Post patch = 1 ilvl 63 max and 2-4 ilvl 62 per hour
Ive been getting an unbelivable amount of ilvl 52-60 rares in act 3 inferno. Way higher than i used to and i have farmed a lot pre patch and post patch.
About 45 hours pre patch and about 8 hours post patch. Or am i just really really unlucky?
Oh by the way i do siegebreak/azmo runs with 5 stacks. Since boss loot got nerfed (now only drop 1-2 with 5 instead of 2-4, yes i got 1 rare from siegebreaker with 5 stacks =/) I now do more rare and elite clears. Usually do stonefort/keep depths and then the boss.about 6-10 groups per run now and ive been getting terrible loot. (vendored/salvaged everything) Not worth more than 5k gold on the ah. pre patch i used to atleast get items worth selling on the ah (20k-100k) on a regular basis.
I would say it's RNG. Yestoday i got ilvl 63 items from half packsi killed in Act 3, some were blues and some were yellows (too bad no decent rolls on affixes). Also i went to help friend through act 2 and both of us got few ilvl 63 items. Only thing to mention is that all ilvl 63 items were archon armor pieces, got zero weapons above ilvl 61. Overall Blizzard really have to evaluate global drop rates, since there might be peoples getting top tier items every 2d pack, and those who don't get one in 20 packs cleared so it's tought to say if drops are averaging at 8% or not.
It's almost like MF isnt working at all.... ive farmed at least 15hrs since patch in act2 and i clear it extremely fast, i got maybe 3-4 low sell items (sub 100k) and absolutely nothing else. This is also with 142% base MF on my gear (no gear swapping). Also the repair bills wouldnt be as bad if minimum level of drops in a place that is level 60 specifically was 60+ only so vendoring the crap stuff would actually amount to some gold or crafting mats.
The item level is decided before the quality of the respective item, hence you will have to count all item level 63 whites, greys and blues that drop aswell to try making up some statistics on the i63 droprate.
...If someone does the math with some proper confidence interval I am sure it is even way lower considering the way items roll...
I am that sort of math person ;p
Number of total affixes: 163
Number of affix rolls: 1-6*
Number of types: 22 armor & 19 weapons (41 types total)
How a roll works: You kill a mob, there is a chance for it to drop an item (DC), then 'if' it drops an item it has to roll the quality level (QL) (1-63), then roll for the type of item (IT)(41 types), then roll for item rarity witch will affect the level of the type if it will be magical rare or other***, then roll the the number of affixes for that QL (QLAn)(1-6), then roll witch affixes it gets (AA)**.
*NOTE: Some items only get 1 affix while some get as many as 6 for upper end rares and crafted. I am not calculating set and legendary witch have way too many variable to account for at this time and amount of coffee I have had. Also add even more variables there is multiple tiers of affixes for items affix types. So you can understand why I'm trying to keep it simple for now.
**NOTE: Some items can not have certain affixes to them, but again trying to keep it simple for now.
***NOTE: The rarity of the item dose affect the amount of affix rolls it gets, but the variables for this make it exponentially more complicated.
Simplified formula (not even close to accurate but this is to help give perspective on how items work):
DC * QL * IT * QLAn * AA = ITEM
If we plug in the numbers from the small table for the 1.0.3 patch and just focus on inferno act 3/4 (which have the highest chance before MF), iLevel 63 with 8% drop chance before magic find, we can get some 'extremely rough numbers'. And I'm going to round up.
Chance at magical item with the perfect stats:
DC(8%) * QL(1=iLevel63) * IT(41 types) * ( QLAn(2=Magical have base 2) * AA(163=number of total affixes) ) = ITEM
0.0006% chance.
Chance at Rare item with 6 affixes:
0.0002% Chance.
I know that this is not perfect math, and the actual chance of an item drop is going to be higher because some items can't have certain affixes, but hopefully this will give people some perspective on the chances at this stuff. Mind you I didn't account for half a dozen variables that actually makes the chance for perfect item stats even lower.
EDIT: Friend said I should post a better example, so I am working up the numbers right now.
Ok here is an ring example. Same as above with an 8% drop chance for an ilevel63.
Oh and here is a list of the ring affixes. Not complete because I don't know witch ones can be attached to what item levels and what not but here are the high high end ones and mind you there are some that overlap and have more than just one tier of the same name, I took the highest two only:
Strife, Doom, Severing, Devastation, Malice, Death, Spikes, Razors, Fortress, Castle, Gore, Mangling, Extermination 1&2, Lacerating, Flaying, Deadly, Merciless, Stalwart 1&2, Prosperous 1&2, Miserly, Avaricious, Assaliling 1&2, Undying, Immortal, Renewing, Euphoric, Hermetic, Untochable, Tranquil, Stable, Charred, Scorched, Untarnished, Pristine, Sheltering, Thawing, Beguiling, Nullifying, Chomatic 1&2, Assault 1&2, Pain 1&2, Omens, Farsight, Valor, Glory, Vicious, Murderous, Triumphant, Paragon, Vigorous, Ruthless, Worthy, Valiant, Potent, Valiant 2, Glorious, Illustrious.
Drop Chance @8% for iLevel 63 + 6affixes with 53981544960 diffrant combonations for the affixs and tiers of affixes + 41 items types it could be=
drum roll?
0.0000000000036% Chance for perfect Ring Roll.
or
1 in 277,777,777,777 chance.
Another wild conspiricy theory with tons of accusations, but no actual hard data to back it up!
We have NEVER seen this before!
OH WAIT
Lets recap the completley dubunked Tin Hatter theorys so far;
Korean RMAH was the reason for delaying D3 launch. (there were MANY huuuuuuuge threads with outright novels of BS about this)
Not even close to true.
Console release was the reason behind the skills system. (there were many huge threads about how the console version would be announced and dated right after the D3 launch)
And again, not even close.
That the RMAH directly effects the drop rate. (still a bagillion massive accusation threads over this)
Then Blizzard directly buffs the drop rate for top tier items, and lowers the overall difficulty of the areas you can farm for said items. Thus again, not even close to true.
Arent the Tin Hatters tired of being completely wrong every single time?
this whole thing is so dumb, we will never get any useful lootz, the best way to farm this game is to just work and buy gears with real money, but then after you get the best in slots from real money, you will get bored and quit the game
the lootz are crap, i can't believe they spent 10+ years to develop a stupid game like this
this whole thing is so dumb, we will never get any useful lootz, the best way to farm this game is to just work and buy gears with real money, but then after you get the best in slots from real money, you will get bored and quit the game
the lootz are crap, i can't believe they spent 10+ years to develop a stupid game like this
MOAR LOOTZ PLZ
Thanks for the constructive response. Sadly, making things up to support your need to be mad, instead of having the balls to deal with the fact just don't like the game style appears to be well beyond your elementary-level education. Might I suggest a G.E.D. before spending any more time on games?
Thanks for the constructive response. Sadly, making things up to support your need to be mad, instead of having the balls to deal with the fact just don't like the game style appears to be well beyond your elementary-level education. Might I suggest a G.E.D. before spending any more time on games?
I agree that the quote you responded to was useless bashing, but I disagree that DIII is somehow more sophisticated than other ARPG's. It certainly is not. If anything it is leaning more to the side of an MMO than and ARPG, which understandably is upsetting to some of us.
Thanks for the constructive response. Sadly, making things up to support your need to be mad, instead of having the balls to deal with the fact just don't like the game style appears to be well beyond your elementary-level education. Might I suggest a G.E.D. before spending any more time on games?
I agree that the quote you responded to was useless bashing, but I disagree that DIII is somehow more sophisticated than other ARPG's. It certainly is not. If anything it is leaning more to the side of an MMO than and ARPG, which understandably is upsetting to some of us.
I didn't claim that it was more sophisticated. I implied the poster I responded to was unable of managing even D3's level of sophistication.
Can you explain why you feel it is more like and MMO than an ARPG though? Many games take features from different genres, so things to "always online" and auction house are really enough to qualify redefining it's genre, when so many other systems are clearly definitive elements of ARPG's.
As an aside - I have no issue reporting about the drop rates being wonky. I dislike all the conjecture and tinfoil being thrown about, instead of just assuming it was a bug.
=
Can you explain why you feel it is more like and MMO than an ARPG though? Many games from different genres, so things to "always online" and auction house are really enough to qualify redefining it's genre, when so many other systems are clearly definitive elements of ARPG's.
As an aside - I have no issue reporting about the drop rates being wonky. I dislike all the conjecture and tinfoil being thrown about, instead of just assuming it was a bug.
I don't feel that DIII is more like an MMO than an ARPG, just that it is, at times, being changed in ways that better suit an MMO. "Always online", pushing for more coop play, is one of them, but there are others.
This obsession with "balance", be it in skills or stats, suits an MMO better than an ARPG. I'm not saying that having no more than one or two viable builds is a good thing, but I also don't mind specialized OP builds. I also don't mind certain stats being really powerful if stacked. Whether or not it is a "bad" thing from a more theoretical design perspective, it is fun. A lot of fun.
I fund it fun to stack stat X and go around murdering everything in my path. It is fun for me to test different skills and find a combo which blows away most others. I don't feel "pigeonholed" (as Blizz reps often say) into playing that way as I would in an MMO where I am competing with others or trying to gear up as efficiently as possible to join the new raid tier or a 3's team.
I have fun finding an awesome spot to break pots for gold. I have fun when I realize that a certain treasure goblin spawns near a checkpoint and proceed to abuse the hell out of it to get gold and gear quickly. It may be "imbalanced", but I have a good time doing it. I get excited about finding these quirks just as I did when I played a ton of console RPG's. When I get bored of it I will move on to something else.
Nerfing/removing these aspects may seem like a sound decision from a design perspective. My opinion is that they are making the game less fun and these kind of changes should be made very seldomly in an ARPG (but should be made frequently in an MMO).
Maybe it's an overdue evolution of the genre, I don't know. I know that many disagree with me, and that's of curse ok. These are my feelings on the subject though. We can analyze each change and debate it to death. All I know is that I am having less fun playing this game over time.
Post patch = 1 ilvl 63 max and 2-4 ilvl 62 per hour
Ive been getting an unbelivable amount of ilvl 52-60 rares in act 3 inferno. Way higher than i used to and i have farmed a lot pre patch and post patch.
About 45 hours pre patch and about 8 hours post patch. Or am i just really really unlucky?
Oh by the way i do siegebreak/azmo runs with 5 stacks. Since boss loot got nerfed (now only drop 1-2 with 5 instead of 2-4, yes i got 1 rare from siegebreaker with 5 stacks =/) I now do more rare and elite clears. Usually do stonefort/keep depths and then the boss.about 6-10 groups per run now and ive been getting terrible loot. (vendored/salvaged everything) Not worth more than 5k gold on the ah. pre patch i used to atleast get items worth selling on the ah (20k-100k) on a regular basis.
Anyways wanted to know how others are doing?
And no, they arent looking into it, they think everything is fine still.
I am that sort of math person ;p
Number of total affixes: 163
Number of affix rolls: 1-6*
Number of types: 22 armor & 19 weapons (41 types total)
How a roll works: You kill a mob, there is a chance for it to drop an item (DC), then 'if' it drops an item it has to roll the quality level (QL) (1-63), then roll for the type of item (IT)(41 types), then roll for item rarity witch will affect the level of the type if it will be magical rare or other***, then roll the the number of affixes for that QL (QLAn)(1-6), then roll witch affixes it gets (AA)**.
*NOTE: Some items only get 1 affix while some get as many as 6 for upper end rares and crafted. I am not calculating set and legendary witch have way too many variable to account for at this time and amount of coffee I have had. Also add even more variables there is multiple tiers of affixes for items affix types. So you can understand why I'm trying to keep it simple for now.
**NOTE: Some items can not have certain affixes to them, but again trying to keep it simple for now.
***NOTE: The rarity of the item dose affect the amount of affix rolls it gets, but the variables for this make it exponentially more complicated.
Simplified formula (not even close to accurate but this is to help give perspective on how items work):
DC * QL * IT * QLAn * AA = ITEM
If we plug in the numbers from the small table for the 1.0.3 patch and just focus on inferno act 3/4 (which have the highest chance before MF), iLevel 63 with 8% drop chance before magic find, we can get some 'extremely rough numbers'. And I'm going to round up.
Chance at magical item with the perfect stats:
DC(8%) * QL(1=iLevel63) * IT(41 types) * ( QLAn(2=Magical have base 2) * AA(163=number of total affixes) ) = ITEM
0.0006% chance.
Chance at Rare item with 6 affixes:
0.0002% Chance.
I know that this is not perfect math, and the actual chance of an item drop is going to be higher because some items can't have certain affixes, but hopefully this will give people some perspective on the chances at this stuff. Mind you I didn't account for half a dozen variables that actually makes the chance for perfect item stats even lower.
EDIT: Friend said I should post a better example, so I am working up the numbers right now.
Oh and here is a list of the ring affixes. Not complete because I don't know witch ones can be attached to what item levels and what not but here are the high high end ones and mind you there are some that overlap and have more than just one tier of the same name, I took the highest two only:
Strife, Doom, Severing, Devastation, Malice, Death, Spikes, Razors, Fortress, Castle, Gore, Mangling, Extermination 1&2, Lacerating, Flaying, Deadly, Merciless, Stalwart 1&2, Prosperous 1&2, Miserly, Avaricious, Assaliling 1&2, Undying, Immortal, Renewing, Euphoric, Hermetic, Untochable, Tranquil, Stable, Charred, Scorched, Untarnished, Pristine, Sheltering, Thawing, Beguiling, Nullifying, Chomatic 1&2, Assault 1&2, Pain 1&2, Omens, Farsight, Valor, Glory, Vicious, Murderous, Triumphant, Paragon, Vigorous, Ruthless, Worthy, Valiant, Potent, Valiant 2, Glorious, Illustrious.
Drop Chance @8% for iLevel 63 + 6affixes with 53981544960 diffrant combonations for the affixs and tiers of affixes + 41 items types it could be=
drum roll?
0.0000000000036% Chance for perfect Ring Roll.
or
1 in 277,777,777,777 chance.
Scared yet?
Another wild conspiricy theory with tons of accusations, but no actual hard data to back it up!
We have NEVER seen this before!
OH WAIT
Lets recap the completley dubunked Tin Hatter theorys so far;
Korean RMAH was the reason for delaying D3 launch. (there were MANY huuuuuuuge threads with outright novels of BS about this)
Not even close to true.
Console release was the reason behind the skills system. (there were many huge threads about how the console version would be announced and dated right after the D3 launch)
And again, not even close.
That the RMAH directly effects the drop rate. (still a bagillion massive accusation threads over this)
Then Blizzard directly buffs the drop rate for top tier items, and lowers the overall difficulty of the areas you can farm for said items. Thus again, not even close to true.
Arent the Tin Hatters tired of being completely wrong every single time?
Every.
Single.
Time.
the lootz are crap, i can't believe they spent 10+ years to develop a stupid game like this
MOAR LOOTZ PLZ
Oh I know, didn't want to scare the kids too much, not that I have prolly have done so already
Thanks for the constructive response. Sadly, making things up to support your need to be mad, instead of having the balls to deal with the fact just don't like the game style appears to be well beyond your elementary-level education. Might I suggest a G.E.D. before spending any more time on games?
I agree that the quote you responded to was useless bashing, but I disagree that DIII is somehow more sophisticated than other ARPG's. It certainly is not. If anything it is leaning more to the side of an MMO than and ARPG, which understandably is upsetting to some of us.
Tinfoil Hatters are never wrong. Reality is wrong.
I didn't claim that it was more sophisticated. I implied the poster I responded to was unable of managing even D3's level of sophistication.
Can you explain why you feel it is more like and MMO than an ARPG though? Many games take features from different genres, so things to "always online" and auction house are really enough to qualify redefining it's genre, when so many other systems are clearly definitive elements of ARPG's.
As an aside - I have no issue reporting about the drop rates being wonky. I dislike all the conjecture and tinfoil being thrown about, instead of just assuming it was a bug.
EDIT: clarity
I don't feel that DIII is more like an MMO than an ARPG, just that it is, at times, being changed in ways that better suit an MMO. "Always online", pushing for more coop play, is one of them, but there are others.
This obsession with "balance", be it in skills or stats, suits an MMO better than an ARPG. I'm not saying that having no more than one or two viable builds is a good thing, but I also don't mind specialized OP builds. I also don't mind certain stats being really powerful if stacked. Whether or not it is a "bad" thing from a more theoretical design perspective, it is fun. A lot of fun.
I fund it fun to stack stat X and go around murdering everything in my path. It is fun for me to test different skills and find a combo which blows away most others. I don't feel "pigeonholed" (as Blizz reps often say) into playing that way as I would in an MMO where I am competing with others or trying to gear up as efficiently as possible to join the new raid tier or a 3's team.
I have fun finding an awesome spot to break pots for gold. I have fun when I realize that a certain treasure goblin spawns near a checkpoint and proceed to abuse the hell out of it to get gold and gear quickly. It may be "imbalanced", but I have a good time doing it. I get excited about finding these quirks just as I did when I played a ton of console RPG's. When I get bored of it I will move on to something else.
Nerfing/removing these aspects may seem like a sound decision from a design perspective. My opinion is that they are making the game less fun and these kind of changes should be made very seldomly in an ARPG (but should be made frequently in an MMO).
Maybe it's an overdue evolution of the genre, I don't know. I know that many disagree with me, and that's of curse ok. These are my feelings on the subject though. We can analyze each change and debate it to death. All I know is that I am having less fun playing this game over time.