[0.9.2] Magic find not working? Drop rate?

Hi there,

since the patch I have been playing for a total of around 14 hours (and if you know my stream, you know I have been playing for over 120hours in the week before that ;D)

I love playing high magic find (item rarity) characters. My current witch bitch Majoko has a Increased Item Rarity of 289% and was doing fine pre-patch.

Since the patch, e.g. today, the drop rate in single player is abismal. I understand that the drop rate and quality was lowered "slightly" in "favor" of more monetary item drops.

I find this to not be the case.

- The overall droprate is extremely low. I will kill 40 white mobs in a lvl 53 area (being 53 myself) and they will drop one (1) scroll of wisdom. I kill a high level boss (who takes me out in one hit (1200 shield+350 life) and he drops a white item with one socket). Now if this was the exception, I`d say ok. But it is not.

- drop rate of monetary items seems much less than before, particularly when it comes to low level ones (transformation, transmutation)

- The quality of items dropped has decreased significantly, not slight. Before the patch, 3 link/4 link items were quite common (maybe too many, thats ok), but now the drops are horrid.

- My level 34 Marauder with 19% increased chance of rarity dropped 3x more orbs than my 289% witch in a 3 hours test period. (Both negligible item quantity)

- my witch (again, 289% rarity!) dropped 7 yellows, 3 (!) items with 3 links (no 4 or more), 1 regal (chest), 1 chance, 2 augmentation, 1 jewelers, 1 transformation and 1 transmutation in a 3 hours test period. I went through the Dread Thicket around 10-12 times in that timeframe. I dont think that this is acceptable, tbh.

- There seems to be no difference whatsoever between having item find or not having it since the patch.

+ interestingly enough, in groups of 3 or more people, it feels like the drops are the same as before.

Since I played for what I consider a representative timeframe on both my MF and non MF characters, I think this is an issue that needs to be looked at.

I dont mind rare drops on high level orbs, but the low level ones need to drastically increase.
I went through 40 transformation orbs yesterday just to roll what I needed on ONE item.

Any thoughts on this?

Clarification: I understand that orbs may not be "magic items". But I believe that the level of the orb you find is the orbs "quality" (this being related to MF, might be wrong here).

Clarification II: I am not sure, if the drop rate for linked socketed items was an issue pre-patch. In the 120 hours I hard core played before the patch I got maybe 10-15 or so total (!) 4 linked items (up to level 50). I dont think that is too much at all.
Last edited by Starcraft42#1303 on Sep 13, 2011, 4:10:45 AM
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Increased Item Rarity does not, and has never, affected the drop chance of currency items. They don't have rarity (normal/magic/unique) which is what that stat affects.

Increased Item Quantity will increase their drop rates simply because more items drop, and the same percentage of them will be currency items as without the stat.
"
Mark_GGG wrote:
Increased Item Rarity does not, and has never, affected the drop chance of currency items. They don't have rarity (normal/magic/unique) which is what that stat affects.

Increased Item Quantity will increase their drop rates simply because more items drop, and the same percentage of them will be currency items as without the stat.

KK. That is what I feared ^^.

How would you explain the overall low rate of currency items though? 2 orbs of transformation in 3 hours power grinding? Is that the desired state? A preparation for the ability to sell items at store? Or am I just incredibly unlucky?

Overall amount of drops has decreased significantly as I said before (40 lvl 53 monkeys dropping 1 scroll is not an exception).

Thanks for your quick reply!
Last edited by Starcraft42#1303 on Sep 13, 2011, 4:14:05 AM
Ok, little update:

A friend of mine and I just tested how it would be if we grinded the ledge on cruel difficulty.

Here is the outcome of that test:

TEST 1 ----------------------------------------------
time: 2 hours cruel ledge (1 hour each, solo)

LVL 54 Majoko (me) 12% quantity, 289% rarity
- 44 monetary items (!)

LVL 56 Gunz_ (buddy) 83% quantity, 82% rarity
- 30 monetary items

11 jewelers orbs
14 Transmutation
07 Augmentation
15 Armour
01 Chance
01 Regal
01 Flask
01 Gem
06 Scouring
02 Alchemy
05 Whetstone
01 Chaos
05 Transform

Combined: 41 yellow drops.

- Risk of dieing = 0
- Fun factor = minus several million

Test 2 (see above) -----------------------------------

Compared this to the 3 hour of grinding in lvl 53 Dread Thicket:

1 regal
1 chance
2 augmentation
1 jewelers
1 transformation
1 transmutation

7 yellow drops

- Risk = 2 deaths, half a level lost
- Reward = lame
- Fun factor = +42 galactic units

=======================================================

If you extrapolate the 2 hours of cruel ledge to match the 3 hours of dread thicket (merciless) you get this comparison:

100 monetary units / 7 monetary units.
I just think this is plain wrong. ^^

Fun fact, the 8x higher quantity find guy dropped 30% less orbs. Of course, one hour is not representative in that respect.

I am pretty sure, that I killed more stuff in the Dread Thicket than on the ledge, too.

Comment:

I think the risk/reward situation is something that needs to be looked at. I really dont want to go into a level 20 area as a level 60 just to farm monsters that I one shot. Best item to equip: Movement speed boots +25%!

Hope these findings are somewhat interesting ^^ I think they are at least worth of discussing.

Last edited by Starcraft42#1303 on Sep 13, 2011, 6:20:41 AM
I am Gunz_

I would just like to comment on a couple of things that should be noted is:

- We had the same kill speed and movement speed
- We ran different instances (so that it was counted as solo play).
Last edited by Kiyoniz#3106 on Sep 13, 2011, 6:50:25 AM
Hm, yes there is something wrong with the drop rate, i think so too. Yesterday after the patch ive noticed many more less drops and this effect are verry demotivateting because im in Ruthless, end first Act and play duelist and the risk will bigger and bigger. I need good drops to have a chance with the more and more high levels of enemies but when no dropps comes its not funny. At the moment its playable but i fear the next difficulty because i havent the items to play in.
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By after patch you mean after 9.2 or 9.2b?

I've played for several hours yesterday (9.2) and magic/rare drop rate was a bit lower (not abysmal though) but currency dropping was pretty nice imo, no significant difference vs pre 9.2.

Did you try other areas (fellchurch for example)?
Maybe mobs on some cheesy areas got their chances to drop items lowered to prevent farming.
It could be not included in patch notes.
Last edited by ness#1383 on Sep 13, 2011, 11:52:57 AM
"
ness wrote:
By after patch you mean after 9.2 or 9.2b?

I've played for several hours yesterday (9.2) and magic/rare drop rate was a bit lower (not abysmal though) but currency dropping was pretty nice imo, no significant difference vs pre 9.2.

Did you try other areas (fellchurch for example)?
Maybe mobs on some cheesy areas got their chances to drop items lowered to prevent farming.
It could be not included in patch notes.

We tried other areas as well, with no noticable difference.

What is interesting though is that once you start a group things look much brighter. With 3+ people I really dont feel a difference to what dropped before 0.9.2.

But other than that the above numbers speak for themselves.

We went on a 45 minute run on the "endless ledge" map around the mountain in Maelstrom of chaos (2 ppl group, lvl54) and got 4 monetary items. Then I did 3 runs on the cruel difficulty ledge (solo, 15 minutes) and got 9. Go figure... oO
Last edited by Starcraft42#1303 on Sep 13, 2011, 12:16:44 PM
Sample size is too small for any conclusive statement I think.
Also time played (in your case comparing the amount of time you and your friend both did the same zone) is not the best measure of item drop rates. You may have different kill rates, the spawn rates of enemies in the zones may not be the identical, the variance in drops. You would need a much larger sample size and a more controlled experiments (how many champions killed, normal monsters etc...) instead of time played to draw more conclusive results.

I am sure GGG can check their formulas to ensure that increased item percentage is working properly, but 71% increased item drop difference between you and your friend playing over a short time frame does not spell conclusive in my book.

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