F*cking magnets, how do they... err i mean Magic Find, how does it work?
1) Does MF increase the chances of rolling an item with a higher ilvl than that required to wear it?
2) On an item like Sky Splitter, does MF affect the range of the stats rolled? That is, if the regen is 203-280, does MF increase your chances of rolling closer to 280?
3) Is Neph Valor taken into consideration when splitting MF among group members?
1) It increases just the chance of item drop. So for example if an item has 1% chance to drop a 100% MF will increase that chance to 2% - it doesn't affect the level of an item. It is determine by the items level range of the zone you're farming in.
2) MF doesn't affect the stats as far as I know.
3) Not sure about that, but I think NV MF/GF bonus splits among the group members like the basic magic find. Ideally you're all supposed to have NV if you stick together. My guess is that if someone doesn't have NV you'll split your MF stat with him but he will not get extra bonuses like guaranteed rare drops from the packs.
1) It increases just the chance of item drop. So for example if an item has 1% chance to drop a 100% MF will increase that chance to 2% - it doesn't affect the level of an item. It is determine by the items level range of the zone you're farming in.
wrong.
OP you know, there is a magical search tool available online, using it might have prevented replies like this one. And gotten you the correct information. In matter of minutes. This link.
"Magic Find increases the odds for found items (from monsters or objects) to be "higher quality". Higher quality items are more likely to be magical, rare, set, or legendary, with different odds for each type of item depending on the Monster Level dropping the item and the player's Magic Find percentage. Magic Find doesn't make items with higher item level to drop since monsters have a set of items they're capable of dropping (eg. the highest tier of items will only drop from monsters with Monster Level 63) nor does it increase the quantity of items dropped."
Now They just changed this that you can drop item level 63 items from act 1,2 also. But level 63 items from act 2 have some limit, like you cannot drop 1500 ap sword from act 1 or 2. There are drops from act 1,2 with item level 63 but low numbers.
Do you have a source on that? I haven't heard anything to that effect...
You said it increases the *chance* of an item dropping, whereas the link provided shows that it has no effect on the chance of an item dropping, but has the chance to improve an items rarity once dropped.
Said another way - If a loot table has XBow @ 10% chance to drop, Sword @ 15%, Belt @ 30%, the way you explained implies that with 100 MF they would have 11% / 16% / 31% chance to drop.
How it works is that they have the above chance to drop, plus an internal modifier to determine the rarity. So once that XBow has been determined to have dropped, a second roll determines the rarity (which can be grey or white), and MF increases the odds that it will have a higher rarity.
You said it increases the *chance* of an item dropping, whereas the link provided shows that it has no effect on the chance of an item dropping, but has the chance to improve an items rarity once dropped.
Said another way - If a loot table has XBow @ 10% chance to drop, Sword @ 15%, Belt @ 30%, the way you explained implies that with 100 MF they would have 11% / 16% / 31% chance to drop.
How it works is that they have the above chance to drop, plus an internal modifier to determine the rarity. So once that XBow has been determined to have dropped, a second roll determines the rarity (which can be grey or white), and MF increases the odds that it will have a higher rarity.
You're bringing even more confusion into the topic. There is a base chance for a quality of an item to drop (more quality - less chance the item dropped will be of that quality) - Magic find increases that chance. That's all I said, really; and there's nothing wrong in that. No need to go into the details like chance that monster will drop anything, or what type of item he will drop - that's irrelevant.
Besides, OP was asking about chance to get item with a higher ilvl than that required to wear it, which I somehow failed to answer, sorry. Reduced level requirement is a stat and is not affected by MF. So, OP, if you want ilvl 63 with reduced level requirement you will still have to farm inferno for it.
[edit] It might be that my english is not good enough to explain things. For that I'm sorry. But I did what I could to provide the answer. You, guys, on the other hand, could provide more in-depth explanation if you feel that my answer was not enough. Instead you chose to spend your time throwing witty google links and arguing with me. Good job, community!
From what I observed, magic find don't only increase 'chance' of better quality, it can literally push some of the items off table. With 160 base mf, I no longer find broken (grey) items from mobs, and couldn't get them from lootables either until 1.03 when they started appearing again (since mf stopped working on them). That would mean mf 'adds' to the roll for quality instead of multiplying, wasn't it also the case in D2 where you could have too much mf to get drops you want?
Again, my observation and theory, don't know how it really works.
1) It increases just the chance of item drop. So for example if an item has 1% chance to drop a 100% MF will increase that chance to 2% - it doesn't affect the level of an item. It is determine by the items level range of the zone you're farming in.
wrong.
OP you know, there is a magical search tool available online, using it might have prevented replies like this one. And gotten you the correct information. In matter of minutes. This link.
From what I observed, magic find don't only increase 'chance' of better quality, it can literally push some of the items off table. With 160 base mf, I no longer find broken (grey) items from mobs, and couldn't get them from lootables either until 1.03 when they started appearing again (since mf stopped working on them). That would mean mf 'adds' to the roll for quality instead of multiplying, wasn't it also the case in D2 where you could have too much mf to get drops you want?
Again, my observation and theory, don't know how it really works.
Yes D2 had a single-roll loot table so if you had like (made up numbers):
Chance to get a unique: 15%
Chance to get a set: 20%
Chance to get a yellow: 40%
Chance to get a blue: 45%
Chance to get a white: 70%
Then it would add up from top to bottom (>100%) and you wouldn't get anything less than blue. And theoretically with enough MF you could push everything but uniques off the table but of course there wasn't enough MF in the game to do that. I remember a blue comment that D3's MF works essentially exactly the same as D2's, ie affects the colour of the item not the ilvl (which is rolled when it drops based on the level of the mob that dropped it).
There used to be complicated stuff called treasure classes too but I don't know if that's still around.
So if I am reading this correctly, MF increases the quality, quantity, and rolls on all items, makes me breakfast, and leads to an exorbitant amount of misinformation?
F*cking magnets, how do they... err i mean Magic Find, how does it work?
1) Does MF increase the chances of rolling an item with a higher ilvl than that required to wear it?
2) On an item like Sky Splitter, does MF affect the range of the stats rolled? That is, if the regen is 203-280, does MF increase your chances of rolling closer to 280?
3) Is Neph Valor taken into consideration when splitting MF among group members?
If you haven't get the post 1.03 memo on magic find, then I am happy to give it to you again.
Post 1.03, MAGIC FIND IS USELESS. You will get more rare but most (99.9%) if not all garbage. Just say they are not inferno grade. I have gotten like 2000 rares. Most of them are under level 60. Probably account for 90% of them. Those who are over 60 are with bad stats.
Pre 1.03 has less rares, but there were more quality rares.
There was a blue post somewhere staying that magic find does increase the stat quality of an item since it is using the same loot table as diablo 2.. or something along those lines.
MF determines the item's quality when it DROPS. All stats of the item are rolled when it DROPS. Identifying the item is strictly ceremony, nothing more. MF has no impact, whatsoever, on the stats you get. That is RNG. You will get far more bad streaks than good.
The parts I am sure on: (numbers for drop chances are simply for example, not fact)
Enemy drop chance of Magic (or Better) item: 3%
Magic Find at 100%: New drop chance of 6% (100% better than base)
Magic Find at 200%: New drop chance of 9% (200% better than base)
etc.
Part that I am unsure on (but seems logical)
Within that 3%, you have a range for Magic, Rare, Legendary.
So, when it confirms the item drop is magical (or better), a second roll is made, to determine rarity.
So it could be something like this:
1-80 = Magic
81-98 = Rare
99-100 = Legendary/Set
Now, a 2% chance for a Legendary might SEEM high, but you also gotta weight that against the lower chance of even getting an item that COULD be magical, and then the huge range for magic and rare. And, in addition, that you could get 1,000,000 magic item drops and never see a legendary, cause how many drops you had before means nothing to what your next drop will be.
Probability says you should get it in X amount of items. Reality says your chance is equal every time, and nothing can really change that.
Anecdotal: I've gotten over 300 hours played since launch, and as it stands I got 6 legendary drops (two 55s, a 45, a 30, a 16 and a 15). I've had TWO rare 2H weapons drop so far (post-1.0.3) that even came close to 1000 DPS (998 and 918). Anyone complaining about piss-poor loot, clearly does NOT remember actually playing Diablo 2, and the sheer volume of crappy items you were vendoring for gold you had no real use for.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
1) Does MF increase the chances of rolling an item with a higher ilvl than that required to wear it?
2) On an item like Sky Splitter, does MF affect the range of the stats rolled? That is, if the regen is 203-280, does MF increase your chances of rolling closer to 280?
3) Is Neph Valor taken into consideration when splitting MF among group members?
2) MF doesn't affect the stats as far as I know.
3) Not sure about that, but I think NV MF/GF bonus splits among the group members like the basic magic find. Ideally you're all supposed to have NV if you stick together. My guess is that if someone doesn't have NV you'll split your MF stat with him but he will not get extra bonuses like guaranteed rare drops from the packs.
Can you elaborate on the "wrong" part?
err... How does it contradict with what I said?
Do you have a source on that? I haven't heard anything to that effect...
Said another way - If a loot table has XBow @ 10% chance to drop, Sword @ 15%, Belt @ 30%, the way you explained implies that with 100 MF they would have 11% / 16% / 31% chance to drop.
How it works is that they have the above chance to drop, plus an internal modifier to determine the rarity. So once that XBow has been determined to have dropped, a second roll determines the rarity (which can be grey or white), and MF increases the odds that it will have a higher rarity.
You're bringing even more confusion into the topic. There is a base chance for a quality of an item to drop (more quality - less chance the item dropped will be of that quality) - Magic find increases that chance. That's all I said, really; and there's nothing wrong in that. No need to go into the details like chance that monster will drop anything, or what type of item he will drop - that's irrelevant.
Besides, OP was asking about chance to get item with a higher ilvl than that required to wear it, which I somehow failed to answer, sorry. Reduced level requirement is a stat and is not affected by MF. So, OP, if you want ilvl 63 with reduced level requirement you will still have to farm inferno for it.
[edit] It might be that my english is not good enough to explain things. For that I'm sorry. But I did what I could to provide the answer. You, guys, on the other hand, could provide more in-depth explanation if you feel that my answer was not enough. Instead you chose to spend your time throwing witty google links and arguing with me. Good job, community!
Again, my observation and theory, don't know how it really works.
http://lmgtfy.com/?q=wrong
Yes D2 had a single-roll loot table so if you had like (made up numbers):
Chance to get a unique: 15%
Chance to get a set: 20%
Chance to get a yellow: 40%
Chance to get a blue: 45%
Chance to get a white: 70%
Then it would add up from top to bottom (>100%) and you wouldn't get anything less than blue. And theoretically with enough MF you could push everything but uniques off the table but of course there wasn't enough MF in the game to do that. I remember a blue comment that D3's MF works essentially exactly the same as D2's, ie affects the colour of the item not the ilvl (which is rolled when it drops based on the level of the mob that dropped it).
There used to be complicated stuff called treasure classes too but I don't know if that's still around.
If you haven't get the post 1.03 memo on magic find, then I am happy to give it to you again.
Post 1.03, MAGIC FIND IS USELESS. You will get more rare but most (99.9%) if not all garbage. Just say they are not inferno grade. I have gotten like 2000 rares. Most of them are under level 60. Probably account for 90% of them. Those who are over 60 are with bad stats.
Pre 1.03 has less rares, but there were more quality rares.
The parts I am sure on: (numbers for drop chances are simply for example, not fact)
Enemy drop chance of Magic (or Better) item: 3%
Magic Find at 100%: New drop chance of 6% (100% better than base)
Magic Find at 200%: New drop chance of 9% (200% better than base)
etc.
Part that I am unsure on (but seems logical)
Within that 3%, you have a range for Magic, Rare, Legendary.
So, when it confirms the item drop is magical (or better), a second roll is made, to determine rarity.
So it could be something like this:
1-80 = Magic
81-98 = Rare
99-100 = Legendary/Set
Now, a 2% chance for a Legendary might SEEM high, but you also gotta weight that against the lower chance of even getting an item that COULD be magical, and then the huge range for magic and rare. And, in addition, that you could get 1,000,000 magic item drops and never see a legendary, cause how many drops you had before means nothing to what your next drop will be.
Probability says you should get it in X amount of items. Reality says your chance is equal every time, and nothing can really change that.
Anecdotal: I've gotten over 300 hours played since launch, and as it stands I got 6 legendary drops (two 55s, a 45, a 30, a 16 and a 15). I've had TWO rare 2H weapons drop so far (post-1.0.3) that even came close to 1000 DPS (998 and 918). Anyone complaining about piss-poor loot, clearly does NOT remember actually playing Diablo 2, and the sheer volume of crappy items you were vendoring for gold you had no real use for.