Quote (NR1 @ Sep 6 2019 06:48am)
Well it can also be the part what I said in my other post aswell, this is something we will never know
Alot of ppl have different idea's on how it works.
Like play solo and you will find alot of overspawns
Play in group and you wont find many at all.
Why is that?
This is true, and even after you account for the proportion of monsters killed by the character(s) with ML, you still end up seeing far fewer overspawns. Part of this is the increased item quality (tier or level) of items that drop in multiplayer games. For example, in solo play, you'll see a lot of tier I and II items which are quite likely to show overspawn stats when they get property tier upgrades out of ML. When you have a bunch of tier IV and V items dropping, even when you get property tier upgrades out of ML, you likely won't be able to see any difference because nothing overspawned. But that doesn't seem to account for everything, so there is likely some reduction in the effectiveness of ML on kill which increases with number of players in the group. It isn't the group which changes this (play solo in a group and there is no reduction in ML effectiveness nor any increase in item drop quality), but it does magnify with number of players in group. My guess is that upon killing blow, ML chance to apply from the killer is divided by # of players in group, but ofc the mechanic could be quite different.
Does it depend on who spawns the monsters? Only the level of explored monsters appears to be determined by who spawned them, the range of which is modified by the number of players in game, and cannot exceed the cap level if on a map. ML from the leader/spawner does not seem to affect the drops of the monster unless the leader gets the kill.
Does it depend on a single attack at the monster? Yes, the last attack which kills the monster.
Does it depend on who was the last one to attack? Yes.
Does it depend on "The more hits a monster take the more items/better items it will drop"? Not exactly. More time with actions taken on a monster kill seems to increase the chances for item(s) to drop and the overall quantity, but it seems to me that it does not affect the quality. The monster stats, difficulty, and any other modifiers to monster strength seem to more strongly modify the drops than number of actions taken on the monsters. Quality does seem to be affected by the level of the killer respective to the level of the monster. In an extreme case, you would expect to have a chance at great item quality loot with a very strong lvl 60 EP using an attack charm and with high stats and difficulty killed slowly by a lvl 59 character with a 0 ee weapon or attack charm. However, you may only get a few chances to get loot all day if you try this, since you're not gonna be able to kill very many, and let's face it... item quality just means tier and item quantity just means how many, so HF spending 30 minutes killing that one monster to get 3-5 lvl 30 - 55 mutables :P But factoring in ML, there won't be any difference between the 0 ML scenario above and the 35 ML scenario except that the # of items that dropped will each have a chance to go up multiple levels of magicality, and each property that spawns will have a chance to go up 1 tier. It really doesn't seem to matter how many times you hit it... you won't increase your odds of the magicality of any one of the drops to go up, or the chance for properties to go up 1 tier... but if you spawn a bunch of tier Is, and you're wearing 35 ML in a single player game... your odds of overspawn will be pretty good then ;)
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Added some thoughts based on my experience in red. GL all ML-hunters
