Well, I just read that I can recopy new characters weekly on the PTR. Not sure if that's true, but I'll craft my 600ish items and hope that I can reload and do it again next week. We'll see how far I can get.
Waiting anxiously for news about 1.0.5 jewelry.
Crafting in 1.0.5 so far as been unexciting. I have seen no level-63 affixes on any of the gear belts I crafted last night, so that seems unchanged.
Hey, someone with gobs of money on the PTR want to, say, buy the mats and craft 2,000 belts? Eh? We could finally understand affix selection... probably.
I think we would be better off with 4-affix, too, because it will be easier to get a sense of the appearance rate. Best would be 10,000 1-affix items, honestly.
We would probably have to do some deduction to extrapolate it to other ilvls (like, if we determine that the affix type is rolled first, then rank, then value, then it's easy, but if it looks like the affix type and rank are rolled together such as Dex 10, Dex 9, Resist all 8, etc all competing simultaneously), then we'd have to worry about cases where there is no rank of certain affixes at certain levels. The indication of that would be that traits with less ranks have an otherwise inexplicably lower chance to be present.
Edit: Actually, if we want to do 4-prop belts, I think I have the mats/money to make over 600 of them.
BUT BUT... one complication is the presence of "bonus primary" stats on certain pieces. That is, Boots can have secondary dex like all armor, but it also gets primary dex, which increases the incidence of dex and makes it impossible to differentiate (without item code) whether it was primary or secondary dex affix. ... Bracers have no such bonus. Boots are dex, Gloves are Dex and Int, Pants are Vit, Shoulders and Belts are Str, Chests are Vit, Helms are Int. Nothing for bracers. Anyone wanna make a lot of bracers? I'll help.
Edit: Considering elite numbers: Do we have a ratio champ/rare groups, and the average number of champs in a champ group?
I bet that depends heavily on the route, since places like warrior's rest are guaranteed to have champions (not blue packs), certain monsters spawn in 4s instead of 3s, and bosses and scripted elites would skew the numbers.
Interesting side note, if you include the 5NV rare in the calculations, we actually start getting less 4-affix rares after around 400MF. If someone gets to 600MF (300gear/para + 75 NV + MP9), they're getting 8.7% 6-Affix rares and 30.5% 4-Affix rares, while 400MF is 6.2% 6-Affix and 31.0% 4-Affix. Interesting.
MP0 is the system disengaged. Everything works like it does right now.
MP1 is the system engaged at lowest level:
25 Bonus MF
All Monsters are level 63
Every elite everywhere has the same chance of ilvl63 loot (maybe like current Act 3?)
All pieces of loot can roll level 63-rank affixes
Just like MP1 but with 250 Bonus MF
Guess we'll try to confirm piece by piece. The only thing that may be really hard to tackle is the "chance to drop bonus loot". Wonder if that's just a new item slot (like slot 3) that has a scaling chance of dropping with MP level. Would be sweet if its drop chance were 10%/MP, so that it became guaranteed at MP10.
EDIT: Oh, and by the way, reports are saying that MP1 Act 1 is harder than 1.0.4 Act 1. Makes sense in the context of them upping those monsters to level 63 from current 61.
How will it affect the distribution of items? Like, can you find item level 63 stuff in earlier acts if you crank up Monster Power?
WC: You can get item level 63 stuff in all acts of Inferno when Monster Power is on. The moment you go into Inferno with any kind of Monster Power, all monsters become level 63, and they can now all drop item level 63 stuff the same way that Act III and Act IV Inferno do now. However, cranking up Monster Power beyond MP1 does not further increase your chance of getting 63 stuff.
PTR is downloadable now it appears (not home to confirm). What do we want to test and how?
Is it worth doing exhaustive testing for the PTR? Could easily be changed (even without announcement, perhaps). Maybe just spot check some things like go Act 1 and crank up power level and see if we're finding high level affixes?
right so everyone can farm act 3, or 4 if you are on monster levels 1 it'll be easier than act 3 currently is. If affixe levels are picked based off your Monster level now, then what good will magic find actually be anymore? Will the actual affixes picked be affected then? If not then am I correct that the only thing that will actually be impacted by magic find is the number of affixes and chances to be a rare/legendary/set items?
That is all that is currently impacted by Magic Find (number of affixes and whether legendary/set). No change there.
In fact there's a bunch of things we do not know (and probably will never know) because this kind of research involves mechanics that we will never see and perhaps only observe the shadow from. I suggest that, unless one can come up with a definitive test for item-creation dependency (even just for 1 step), the best chances we'll have may be from people digging in the game files themselves.
I generally agree. Unfortunately, when I think of what indicators we'd have for each type of system, I see that evidence for both options in game (diminished jewelry in Act 3 indicates ilvl first but needing aggregated ilvl %s indicates that item type is first). I can't think of anything definitive and things that would give us a sense of the right answer seem to be in contradiction. I don't think we'll ever see the game files, though, as loot seems to be generated server-side and delivered.
By the way, Nubtro... I've seen people call the ww+sprint build "The Nubtro Build". Just wanted to let you know you're famous
New System: Monster Power
Similar to the "Players 8" command in Diablo II, Monster Power is a system designed to give players more control over how challenging enemies are in each difficulty. With this system, players can choose to increase the health and damage of monsters according to different "power levels" and in return they’ll receive scaling bonuses to experience (for heroes levels 1-59) as well as boosts to Magic Find and Gold Find (for heroes in Inferno) which will stack above the 300% cap. The option to increase Monster Power will be available to all players starting at level 1 in the Quest Selection window, and can be adjusted separately for Normal, Nightmare, Hell, and Inferno difficulties.
Resplendent Chests will now operate similarly to Elite packs in Inferno difficulty:
When players open a Resplendent Chest, they will receive a reward based on how many Nephalem Valor stacks they have active at the time
Opening a Resplendent Chest will grant one stack of Nephalem Valor
Major in-game events will now grant one stack of Nephalem Valor when completed by a level 60 character in Inferno difficulty
If completed in a multiplayer game, all eligible characters in the party will receive the buff regardless of whether they participated in the event or were close to the event's location
Major in-game events in Inferno difficulty that involve a special chest or Unique monster (ex: ) will now also drop additional loot for every stack of Nephalem Valor a player has active at the time of the event’s completion
Several events have had Unique monsters added to them for this purpose
Affixes on items will now roll their level based on the level of the monster killed (rather than the item’s level)
Magic Find and Gold Find values inherited from Followers should now respect the 300% cap
Nephalem Valor stacks are now restored whenever a player rejoins the last multiplayer game he/she was disconnected from
So... it feels like we're not going to get closer without a more comprehensive data set. What if we did something like this:
Mighty Weapon 2H
Would that get us what we need if we break it out by Act? Does anything else need to be accounted for? MF, maybe? The amount of drops we'd need for this is rather mind-boggling, but I don't know what else to do at this point. Thoughts?
This would provide the chance each ilvl (aggregate) and an idea of how the types are distributed within item or ilvl group and also the way ilvls are distributed within item types.
Edit: Posted the general conundrum in main diablo 3 forums. Only suggestion is that different types of monsters have different chances to drop different types of gear. Thoughts on this concept? I sure hope that's not true.