Playing through the game on t1 myself I get around 1 act done per 10 minutes. Friends of mine run 3 to 4 people on normal and tell me they get 5 per 20 minutes. Those caches cant be worth the same are they? I know rifts are way better on torment but Im sure someone on her has done the research.
they are worth the same however chances for a legendary are lower (might be offset by speed of acquisition though). However there are Torment only legendary items that will not drop for your friends. So its a choice more speed for more drops or slower speed less drops but higher chance per drop per legendary and torment exclusive ones too.
Best way I have found to farm legs is through rifts at T1 to T3 depending on gear. Me and my friends just do bounties on normal now to farm a ton of rift shards then just spam rifts for a few hours to soak up loot. I will admit doing bounties on normal is extremely boring as everything just falls over but it makes getting rift shards ALOT faster so it is kind of a tradeoff. I used to do T1 bounties bc of it not being so faceroll and really enjoyed them... I would just say do what you enjoy and go from there.
The drop chance at legendary items from chances are all same doesnt matter when difficulty u farm it on
Wrong afaik.
The drop chances are improved in Torment so is when you open a cache. Plus there are exclusive set items dropping in torment. So yeah there are reasons to play at least T1.
The drop chance at legendary items from chances are all same doesnt matter when difficulty u farm it on
That is 100% false. Each level of torment increases the drop chance of legendaries.
It is true. Normal is the best way to farm. The only different only torment can drop class set and few other items.
I find more stuff on normal than Torment.
For example: if there is 5% a legendary drop in normal and you can kill 100 elite in an hour, you get 5 legendary per hour on average.
If there is a 10% on Torment one and you can only kill 20 elites an hour, then you get 2 legendary per hour on average.
I think you do not understand % chance. 10 >5 man. Yes things may be more efficient to do lower level but the drop rate is LOWER. Also in that example 5% is half the chance of 10% even if you kill faster it is a 5% chance per DROP not overall. Meaning that each individual chance you have is much lower it is not cumulative. If that were true you could kill a warden 4 times and get their key. Ive killed the wardens like 15 times and only gotten 1 key on T1. because its a falicy to assume you will get 1 every 4 kills or so. thats what RNG is about.
In summary yes lower levels are more efficient for speed only but actual drop chance is higher on higher difficulties and RNG is RNG so hope for the best.
It's not especially meaningful to talk of drop rate as if it were the drop rate per kill. Rate implies a time unit.
Clearly, even if the drop chance per mob on torment were fifteen times higher, it would amount to the same if a particular player's kill time on a mob were fifteen times longer. It's quite easy to see, considered in abstract, that the lower difficulties will yield a much higher drop rate of legendaries per hour. It is better to kill 1001 mobs with 1% chance per mob of legendary drops per hour, than it is to kill 100 mobs with 10% chance per mob per hour, etc. This simply follows by definition.
Naturally there complicating variables such as builds, AoE and rare cases of absurdly high dps characters, but in general it should be true that for any given hour, the amount of legendaries you get will increase proportional to the amount mobs you have slain. Think of it like this: every time you kill a mob, it is another chance for a chance. You want as many chances as you can per time unit to get a chance at winning. There is a dice and you want a six: It is better to throw the die 10 times than only 1, even if on the 1 throw you get to remove another digit (such as five). The quality of the throw increases, but throwing ten times far outweighs it. Clearly, if you check the tables, in d3 ros - as in vanilla - the quality does not even come remotely close. Excepting, of course, the matter of the sets. The reason for this is that mob HP increases much more than it is even theoretically possible for a player's damage output to scale.
It's not especially meaningful to talk of drop rate as if it were the drop rate per kill. Rate implies a time unit.
Clearly, even if the drop chance per mob on torment were fifteen times higher, it would amount to the same if a particular player's kill time on a mob were fifteen times longer. It's quite easy to see, considered in abstract, that the lower difficulties will yield a much higher drop rate of legendaries per hour. It is better to kill 1001 mobs with 1% chance per mob of legendary drops per hour, than it is to kill 100 mobs with 10% chance per mob per hour, etc. This simply follows by definition.
Naturally there complicating variables such as builds, AoE and rare cases of absurdly high dps characters, but in general it should be true that for any given hour, the amount of legendaries you get will increase proportional to the amount mobs you have slain. Think of it like this: every time you kill a mob, it is another chance for a chance. You want as many chances as you can per time unit to get a chance at winning. There is a dice and you want a six: It is better to throw the die 10 times than only 1, even if on the 1 throw you get to remove another digit (such as five). The quality of the throw increases, but throwing ten times far outweighs it. Clearly, if you check the tables, in d3 ros - as in vanilla - the quality does not even come remotely close. Excepting, of course, the matter of the sets. The reason for this is that mob HP increases much more than it is even theoretically possible for a player's damage output to scale.
Not entirely true.
You have to take into account the traveling time between packs, which stays the same regardless difficulty. i.e. someone kills 1 pack in 2s, 2s to pick up, 1s to salvage (5s total) , 100s for 20 packs, BUT it would also take him 5mins to find these. Another guy killing 1 pack in 25s (10 times longer, 5s picking up +salvaging), 8:20 for 20 packs, 13.3 mins totally.
Normal: 7 mins
Torment: 13.3mins (2.5 times longer)
That is, if the legend drop rate is 2 higher in torment (which I almost guarantee) we are better off in torment.
It's not especially meaningful to talk of drop rate as if it were the drop rate per kill. Rate implies a time unit.
Clearly, even if the drop chance per mob on torment were fifteen times higher, it would amount to the same if a particular player's kill time on a mob were fifteen times longer. It's quite easy to see, considered in abstract, that the lower difficulties will yield a much higher drop rate of legendaries per hour. It is better to kill 1001 mobs with 1% chance per mob of legendary drops per hour, than it is to kill 100 mobs with 10% chance per mob per hour, etc. This simply follows by definition.
Naturally there complicating variables such as builds, AoE and rare cases of absurdly high dps characters, but in general it should be true that for any given hour, the amount of legendaries you get will increase proportional to the amount mobs you have slain. Think of it like this: every time you kill a mob, it is another chance for a chance. You want as many chances as you can per time unit to get a chance at winning. There is a dice and you want a six: It is better to throw the die 10 times than only 1, even if on the 1 throw you get to remove another digit (such as five). The quality of the throw increases, but throwing ten times far outweighs it. Clearly, if you check the tables, in d3 ros - as in vanilla - the quality does not even come remotely close. Excepting, of course, the matter of the sets. The reason for this is that mob HP increases much more than it is even theoretically possible for a player's damage output to scale.
Not entirely true.
You have to take into account the traveling time between packs, which stays the same regardless difficulty. i.e. someone kills 1 pack in 5s, 100s for 20 packs, BUT it would also take him 5mins to find these. Another guy killing 1 pack in 60s (12 times longer), 12mins for 20 packs, 17 mins totally.
Normal: 7 mins
Torment: 17mins (2.5 times longer)
That is, if the legend drop rate is 2.5 higher in torment (which I almost guarantee) we are better off in torment.
Let's assume it's 20 packs you're killing in Normal as well as in Torment.
I can walk up and melt an elite pack in a second or two in normal. 20 packs x 2 seconds = 40 seconds of battle time + 5 minutes wandering = 5:40
In torment, if we're assuming that you're taking 60 seconds to kill each pack. That's 20 minutes + 5 minutes wandering = 25 minutes
The drop chance at legendary items from chances are all same doesnt matter when difficulty u farm it on
That is 100% false. Each level of torment increases the drop chance of legendaries.
It is true. Normal is the best way to farm. The only different only torment can drop class set and few other items.
I find more stuff on normal than Torment.
For example: if there is 5% a legendary drop in normal and you can kill 100 elite in an hour, you get 5 legendary per hour on average.
If there is a 10% on Torment one and you can only kill 20 elites an hour, then you get 2 legendary per hour on average.
I think you do not understand % chance. 10 >5 man. Yes things may be more efficient to do lower level but the drop rate is LOWER. Also in that example 5% is half the chance of 10% even if you kill faster it is a 5% chance per DROP not overall. Meaning that each individual chance you have is much lower it is not cumulative. If that were true you could kill a warden 4 times and get their key. Ive killed the wardens like 15 times and only gotten 1 key on T1. because its a falicy to assume you will get 1 every 4 kills or so. thats what RNG is about.
In summary yes lower levels are more efficient for speed only but actual drop chance is higher on higher difficulties and RNG is RNG so hope for the best.
I don't think you understand what probability is. When spending in probability, it is always talking about a infinite numbers of attempt.
So higher expected drop will give you more drop over the long run.
The drop chances are improved in Torment so is when you open a cache. Plus there are exclusive set items dropping in torment. So yeah there are reasons to play at least T1.
I find more stuff on normal than Torment.
For example: if there is 5% a legendary drop in normal and you can kill 100 elite in an hour, you get 5 legendary per hour on average.
If there is a 10% on Torment one and you can only kill 20 elites an hour, then you get 2 legendary per hour on average.
In summary yes lower levels are more efficient for speed only but actual drop chance is higher on higher difficulties and RNG is RNG so hope for the best.
And anyway when you even 1-shot Elite the game is boring. I don't get why one would do that, a "minimum" of challenge is always welcome.
Clearly, even if the drop chance per mob on torment were fifteen times higher, it would amount to the same if a particular player's kill time on a mob were fifteen times longer. It's quite easy to see, considered in abstract, that the lower difficulties will yield a much higher drop rate of legendaries per hour. It is better to kill 1001 mobs with 1% chance per mob of legendary drops per hour, than it is to kill 100 mobs with 10% chance per mob per hour, etc. This simply follows by definition.
Naturally there complicating variables such as builds, AoE and rare cases of absurdly high dps characters, but in general it should be true that for any given hour, the amount of legendaries you get will increase proportional to the amount mobs you have slain. Think of it like this: every time you kill a mob, it is another chance for a chance. You want as many chances as you can per time unit to get a chance at winning. There is a dice and you want a six: It is better to throw the die 10 times than only 1, even if on the 1 throw you get to remove another digit (such as five). The quality of the throw increases, but throwing ten times far outweighs it.
Clearly, if you check the tables, in d3 ros - as in vanilla - the quality does not even come remotely close. Excepting, of course, the matter of the sets. The reason for this is that mob HP increases much more than it is even theoretically possible for a player's damage output to scale.
http://www.diabloprogress.com/hero/sodomir-2220/
You have to take into account the traveling time between packs, which stays the same regardless difficulty. i.e. someone kills 1 pack in 2s, 2s to pick up, 1s to salvage (5s total) , 100s for 20 packs, BUT it would also take him 5mins to find these. Another guy killing 1 pack in 25s (10 times longer, 5s picking up +salvaging), 8:20 for 20 packs, 13.3 mins totally.
Normal: 7 mins
Torment: 13.3mins (2.5 times longer)
That is, if the legend drop rate is 2 higher in torment (which I almost guarantee) we are better off in torment.
I can walk up and melt an elite pack in a second or two in normal. 20 packs x 2 seconds = 40 seconds of battle time + 5 minutes wandering = 5:40
In torment, if we're assuming that you're taking 60 seconds to kill each pack. That's 20 minutes + 5 minutes wandering = 25 minutes
Math iz hard.
So higher expected drop will give you more drop over the long run.