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Jun 24 2008 08:41am
Repost of old thread, no changes to the guide, but I will include some additional info in post 2.

Basic guide to how MF works.
This is a fairly simple guide to try to clarify some of the confusion surrounding MF% ages and what they do. If you read nothing else here, read points 4 and 5 in the summary at the end.

What does Magic Find do?
Magic find increases the chances of a dropped item being of a higher magical quality.

What does Magic Find NOT do?
Magic find has no effect on the base item that drops, nor does it have any effect on whether the item is superior, normal, inferior, socketed if a white / grey item is selected, or Etheral. Because MF has no effect on the base item selection process it also has no effect on rune finding.

The Basic drop mechanics
When an item is dropped in D2 it goes through a multi staged selection process before it is actually generated. I will not go through the mechanics of the base item drops here. We are only concerned with what happens to the item after it has been selected that one will drop. It is however relevant to Magic Finding that the only way to increase the chance of an item being generated when a monster is killed is by having more players in the game.

The item quality selection process
We know an item has been selected to drop.

The game now has to decide what magical properties the item will have, if any, and so it goes through the following selection process which is done in turn for each item assuming it is relevant (clearly not applicable to runes, potions, gold etc).

1) Roll to check if it is Unique item (Gold). If this fails* then
2) Roll to check if it is a Set item (Green). If this fails* then
3) Roll to check if it is a Rare item (Yellow). If this fails then
4) Roll to check if it is a Magic item (Blue). If this fails then
5) Generate a White item with some of the following properties: Superior/Normal/Inferior/Sockets.
6) All items will finally go through a check to see if it is Etheral. Note that items which are indestructible cannot also spawn ethereal unless they specifically always spawn ethereal as is the case for certain uniques.
7) Drop the final outcome.

*There are times when this check will pass, but there may not be a unique or set item available. Instead of carrying on to the next check the game generates a �failed unique� or a �failed set� item. This results in a triple durability rare item for failed uniques and a double durability magic item for failed sets.

The order of this selection process is vital. I will come back to that in the summary.

So, how does Magic Find work?
Items always have a chance of passing any the check rolls above.

However, Magic Find increases the chance of making each of the quality checks in turn.

Magic find increases the base chance of making the quality check by the Effective Magic Find percentage for each quality. The effective MF percentages for each item quality are:

Effective MF for Unique items (Gold) = (MF*250)/(MF+250)
Effective MF for Set items (Green) = (MF*500)/(MF+500)
Effective MF for Rare items (Yellow) = (MF*600)/(MF+600)
Effective MF for Magic items (Blue) = MF

This means that the relationship is not linear, and if you fancy sticking the above into Excel and make a graph you�ll see just how non linear the relationship is. Here is a small table to give you the idea:

-------Effective MF %
MF%---Unique---Set-----Rare-----Magic
--10---- 9.62---- 9.80---- 9.84-----10.00
-100-- 71.43--- 83.33--- 85.71-- 100.00
-200-- 111.11- 142.86- 187.50-- 200.00
-300-- 136.36- 187.50- 200.00-- 300.00
-500-- 166.67- 250.00- 272.73-- 500.00
1000- 200.00-- 333.33- 375.00- 1000.00
Unlimited-250.00-500.00-600.00-Unlimited

This is the famous diminishing returns curve that is so often mentioned where the higher your MF % the more you have to add to achieve any marked improvement for Uniques in particular.

Summary
1. You do not need any added MF to find Uniques. There is always a chance.
2. Added MF increases your chances of upgrading the items that drop.
3. For uniques in particular we can see that the amount of help we can get from MF is restricted (severely), so killing things quickly becomes more important than adding more MF%. For example going from 500-1000 you gain comparatively little in terms of effective MF for generating uniques, but you will probably ruin any chance of killing things quickly if at all in Hell.
4. Because of the order the game checks for quality of items, more MF always gives a higher chance of rolling unique items.
5. Because of the order the game checks for quality of items, the only things that actually go down as MF goes up are White / Gray items.
6. When hunting socketables reduce your MF.

I will not claim to be the originator of any of this information. It is merely a simplified summary of the various guides and discussions I have read. In particular GTAMaloy]�s �Guide to all that is items" is a very worthwhile read hosted at Baron's Bazar, B-net, The Amazon Basin etc.[/QUOTE]
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Jun 24 2008 08:51am
Additional information from the various posts in the original thread:

More players in the game = more drops, not "better" base item drops:

Quote (The_Morpheus @ Fri, 15 Jun 2007, 20:51)


The amount of players in a game only effects the "nodrop" chance in the formula for dropping items when a monster dies or a chest, pot, basket, ect is opened.

The game has no clue as to what is good or bad. As far as the game is concerned, a magical dimentional shard is better than a unique swirling crystal.


Quote (AyeCaramba @ Sat, 16 Jun 2007, 08:16)
Following on from that, basically more players in game means more items will drop since as Morpheus says, it reduces the chance of the game selecting no-drop.

The effect though from dropping more items is of course that you will find more good items as well as more bad ones. Doing your MF runs in full player games is therefore more efficient as long as you can still kill quickly with the increased monster HP's.


Treasure Class Basics
Follows on from a couple of questions from Lifeaintfair.

Quote (AyeCaramba @ Thu, 12 Jul 2007, 17:25)
No, yes, but, no but, Here goes:

Base item Quality levels (Qlvl) and Treasure Class (TC) basics
1. Every item has a Qlvl (Quality level) for the base item. These are set by the game definitions.
2. The base item Qlvl's are used by the game to classify which TC (Treasure class) it belongs to.
3. TC's are from 3 to 87 in steps of 3.
4. Each TC contains all items with a Qlvl <= the TC. Ie, TC 3 contains all items with a Qlvl of 1-3, TC 6 contains all items with a Qlvl of 4-6 etc.
5. Each TC also contains all TC's with a lower number, meaning TC 87 contains all items.
6. Important! TC's ONLY relates to base items. Take this on trust for now and read on.

Monster TC's
1. All normal monsters drop from the TC <= their monster level (mlvl). Mlvl = area level (alvl).
2. Champions have mlvl = alvl +2, random bosses and minnions are mlvl = alvl +3
3. Superuniques and Act bosses have predefined TC's which are unrelated to their mlvl.

TC's for Uniques and set items
1. The TC for a unique or set item is the same as the TC for a cracked version. Always.
2. However, set items and unique items also have one additional restriction. This is an individual qlvl (note the smal q wink.gif ).
3. This qlvl is the same for an entire set, whereas each individual unique item has a qlvl set in the game item code.
3. Note that the qlvl can be greater, lesser or equal to the Qlvl of the base item.
4. The qlvl does not determine which TC the item goes into, but it determines the minimum monster level required to drop it.
5. This only causes a problem where a monster has the required TC to generate the base item, but NOT the required mlvl to drop the unique. A well known example is Pindleskin. He drops from TC 87 (defined by the game as he is a super unique monster), but he is only mlvl 86. Even though he drops from the highest possible TC in the game, he is unable to generate the three uniques that have a qlvl of 87. (Azurewrath, Tyreal's Might and Arachnid Mesh). Arachnid is actually a good example here as it is actually in TC 63 (Spiderweb Sash base item is Qlvl 61). Lots of monsters can drop the base item but cannot drop the unique version because it requires mlvl 87.
6. When the quality roll passes, but the mlvl is not high enough to drop the unique or set version, the game drops a trippel durability rare item instead of the unique (failed unique), or a double durability magic item instead of the set item(failed set). This also happens if the quality roll passes but there is NO applicable unique or set item to pick at all.

The only part of any of this that is influenced by MF% is the roll on the base item drop to see if it's Unique / set / rare / magic. ALL items have exactly the same chance of being upgraded once selected. The base item selection is completely independent.

@LifeAintFair - The game only knows quality as Unique / Set / rare / magic etc. It does not "know" that a CoA is better than a Pelta Lunata or Biggins Bonnet. To the game they are the same quality.


Finally:
The what if there are more than one unique to chose or the monster is not high enough level questions answered:

Quote (AyeCaramba @ Fri, 13 Jul 2007, 09:20)
When a base item is picked and the roll comes out unique, the game looks up all available uniques for this item, based on the mlvl of the monster that dropped it.

Taking the Lightsabre / Azurewrath example:
Phase Blade (Qlvl 73)
[U] Lightsabre (qlvl 66)
[U] Azurewrath (qlvl 87)

As we can see the the unique qlvl for Lightsabre is less than the generic base item Qlvl of 73, so therefore any monster that can drop a Phase Blade can automatically also drop the Lighsabre unique version. For all monsters < mlvl 87, Lightsabre is the only item that comes up when looking for a unique PB to drop.

IFF the monster is mlvl 87 or above, AND the game drops a Phase blade AND the unique roll passes, then it brings up a list containg both Lightsabre and Azurewrath and choses randomly according to their designated rarity values betwen them before it drops one of them. I have no idea what the designated rarity is between these two items, so please don't ask. Atma will tell you I'm sure.

This happens even if the item has already dropped in the game, though if the game selects a unique that has already dropped in that particular game, we end up with a tripple durability rare.

The extreme example of this is for rings and amulets:

All monsters can drop rings and amulets. They essentially have a Qlvl of 1. The list of available uniques just gets longer as the mlvl gets higher (again this is checked against the individual qlvl of the unique item), up to mlvl 85 when all rings and amulets are available to populate the unique list. This is the reason that NM Andy is the best target in the game for SoJ since at her level she can only drop 3 different unique rings, and the relative odds of selecting an SoJ is therefore at it's highest.

I hope that's what you were looking for me to say here Morpheus, though i know damned well that you knew all this already smile.gif

Edit: Here is a list of all the 1.1x TC's for armour and weapons - http://www.diabloii.net/items/110tc.shtml


New ladder, old information, but hopefully useful to new readers.
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Jun 24 2008 09:37am
Nice work
hopefully it helps some of the noobs
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Jun 24 2008 09:39am
so 250 is the best mf% for uniques ?
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Jun 24 2008 10:08am
Quote (sondor @ Tue, 24 Jun 2008, 16:39)
so 250 is the best mf% for uniques ?


Not at all, more is always better than less, it's just that it's not as much better as you might think.

You have to distinguish between actual MF on your character, and effective MF applied to the drops.

250 is the absolute maximum effective mf that can be applied to uniques, though you would need much, much more actual MF than is possible.

If you look at the different formulae, you will see that the factor of 600 for rares, 500 for sets and 250 for uniques are used to create a curved function. As you get to infinity, this is the maximum number you would end up with as well for each.

This post was edited by AyeCaramba on Jun 24 2008 10:09am
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Jun 24 2008 05:49pm
why is this not sticked?
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Jun 24 2008 07:29pm
looks good dude.

hopefully people will take the time to read it. lotta misinformation out there.
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Jun 24 2008 07:36pm
just as good as the original, now with more info bits. Gotta have my info bits.
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Jun 25 2008 02:53am
Quote (The_Morpheus @ Wed, 25 Jun 2008, 02:36)
just as good as the original, now with more info bits. Gotta have my info bits.


Feel free to post a link to the item generation tutorial here if you have one to hand Morph. It would complete the lesson for anyone who might be interested in the finer technical points.
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Jun 27 2008 08:10am
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