d2jsp
Log InRegister
d2jsp Forums > Diablo II > Diablo 2 Discussion > Mf Explained Read!
1235Next
Closed New Topic New Poll
Member
Posts: 2,574
Joined: Jan 5 2003
Gold: 4.80
Feb 11 2003 11:29pm
Ok here I go (please note that the %'s used are not actual check www.diabloii.net[can I even post this link?} for this):

Chance of finding items with 0%MF:
THESE ARE NOT CORRECT #'S!

Magic Items - 45%
Skullders- 1%
Shaft - .5%
Gaze - .25%
Windforce - .1%

Ok lets say that you increase your mf form 0 to 100. This is what the what the stats would look like now:

Magic Items - 55%
Skullders- 2%
Shaft - 1%
Gaze - .5%
Windforce - .2%

So, according to this (I have had this discussion many times online with other people and yes they have sided with me) the more MF you have the better the chance of getting a Windforce BUT at the same time your chance of getting a normal and magic item increases. So the more mf you have the higher the chance a unique item will drop BUT it does not only include the uniques it includes ALL the items.

Thus we come to the conclusion:
The more MF you have the better the chance of getting a "good" item is AND even if you have 0 MF you are able to find a Windforce. Mf increases your chances of finding all kinds of items (YES MAGIC AND NORMAL ITEMS INCLUDED!!!!!). So @ the same time it increases your chance to find a Windforce the higher the chance you have to find a unique.

Hope you all understand it a bit more now.

-Fenix_X12

This post was edited by Fenix_x12 on Feb 12 2003 12:00am
Member
Posts: 2,194
Joined: Jan 17 2003
Gold: 68.20
Feb 11 2003 11:56pm
Mf is all about the QUALITY of your drops. When you kill a monster, the treasure class is decided, and what kind of item. This is why MF has no effect on gems, and runes.

What Mf does, is again, increases the quality of the drop. If the item that drops is say a tulwar, MF is applied after treasure class and item type are decided. It increases chances of that tulwar of bieng magical, rare, set, or unique. Note that it was a tulwar was already determined, before MF kicked in. It doesnt effect if an item is cracked, superior, normal ect.
Member
Posts: 2,574
Joined: Jan 5 2003
Gold: 4.80
Feb 12 2003 12:00am
k fine i will remove normal from that BUT THAT IS HOW MF WORKS!!!
Retired Moderator
Posts: 3,620
Joined: Oct 22 2002
Gold: 99.00
Trader: Trusted
Feb 12 2003 12:34am
maybe... but more mf ALWAYS means better chance to get magic items, magic being magic + rare + set + unique.

When the "item spawn event" happens in the game, it looks at what spawned the event's treasure class (tc), (a monster, chest, etc..). The tc's are a long list of rules for what a monster can drop.. The first roll decides if its going to drop gold, an item, a rune, a charm, a jewel, etc...

MF only applys when it decides to drop an item. It has NO effect on gold ammount, on the number of charms or jewels you find

Specificly the treasure classes that decide weapons and armors are a small list of items that qualify for "weap48" these are just a simple list of item codes that "weap48" stands for. If the game decided its going to drop out of "weap48" then it rolls to decide wich item code out of that list it will drop. Once it finds the item code it's going to drop, it then rolls to decide on which quality the item will be.

It rolls in this specific order: unique, set, rare, magic, supperior, normal, cracked

Your MF% ONLY works in this part of the item drop proccess, which quality the item will drop as. It rolls to see if the item will be unique or not, if it is supost to be unique, but no unique exists for this item code, it will drop a rare item. If it wasn't supost to be unique it rolls for set, and if it picks set and no set item exists for this item code it will drop a rare. If the item code has two set items for that item code then it will roll to see which item it drops, your MF has no roll in that roll.

It keeps rolling down the line untill it finds one that rolls true, or it gets to the end of the list at which point a cracked/damaged version of that item code drops.

As you can see, once you know how the game works, the more MF the better since the first roll is for unique and thats the one your after.
Member
Posts: 2,574
Joined: Jan 5 2003
Gold: 4.80
Feb 12 2003 12:47am
COOL! That i dint no thx for the info. Sticy this so "newbies" wil read?

People kept asking about MF so i decided to make this and we have 3 GOOD explenations!:s
Member
Posts: 81
Joined: Nov 26 2002
Gold: 59.00
Member
Posts: 2,574
Joined: Jan 5 2003
Gold: 4.80
Feb 13 2003 12:39am
Cool, thanks biggrin.gif.
Member
Posts: 220
Joined: Jan 10 2003
Gold: 12.00
Feb 13 2003 01:11am
QUOTE (LosTBytE @ Feb 12 2003, 10:11 AM)
Look here:

http://www.diabloii.net/items/modifiers/ma...agic-find.shtml

Yep this tells me 300~% mf is best for uniq drops smile.gif
the increment is lower either ..

Magic Find Magical * Rares * Set Items * Uniques *
0% 0% 0% 0% 0%
200% 200% 185% 183% 171%
250% 250% 220% 215% 193%
300% 300% 250% 242% 211%
400% 400% 300% 287% 236%
500% 500% 340% 322% 253%
750% 750% 412% 382% 280%
1000% 1000% 460% 421% 295%
1200% 1200% 494% 448% 305%
Member
Posts: 424
Joined: Jan 19 2003
Gold: 490.00
Feb 13 2003 01:35am
QUOTE (DeaDScouT @ Feb 13 2003, 07:11 AM)

Magic Find Magical * Rares * Set Items * Uniques *
0% 0% 0% 0% 0%
200% 200% 185% 183% 171%
250% 250% 220% 215% 193%
300% 300% 250% 242% 211%
400% 400% 300% 287% 236%
500% 500% 340% 322% 253%
750% 750% 412% 382% 280%
1000% 1000% 460% 421% 295%
1200% 1200% 494% 448% 305%

Well as stated above more is better so by that argument (which is right) 300% would not be the 'best' per se. It may seem more efficient but at the end of the day the guy with 1000% MF who has a 295% chance of getting a Unique still has a better chance than the 300%MF guy who has a 211% chance of getting a unique. 295>211, BUT there may be an opportunity cost associated with having that much MF and if you are arguing for efficieny then 200% mf isthe best since it represents the largest increase over the previous option, which on this chart is 0%. But...if you go down the chart you see that other than the 200% issue the largest bonus you would get would be going from 500-750%MF, where your overall chance of getting a unique goes from 253 to 280 which gives you a 27 percentage point increase, this is the largest increase on this table other than going from 0 to 200%. The really sucky one is going from 1000 to 1200, which only nets you a 10 percentage point increase...and at that level its expensive to go from 1000 to 1200. Also...remember your chances reset each game, the more consecutive games you run does NOT help your odds as some might have you think. Each game is considered a unique entity when it rolls for item quality. Some guy who does one pindle run a day has the same odds for getting a WF from pindle than you do doing hundreds of runs per day. Your likelihood of getting it increases, but not your odds.

This post was edited by Dieselonia on Feb 13 2003 01:37am
Retired Moderator
Posts: 5,960
Joined: Oct 30 2002
Gold: 1,142.14
Trader: Trusted
Feb 13 2003 02:01am
Yeah.. so basicly you would have same chance of getting a hydrabow ( normal ) no matter your MF..
According to diabloii.net (assuming they have pretty good connection to blizz) the only part MF does if hydra bow descides to drop is the higher MF the higher chance of the hydra being a WF.
As stated in another post: more mf = better BUT if your killingspeed ( IE. pindleruns) drops cause of the big MF% then you reach a point where its just not worth it..
I play mostly Europe where you cant get occy rings or con rings ( or atleast not belov 90$) ive managed to find 4 wf one being perfect with about 500%mf which suits me just fine since i cant get my hands on any really kewl mfthings anyway..
Go Back To Diablo 2 Discussion Topic List
1235Next
Closed New Topic New Poll