So I recently did some experiments in the beta with some Gold Find gear and wanted to share what I found out. I did a quick video on it: http://www.youtube.com/watch?v=NVc1aGJUugU
If you prefer text then here's what I did: I gathered 215% gold find gear on my wizard. My estimate BIS lvl 13 GF gear that we can get in the beta at the moment is around 250% GF, so I'm fairly close.
I did ran through the Royal Crypt and smashed every vase, looted all loose stones, killed all the mobs etc and counted how much gold I got. The area contains about 150 of these objects and they all have a chance to drop gold. I chose the area since it doesn't change and the amount of objects is consistent enough to do benchmark tests such as this.
I did this five times with 0% GF and another five times with 215% gold find and collected the data to see what I could figure out.
0% GF
Average total gold per run: 525
Gold stack drop range: 3-20
215% GF
Average total gold per run: 1640
Gold stack drop range: 9-63
Using this data you can easily calculate and see how Gold Find works. Worth noting is that it does not increase the frequency of gold drop, but rather the amount of gold in each stack dropped. So with 215% GF I would never see a stack below 9 gold (in this area).
So the way it works is as follows:
Base gold dropped = 100%, this is the amount of gold that would drop if you had 0% GF.
You then add your GF% to that 100%. In my situation resulting in 315% gold drop.
You then take the base gold amount dropped, for example the ranges: 3-20 and multiply it with your gold drop value.
3 * 3,15 = 9,45 - (3,15 = 315%), 9,45 which is rounded down to 9.
20 * 3,15 = 63
The exact range I found in stacks when wearing my 215% GF gear.
It obviously works the same for total amount of gold found.
525 * 3,15 = 1653,75
Which is close enough to the 1640 average I got from my five runs. With a bigger sample size these numbers would get even closer.
So there you have it, a general formula could be written as followed:
B * ((GF / 100) + 1) = GD
B = Base gold dropped (at 0% GF).
GF = Total % gold find equipped.
GD = Gold dropped with gold find gear equipped.
I reserve myself for any failed calculations/bad formula writing
I'm probably doing something similar with magic find. I want to get my gear over 100% though, 94% atm.
Yeah I hear ya, all this beta playing can be tiredsome... <_< . Funny to think some of D3's mechanics, in this case the GF, is such simple calculations...I know this is the only way to do GF but still!
It will be interesting to see how MF will work on the other hand. How often do magic/rare/legendary items drop in the course of the beta? Is the only place rares/legendaries drop at Leoric? I read/heard something like this a while back...If this is the case I'll imagine you'll almost have to do the whole beta or at least a big part of it to have an accurate result, since rares/magic/legendaries drop far less frequently than gold.
All of the above is from reading beta stuff, so there might be some errors.
Anyways, just curious, as I edited my post the second time about the error, your post was corrected, and I was confused cause your post didn't (still) had the This post has been edited by MonkManD3: Today, 07:45 PM GMT text at the bottom. You know why? haha
I'm probably doing something similar with magic find. I want to get my gear over 100% though, 94% atm.
Yeah I hear ya, all this beta playing can be tiredsome... <_< . Funny to think some of D3's mechanics, in this case the GF, is such simple calculations...I know this is the only way to do GF but still!
It will be interesting to see how MF will work on the other hand. How often do magic/rare/legendary items drop in the course of the beta? Is the only place rares/legendaries drop at Leoric? I read/heard something like this a while back...If this is the case I'll imagine you'll almost have to do the whole beta or at least a big part of it to have an accurate result, since rares/magic/legendaries drop far less frequently than gold.
All of the above is from reading beta stuff, so there might be some errors.
Yeah I have a few ideas on how to test Magic find. The way it seems to work is that it improves your chances of getting a higher quality item (very much like in D2). The frequency of items dropped does not improve, but the quality does. Similar to gold find actually. So when an item drops it would then "roll" on the quality. If you have higher MF the chances of getting a higher quality item improves.
Getting rares is quite random atm, you can get one off the Skeleton king (I have yet to get one after the inital kill, when the loot table oviously is skewed), rare mobs, or just randomly from a normal mob. So that'll be hard to test.
What I can test however is the frequency of magic items dropped vs normal white items. The most consistent source of items I have found is the weapon and armour racks. If I loot X amount with MF gear on and then the same amount without MF gear I should be able to get some workable data.
Anyways, just curious, as I edited my post the second time about the error, your post was corrected, and I was confused cause your post didn't (still) had the This post has been edited by MonkManD3: Today, 07:45 PM GMT text at the bottom. You know why? haha
I believe if you edit a post within a certain amount of time that msg won't show. Could be based on number of characters edited as well? Not quite sure. Could also be related to my user group. You'd have to ask a staff about that :).
69,5 would be rounded up to 70, and 20,44 down to 20 which is the same max base gold drop that I found in my tests.
Of course there may be areas in the beta that have a higher base gold drop and the amounts would adjust accordingly, but I figured since this is the last content it would be the highest.
How about:
• Artisans, the gear they have, just a video about the gear there.
• Scroll companions. Collect a bunch, make a video. Perhaps there is something diffrent from Patch 4 (Force video)
• Try to play a game without taking any health globes or do a chicken gameplay, try do run from enemies.
• How much fit in the tetris grid / backpacker.
• What happens if you kill King Leoric for the first time with a lvl 13, does the loot rock?
"How easy is it to run through the Beta without killing stuff. LVL is not important, but LVL 1 might be more interesting.
How about:
• Artisans, the gear they have, just a video about the gear there.
• Scroll companions. Collect a bunch, make a video. Perhaps there is something diffrent from Patch 4 (Force video)
• Try to play a game without taking any health globes or do a chicken gameplay, try do run from enemies.
• How much fit in the tetris grid / backpacker.
• What happens if you kill King Leoric for the first time with a lvl 13, does the loot rock?
"How easy is it to run through the Beta without killing stuff. LVL is not important, but LVL 1 might be more interesting.
Thanks for the suggestions, will look into it.
I killed the SK just now with a lvl 12 wizard with my 94% MF gear on. He dropped 3 magic and one rare item, not really an improvement since I've seen two rares several times on my other characters. I doubt level has anything to do with it and 94% MF is just not enough to noticably increase the chances of rare, or legendary, items dropping. Can't really draw any solid conclusions from only one test, but it's just not worth the time to level him up just to put MF gear on (requires level 12 to equip all my MF gear) when the chances doesn't seem to improve much.
The gold drop modifier and magic find seem to work on a similar principle: Increasing the value of a drop rather than the frequency. This is a very logical (and good) way of modifying this game dynamic. Imagine if 250% gold find just meant 2.5 times as many piles of 3 gold on the ground.... UGH! That would be horrible.
I wonder if there is any item parameter that increases the drop chance (not value) of a mob or if that is a hard coded value assigned to a monster class...
I want a hat with a magnet on top (like in Plants Vs. Zombies) that sucks gold in from miles around.... (I also know gold is not magnetic but who cares?)
The gold drop modifier and magic find seem to work on a similar principle: Increasing the value of a drop rather than the frequency. This is a very logical (and good) way of modifying this game dynamic. Imagine if 250% gold find just meant 2.5 times as many piles of 3 gold on the ground.... UGH! That would be horrible.
I wonder if there is any item parameter that increases the drop chance (not value) of a mob or if that is a hard coded value assigned to a monster class...
I want a hat with a magnet on top (like in Plants Vs. Zombies) that sucks gold in from miles around.... (I also know gold is not magnetic but who cares?)
http://www.youtube.com/watch?v=NVc1aGJUugU
If you prefer text then here's what I did:
I gathered 215% gold find gear on my wizard. My estimate BIS lvl 13 GF gear that we can get in the beta at the moment is around 250% GF, so I'm fairly close.
I did ran through the Royal Crypt and smashed every vase, looted all loose stones, killed all the mobs etc and counted how much gold I got. The area contains about 150 of these objects and they all have a chance to drop gold. I chose the area since it doesn't change and the amount of objects is consistent enough to do benchmark tests such as this.
I did this five times with 0% GF and another five times with 215% gold find and collected the data to see what I could figure out.
0% GF
Average total gold per run: 525
Gold stack drop range: 3-20
215% GF
Average total gold per run: 1640
Gold stack drop range: 9-63
Using this data you can easily calculate and see how Gold Find works. Worth noting is that it does not increase the frequency of gold drop, but rather the amount of gold in each stack dropped. So with 215% GF I would never see a stack below 9 gold (in this area).
So the way it works is as follows:
Base gold dropped = 100%, this is the amount of gold that would drop if you had 0% GF.
You then add your GF% to that 100%. In my situation resulting in 315% gold drop.
You then take the base gold amount dropped, for example the ranges: 3-20 and multiply it with your gold drop value.
The exact range I found in stacks when wearing my 215% GF gear.
It obviously works the same for total amount of gold found.
Which is close enough to the 1640 average I got from my five runs. With a bigger sample size these numbers would get even closer.
So there you have it, a general formula could be written as followed:
B = Base gold dropped (at 0% GF).
GF = Total % gold find equipped.
GD = Gold dropped with gold find gear equipped.
I reserve myself for any failed calculations/bad formula writing
That GF should be GD I think...
Thanks for the notice. Corrected!
And hah, well.. I've seen all the content over and over again so stuff like this is basically all there's left to do :). I kinda enjoy it though.
I'm probably doing something similar with magic find. I want to get my gear over 100% though, 94% atm.
Yeah I hear ya, all this beta playing can be tiredsome... <_< . Funny to think some of D3's mechanics, in this case the GF, is such simple calculations...I know this is the only way to do GF but still!
It will be interesting to see how MF will work on the other hand. How often do magic/rare/legendary items drop in the course of the beta? Is the only place rares/legendaries drop at Leoric? I read/heard something like this a while back...If this is the case I'll imagine you'll almost have to do the whole beta or at least a big part of it to have an accurate result, since rares/magic/legendaries drop far less frequently than gold.
All of the above is from reading beta stuff, so there might be some errors.
Anyways, just curious, as I edited my post the second time about the error, your post was corrected, and I was confused cause your post didn't (still) had the This post has been edited by MonkManD3: Today, 07:45 PM GMT text at the bottom. You know why? haha
Yeah I have a few ideas on how to test Magic find. The way it seems to work is that it improves your chances of getting a higher quality item (very much like in D2). The frequency of items dropped does not improve, but the quality does. Similar to gold find actually. So when an item drops it would then "roll" on the quality. If you have higher MF the chances of getting a higher quality item improves.
Getting rares is quite random atm, you can get one off the Skeleton king (I have yet to get one after the inital kill, when the loot table oviously is skewed), rare mobs, or just randomly from a normal mob. So that'll be hard to test.
What I can test however is the frequency of magic items dropped vs normal white items. The most consistent source of items I have found is the weapon and armour racks. If I loot X amount with MF gear on and then the same amount without MF gear I should be able to get some workable data.
I believe if you edit a post within a certain amount of time that msg won't show. Could be based on number of characters edited as well? Not quite sure. Could also be related to my user group. You'd have to ask a staff about that :).
:: Enkeria [Twitter / Twitch / Website / Tattoos]
Kk
69,5/3,40 = 20,44
69,5 would be rounded up to 70, and 20,44 down to 20 which is the same max base gold drop that I found in my tests.
Of course there may be areas in the beta that have a higher base gold drop and the amounts would adjust accordingly, but I figured since this is the last content it would be the highest.
The formula still works though.
Gold Find. Check.
Magic Find. Soon.
How about:
• Artisans, the gear they have, just a video about the gear there.
• Scroll companions. Collect a bunch, make a video. Perhaps there is something diffrent from Patch 4 (Force video)
• Try to play a game without taking any health globes or do a chicken gameplay, try do run from enemies.
• How much fit in the tetris grid / backpacker.
• What happens if you kill King Leoric for the first time with a lvl 13, does the loot rock?
"How easy is it to run through the Beta without killing stuff. LVL is not important, but LVL 1 might be more interesting.
:: Enkeria [Twitter / Twitch / Website / Tattoos]
Thanks for the suggestions, will look into it.
I killed the SK just now with a lvl 12 wizard with my 94% MF gear on. He dropped 3 magic and one rare item, not really an improvement since I've seen two rares several times on my other characters. I doubt level has anything to do with it and 94% MF is just not enough to noticably increase the chances of rare, or legendary, items dropping. Can't really draw any solid conclusions from only one test, but it's just not worth the time to level him up just to put MF gear on (requires level 12 to equip all my MF gear) when the chances doesn't seem to improve much.
:: Enkeria [Twitter / Twitch / Website / Tattoos]
I wonder if there is any item parameter that increases the drop chance (not value) of a mob or if that is a hard coded value assigned to a monster class...
I want a hat with a magnet on top (like in Plants Vs. Zombies) that sucks gold in from miles around.... (I also know gold is not magnetic but who cares?)
Aye, that's how it works.
Not sure if there's anything like that on items, but http://eu.battle.net/d3/en/class/barbarian/active/threatening-shout with obsidian rune seems to work that way. At least that's the way they word it.
Also gold pickup range increase is an affix so that hat likely exists :). Although it'll probably be a pretty high level hat to pull in miles away.
You do have the slave goldpicking companions though..