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    posted a message on Legendary Drop Rate Modifiers Analysis - Rifting versus Non-Rifting, Equation Basis, and Magic Find Implications
    Galice/Galiks here. Long-time WoW raider (US-Azgalor, now Kil'jaeden), former GM of Rehabilitation Clinic, etc... nerded some stuff out thought I'd share if it helps anyone out.

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    1. Introduction
    The enigma shrouding the drop rate of legendary items in Diablo 3 is a center of debate and mass confusion for the most efficient methods to obtain them. The choice of whether it's worth it to increase the difficulty level for an increase in finding legendary items, and the resulting quantitative gain associated with an increase in difficulty, is still unclear. For example, is it worth the massive time increase to suffer through Torment 6 (t6) monsters for a higher drop rate? Many would say of course not (and it turns out they're right).

    It seems obvious that higher difficulty levels are just not worth it as all Torment difficulties drop the same items, but supposedly at a different rate. The aim of this report is to provide a quantitative analysis of the drop rates for torment difficulties, and provide a recommendation in farming through comparing drop rates in and outside of rifts. Additionally, magic find (MF) will be factored into the consideration as an extra factor.

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    2. Equation Basis
    http://us.battle.net/d3/en/forum/topic/12413271220?page=13#241 This is 1.15^N as confirmed in this blue post, where N = torment difficulty level.
    This was edited. Before there was an equation here that I had manipulated and used this as another reference as comparison to the 1.15^N in case either were right, but alas, 1.15^N was confirmed 3 days ago after I had done any work so only that will be shown. If for whatever reason the previous equation that was here that linked known monster health percent versus difficulty (which also can be thought of as increasing time to kill a mob - a logical way to warrant a drop rate increase), and the blue is just agreeing to release a critical piece of information that has never been released before so whimsically, then that information is no longer public. Your standard 1.15^N formula is shown, as was all along before alongside a separate approach. Nonetheless, the two were similar.

    Everything taken into consideration is just looking at the legendary drop rate factor increase for varying parameters. It is in no way explaining the most effective place to farm, as that is left up to the player skill level, gear, speed in clearing, and density/type of monsters/chests in your exclusive rift or outside location. Under the assumption that there is no clear choice/multiple options, these graphs can help lead you in a certain direction.


    3. Rifting versus Non-Rifting and Magic Find
    Using these values, one can make a comparison against the legendary drop rate factor inside a rift (1.25x multiplier) versus outside of a rift. As one can see below, certain points can be made.







    • Torment 1 rifting is slightly worse than drop rates from Torment 3 non-rifting.
    • Torment 2 rifting is slightly worse than Torment 4 non-rifting.
    • Torment 3 rifting is between Torment 4/Torment 5 non-rifting.
    • Torment 4 rifting is near Torment 6 non-rifting
    More conclusions can be drawn based on self-inquiries.

    The question of magic find (MF) and its effectiveness in Reaper of Souls usually ends with 'MF NOT WORTH IT!' Below shows varying MF inside of a rift (assuming MF is multiplicative and legendaries receive 10% of their MF towards legendary drop rates [i.e. 150 MF contributes to 15%] i.e. 1.15*1.25*base_torment_droprate). The plot is shown below.












    • Wearing no MF inside a Torment 2 rift is slightly less than Torment 4 farming outside of a rift
    • Wearing 50 MF inside a Torment 2 rift is equivalent to Torment 4 farming outside of a rift
    • Wearing 150 MF inside a Torment 2 rift is slightly less than Torment 5 farming outside of a rift
    • Wearing 300 MF inside a Torment 2 rift is almost equivalent to Torment 6 farming outside of a rift

    Therefore, as a recommendation for actual possible MF values (Nagelring 50%, Topaz in helm 41%, Cain's set 50%), we can say that for 150 MF farming a Torment 3 rift, we are about the same as Torment 6 outside of rifts. Since Torment 3 speed runs with 150 MF seem much more plausible with the current player/state of the game, this seems to grant the biggest bang for the buck if done consistently and at a proper pace. Comparisons for outside of rift for varying MF are omitted as most interest will likely fall upon the inside-rift scenario due to the 1.25x multiplier (which inherently acts like 250 MF as legendaries receive 10% of the MF value). Nonetheless, other conclusions can be drawn, and these graphs can be used to quantify other questions for varying player skill levels and character capabilities. Choices should be made based upon your own capabilities to optimize speed, location (possible dense area of chests outside rifts), and individual skill.


    Battletag is Galice#1533 for questions/inquiries. Galice/Galiks/Galrosh @US-Kil'jaeden (retired for now) Feel free to join my diablo clan <Arch Druid> for a feisty environment and anyone looking for a full-clear heroic WoW guild check out http://www.archdruidguild.com/.
    Posted in: Theorycrafting and Analysis
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