In order to do this, he had to pay a nominal listing fee of \$1 to Blizzard. Scyber sees this leather cap and decides to bid \$10 on it. A couple of minutes later, Nektu sees the same item. He thinks it's worth more than \$10, and bids \$12. Scyber thinks anything over \$10 is too expensive, and does not bid any more. The auction runs out a few hours later with no bids more bids being placed, and Nektu wins the item.

At this point, \$12 are subtracted from Nektu's e-balance while nothing happens to Scyber's e-balance. The selling fee, in this example also \$1, is subtracted from Sixen's \$12, which means he has made \$10 total on his auction (-\$1 listing fee, -\$1 selling fee)

Under normal circumstances this would be added to his e-balance, but if Sixen has also set up his account to forward him cash, the third party payment service will at this point extract a fee from those \$11, say \$1, in order to administer the transaction and give Sixen the rest, in this case a total of \$9.

So Nektu pays \$12, Scyber pays nothing, Sixen gets \$9, Blizzard gets \$2 and the third party gets \$1.

You can use the cash AH without spending a dime
Using the cash AH is entirely optional. Players aren't forced by Blizzard to use it to trade for items. However, many of you fear that having a cash AH will make it so all the best items only sell for real money, thus in reality forcing people to spend money in order to get the best stuff. And while that's appears to be true on the surface, it isn't really. Here's why:
If you sell an item using one of your free weekly waivers, you can put up an item in the cash AH, sell it, and generate a positive e-balance without spending a single \$. With that e-balance, you can then continue to put up items for sale and, using your initial e-balance, pay for the listing fees. Once you accumulate enough e-balance, you can then buy items for real money without having put in a single cent yourself. So you sell that legendary axe and legendary armor you found and use the generated e-balance to buy an awesome staff instead. The system doesn't lock anyone outside of acquiring the best items, what it does is allow people to spend money to get items faster. But it's still perfectly possible for anyone to use the cash AH.

And you won't even have to exchange legendaries for legandaries. If Blizzard has done its job properly and accomplished what was intended, which is to make gold a valuable resource, then people will want huge amounts of gold for their crafting, repair and vendor needs even if they only use the cash AH. And since gold can be traded on the AH, anyone will be able to sell gold for cash. Of course, the exchange rate between gold and cash is impossible to predict as of now, but in theory anyone will be able to make e-balance without spending any money. Provided there are some individuals out there who actually do put money into the system, some original e-balance has to be generated with actual money. But they will not have to be a majority.

In fact, the cash system will establish an exchange rate between gold and real money. The exchange rate will be an approximation since there won't be any mods available to track all auctions, but the market will probably reach a rough value. At that point, every piece of gold you make in the game will be worth an amount of \$ equal to the exchange rate. This money cannot be taken from your e-balance (can't make e-balance into cash) but it can be used to buy items and blizzard products.

It doesn't matter which AH you end up using anyway
What did you say? Each piece of gold dropped will be worth a certain amount of real money? Not only does this mean that you are tecnically making money as you play, it also means that whether you use the gold AH or the cash AH will be irrelevant. The concept is called Arbitrage, and for those of you not accustomed to economics I'll explain how it works.
Let's say that I find a legendary axe that I don't need and thus want to sell. I can either sell it for gold or e-balance. Looking in the AH, I see that there are incidentally ten axes, five in each AH, currently up for sale: five go for 2000g and the other five for \$20. But I decide to see what gold sells for, and I quickly see that 200g costs \$1 in the cash AH. Afterwards I proceed to sell my legendary axe for \$19, which the sold for gold will be 19*200=3,800g

That's arbitrage, the possibility to profit due to price imbalances in different markets. Even if I didn't want cash, it's still a better option for me to use the cash AH under these circumstances, since it gives me more gold. The next thing I do is naturaly to buy the other five legendary axes for 2,000g each, sell them for \$19 again, essentially giving me 5*(3,800-2,000)=9,000g profit without having killed a single monster.

This will of course not last, since eventually other people will figure out that the legendary axe is underpriced in the gold AH and correctly adjust their prices. I probably couldn't even have sold those five axes for \$19 again, since I essentially bombed the market by doubling the supply of those axes. But that is exactly the point. This kind of equilization will happen continuously across all different items for sale in the two markets, and will work to create a stable exchange rate between gold and \$. And when that has happened, it won't really matter which of them you decide to trade in. Even if you consider yourself a purist and never so much as look at the cash AH, the prices you see for items there should be same as those seen in the cash AH.

Perfect equilibrium is generally upset by various factors such as transportation costs, taxes, varying legislations between markets, expiration dates on products etc. In the future Diablo economy many of these are removed: the the flat fees applied to purchases are a transaction cost and will generate some imbalances between the markets, but that's about it. In the end, it will matter little which one you actually use.

Added bonus: It eliminates third-party selling
But that's not everything the AH will accomplish. The purpose of the AH is to eliminate third-party selling of items and the inherent uncertainty that follows from using such sites. I will quote Don here:

Don_guillotine said:

Well in D2 the market essentially worked just the way this real money AH will. Every serious player used D2JSP for trading because of the sheer effectiveness of it. And you could either buy forum gold for real money or sell items for forum gold. There was no way to convert forum gold back to real currency however.

D2JSP was really easy to scam in (since you had to do the trade in-game and giving the currency in the forums) if you weren't careful. The site was also corrupt (they gave gold to their friends who didn't pay for them) and so forth.
Most Diablo II veterans are familiar with D2JSP and the immense use it had in facilitating trade in Diablo II. It wasn't perfect, but it was much better than what Diablo II offered and allowed buyers and sellers to find and trade with each other using a (relatively) stable currency.

With Blizzard now running a cash AH, they've established a low-risk market. Blizzard will in this case act as the insurance of every transaction: if you sell an item and the buyer for some reason has no money, you will still get your money and Blizzard takes that financial hit. All transactions will be guaranteed by Blizzard, which will facilitate a safe and secure trading environment. In addition to that, since Blizzard will not be selling any items and since the exchange rate between gold and \$ will be determined solely by the players in a region, Blizzard will have no way to influence it and purposefully generate a corrupt environment. In addition, the cash AH is a much more convenient method of trade, meaning any competing sites will have a hart time, well, competing.

I don't want this crap in Diablo
So far I've explained why you won't be left out of the system and why you won't have to spend real money. But these are all technical arguments. A fundamentally different argument people raise is that bigger wallet = better character. Most comments seem to counter this with "dis would happuned aniway, deal with eet" but that's not entirely true. Yes some people would have bought items for money, but you could at least feel that Blizzard did not support such actions and that an environment where no monetary benefits in RL would ever affect your own gaming experience existed. But "legalizing" it so to speak will with certainly cause a larger percentage of the total gaming population to at least consider engaging in these activities.

And to that, there's really nothing I can say. Because it is true that this will happen and that it will most likely affect how you view the game. Perhaps try to ignore other people's items? Kick their ass in PvP regardless? Secretly gloat that they're giving you money for your items? I don't know. Every change to a game is bound to be unappealing to some players unfortunately.

Potential Hazards
Finally we have the issue of the various kinds of potential risks this system faces: "chinese" farmers and hacks (particularly bots).

Farmers
The first fear is that loosing the restraints of the system will invite countless gold farmers in China and similar to pour into Diablo now that this is allowed. And at face value, we can say that there's no reason for such farmers to reduce in number because of this system, and there's also no reason Blizzard can ban them for. After all, all they've done is buy the game and play it according to the rules (working conditions and such aside, but there's no way for Blizzard to control that).
How will this affect Diablo III? Well, under normal circumstances such farmers operate in a black market outside of the general trade system. They are competing against each other in this environment, but still away from the main body of trade occuring in the general game.

Now however, every Diablo player will become a potential customer, and since the AH will be anonymous it will be impossible for you to tell whether you're buying items from a Chinese farmer or not. Of course, whatever items they generate will have to compete with the prices of every single item that every single player puts up, and the people who previously had to go to them for gold or items can now instead trade with the real players, thus hopefully pushing down prices and making it less profitable for them. Still, it will probably lead to a greater amount of items being generated, but so long as the problem of duping doesn't reappear, it shouldn't be a problem.

Bots
Botting is a second potential problem, one that doesn't really involve any running labor cost other than your electrical bill. Unlike farming however, this is actively prevented by Blizzard and we can only hope that their experience dealing with botting in WoW and SC2 has paid off and will allow them to contain this potential problem well enough. Has this cash AH given botters a bigger incentive? Undoubtedly. Do I think Blizzard can handle it? Yes, otherwise they've done some really terrible estimates prior to announcing this system.

Conclusion
Will this new cash AH force you to spend real money? No.
Is it certain to work/flop? No, neither is certain.

No one has done this before, and so it seems unlikely anyone can guarantee an outcome here. Individual future situations are not that easily prognosticated. But I don't think the outset is all that bad either. What it will do is to hopefully lead all trades to be handled through Battle.net, which will generate a more stable economy, a larger economy of more buyers and sellers, a more liquid market and an opportunity for people who want to spend money on items to do so freely while at the same time allowing people who do not want to spend money to still generate a net profit, and more importantly, still interact with the entire trading community regardless of financial situation. The problem will be accepting that people with more money can buy better gear, but if you can do that you should not be worried about what this system can bring.

### #963202Players quitting after 1.0.3

Posted on 25 June 2012 - 11:01 PM

1.0.3 hit me just like most of the community.  I didnt like it very much because it had more nerfs than buffs (I think i can count the number of buffs on one hand).  Of course, when you make changes there are always cry babys talking about quitting because things aren't going the way they planned.  If quitting is your ultimatum then there is no stopping you, but I implore you gamers to try something new.  Stop being so stubborn.

Diablo was never about 1 class/build fits all.  Diablo was never about stacking a single attribute or looking for that "end game" item where everyone will eventually be wearing the exact same thing.  Diablo has always been a reap-what-you-sow game and ultimately it all comes down to either time or luck.  1.0.3 balanced the game.  That's right, no more belial power leveling, goblin hunting, botting, and stacking.  "When life gives you lemons, make lemonade!"  If it wasn't for this patch, I would still be running a glass cannon DH with 12k HP, stacking everything into DEX and Atack Speed.  If I were stubborn I would have probably quit as well, but we are humans.  Humans learn to adapt to challenges, work around obsticles.  If we didn't have that in our genes we would have died along with the dinosaurs.

Fellow gamers, open your eyes throw away your stubborness.  Stop stacking attack speed (ridiculously over priced) and single attributes.  This is not a one build game, play around with the thousands of possible combination of builds and gears available.  Read the class forums and try out other peoples suggestions.  ADAPT.  Find your own builds to post!  THIS is the fun that Diablo was designed upon.

I for one, am no longer "kiting" packs with the fear that even a droplet of elite sweat could kill my frail glass canon DH.  Instead, I can now stand and tank them.  Now there are much more possibilities to try.

Have fun

### #859164Cinematic SPOILERS!!! UPDATED 2!

Posted on 09 May 2012 - 05:26 PM

deleted

--------

Molster Edit: A new thread: http://www.diablofan...major-spoilers/

### #976517Option 4 Modified

Posted on 03 July 2012 - 05:33 PM

Personally I'm not really sure I like the idea of changing mf, but Blizzard seems intent on changing it anyway.  So if changing MF is the only option then here is my personal solution.  I like option 4 the best, but it has too many downsides, such as swapping a regular non-mf piece of gear and being penalized for 3 minutes.  So here is my proposal.  Make it so only when you equip an item that increases your mf you are penalized for 3 minutes, and remove the part where your mf drops to 0% for the 3 minutes. Here are a few examples:

Your total mf is currently 100%.
Take off an item with 15% mf on it.
Exactly what you expect to happen happens. Your mf drops to 85%.
Now you are at 85% mf.
MF was not increased and no penalization was incurred.

Now put back on item with 15% mf on it.
Your mf remains at 85% for 3 minutes.
3 minutes later you are back at 100% mf.
You switched an item that increased your mf, and are penalized for 3 minutes.

Now you are at 100% mf.
Switch 15% mf gloves for gloves with 10% mf.
Your mf drops to 95% without having to wait 3 minutes.
Your mf was not increased and no penalization was incurred.

This modified option 4 will basically minimize any negative secondary affects that may impair your gameplay due to the mf changes.  Please comment and state whether or not you like this change and discuss why. Thanks.

### #862473First to Level 60: Pointless

Posted on 10 May 2012 - 09:19 PM

Everyone and their dog is making posts about trying to get world's first 60. I'm here to tell you why its not a big deal, and suggest an alternative!

1.) No one remembers who gets the first level capped character, it will not bring you fame or E-peen. There will be many people at level 60 within days of release, and no one will give a shit about it by the end of the month.
2.) No one person will get first 60, because at least a dozen people will claim that they did it. AFAIK there's no way to prove it short of screenshots/video/other easily faked methods.
3.) Thousands of people will hit level cap within a few hours of the first person who manages it. You aren't special, you merely had the free time and perhaps a little more than your fair share of luck (IE XP shrines, finding the right path on your first try in a lot of places, etc)

Being able to invest the kind of time to reach 60 in a few days isn't an accomplishment. This is from someone who took time off work for release--I, like you, could be doing this exact thing. However, my first level 60 will probably be my slowest, since this will be my first time playing the game and I want to experience it fully. If I were to race to level 60, I would ruin the game for myself, enjoying it less in the name of a worthless goal.

Not everyone has to agree with me, but I hope some of you will be dissuaded from this stupidity and avoid ruining your first play through.

If you are looking for something more worthwhile, the first person/group to beat Inferno will probably be much more prominent, seeing as its actually a skill challenge instead of a time investment. Unlike the race to 60, Inferno is something that not everyone can do, and is a real accomplishment.

One component of that WILL be hitting level 60 quickly, but that is not THE goal, and it doesn't require that you do it first--only that you do it in a timely fashion. Skill will be the biggest component beyond that point, and the best individuals and groups will get ahead not by crunching (well, not entirely) but by being tactical and coordinating.

As an example of how this might appeal to people who ARE only interested in e-peen, its worth noting that the important and memorable "world firsts" of games like WoW were not hitting level caps, but defeating big tough raid bosses.

*Prepares for onslaught of hatred for mentioning WOW*

The point is that this leveling mentality is an artifact from the silly ladder system in Diablo 2, and the broken way the level cap operated (IE being far higher than anyone ever had any need to attain). Don't let the flaws of D2 corrupt your first experience of D3!

### #761126New Battle.net Mockup

Posted on 20 February 2012 - 11:24 PM

EDIT: Scroll down for V2 and V3.
EDIT 2: JUST added V4 down below.

I'm no designer but I thought it would be fun to shuffle stuff around and see how a new D3 bnet (once you logged in) could look... I tried to go off of Diablo 2's Bnet.

V1:

The chat itself could probably have tabs or whatnot. Also, I imagined that when you join a party or create one, the little 'avatar lineup' at the bottom would switch to your party's avatars (since there isn't much room behind your guy anymore lol). Then you could use the tiny arrow button next to "Monk Chat (1)" (which would say "Party") to switch back to avatars in the chat channel.

Also not really sure what "Leave Chat" would do... maybe or maybe not downsizes chat window, but it would take you out of the channel, leaving you to still type to friends/party.

V2.0:

V3.0:
1920x1080 social open:

1920x1080 social closed:

1280x1024 "Non widescreen":

V4 (minor shoutout to Sixen for help!)

V4 with possible Public games (Just added December 2012)

### #699861Meet the "Diabolesques"!

Posted on 29 October 2011 - 03:07 PM

Hello there guys!

I'm glad to announce that I'll be making some diablo 3 strips and cartoons for this forum!
I have a ton of work to deliver right now, but I'll make some free time in my schedule for this project. I will do my best to keep updates coming on a weekly basis.

So, first things first, these are some of the tortured souls characters that will join us in our journey!

FIZZ, THE BARBARIAN!
Full Name: Fizz Icks, of the Moon. ..no pun intended.

PILLAR, THE MONK!
Likes: Meditation, temples, pillars, bells, all sorts of monk stuff.

DOC, THE WITCH DOCTOR
Fun fact: His mother was a Witch, and his father was a Doctor

ARIA, THE WIZARD!
Full Name: Aria Offeh Fect.

RAVEN and FERRET, DEMON HUNTERS
Lots of hatred, zero discipline.

Team is ready to go, stay tunned for more!

### #646575New leaked beta photos

Posted on 02 September 2011 - 07:26 AM

In this gallery: http://imgur.com/a/gZJPB#0qcRb
These are from the same guy who posted this image http://imgur.com/KnIRB
The reddit thread he posted them in: http://www.reddit.co...3/beta_bitches/

### #645671Beta Key Song

Posted on 01 September 2011 - 03:45 AM

Listen to this. You will probably hate it, but just know it was made in about an hour and not taken seriously in hopes that the fine folks at Blizzard will take notice and send me a beta key.

EDIT: