Bashiok - Blizzard Representative - 08/01/2011 -"So how many skill combinations are there now? Well taking into account 6 active skills, all the rune combinations, and 3 passives we currently expect each class to have roughly 2,285,814,795,264 different build combinations."
"Hey, I thought you'd like the witty irony of grub-on-glowie violence!"
To OP: that's a really unlucky streak. We had similar things with keys and organs, which is why we pushed EHP and picked a higher MP level. I feel that MP7 is the minimum to not get frustrated. If your group really really really needs one key, you can even try to find someone who can help you to get one on MP10. It takes us some time b/c the health is insane and we have to put on a bit more EHP gear which in turn gimps DPS, but it's really nice that you know for sure "I'll definitely get a key on this run".
sorry for the noobness but MP0 has any diference from playing without enabling MP?
At MP0 act 1 and 2 have noticeably worse loot drops, if running those acts, use at least MP1.
Also, MP directly effects Key/Oragan drops, I believe to the tune of +10% per MP lvl. (MP1 might be 5%, cannot recall)
Duh, I just re read what you said, no, no difference. ;p
Just to add, the significantly worse drops are because monster level are as follows on MP0:
Act 1: level 61
Act 2: level 62
Act 3: level 63
Act 4: level 63
On MP1 or higher, all Inferno mobs automatically have level 63. The affix rolls on every item drop are only based on monster level, nothing else; thus the item drops, even if the item is level 63, will not have "godly rolls" (please someone correct me if I'm wrong, but this is how I understood it).
About the MP levels and keys: it's 5% on MP0, 10% on MP1, 20% on MP2, ... to 100% on MP10. Of course only with NV5. Magic find, paragon level, color of your underwear or any other stat does not have any impact on the likelihood of getting a key.