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Dec 29 2011 09:01pm
1 - Purpose

Short post to give an overview of what you can expect from a huge amount of %better chances of getting magic items.

%Mf is used to check the quality (unique/set/rare/magic) of each drop, when available.
In multi-player games, %mf of the one who performed the last hit is used.
A hireling, when doing the last hit, adds his own %mf to yours.

2 - Drops type

Each monster has is own drop procedure. All of them (Ubers and DClone apart) can be classified under those different types :

A - Regular monster
B - Council members
C - Champion/Unique monsters
D - Hephasto
E - Blood Raven / Izual
F - Cow King
G - Countess (normal)
H - Countess (nightmare/hell)
I - Radament / Nilhatak
J - Summoner
K - Act Boss (Andariel/Duriel/Mephisto/Diablo/Baal)
L - Quest drop (Duriel quest/Mephisto quest/Diablo quest/Baal quest)
M - Andariel quest


3 - iLvl and QLvl

When an item is droped, the chances to get a higher quality increase as its QLvl decreases.
The difference between iLvl and QLvl is always bounded by 0 and 98 (98 when Hell Baal drops a QLvl 1 item).


4 - effective %mf and equiped %mf

For each quality check, equiped % mf ( = sum of all %mf from equiped items) is altered.

Magic check : no modification.
Rare check : effective %mf = 600 * equiped %mf / ( 600 + equiped %mf )
Set check : effective %mf = 500 * equiped %mf / ( 500 + equiped %mf )
Unique check : effective %mf = 250 * equiped %mf / ( 250 + equiped %mf )


5 - "regular" items and class-specific items

Due to an internal process, class specific items have better chances to turn into higher quality.


6 - %Mf caps when iLvl = QLvl

For each quality, a cap on %mf occurs :

Code
                       effective %mf cap     equiped %mf cap
Unique                         700               impossible
Unique class-specific          380               impossible
Set                            266                  567
Set class-specific             174                  268
Rare                           300                  600
Rare class-specific            220                  347
Magic                         2167                 2167 (impossible in unmodified game)
Magic class-specific          1033                 1033


7 - %Mf caps when iLvl = QLvl + 98

Code
                       effective %mf cap     equiped %mf cap
Unique                         504               impossible
Unique class-specific          315               impossible
Set                            154                  222
Set class-specific             100                  124
Rare                           104                  126
Rare class-specific             89                  105
Magic                            0                    0
Magic class-specific             0                    0


8 - Drop% caps when iLvl = QLvl

These are the caps on each quality check that are reachable.
Because of the specific succession of checks (unique, then set, then rare, then magic), the actual caps may vary.
A unique being rolled without any available item generates a rare item with triple durability.
A set being rolled without any available item generates a magic item with double durability.

Code
Drop type     Unique     Unique class-spec     Set     Set class-spec     Rare     Rare class-spec     Magic     Magic class-spec
A              0.88             1.46           2.29         2.29           4.00          4.00          66.67         66.67
B              2.40             3.99          10.45        10.45          18.29         18.29         100           100
C              4.00             6.67          10.45        10.45          18.29         18.29         100           100
D              4.00             6.67          10.45        10.45          33.03         33.03         100           100
E              4.00             6.67          10.45        10.45          78.77         78.77         100           100
F              5.15             8.58          57.09        57.09          99.90         99.90         100           100
G              6.35            10.59          16.60        16.60          29.05         29.05         100           100
H              6.35            10.59          16.60        16.60          99.90         99.90         100           100
I              7.23            12.04          18.88        18.88          33.03         33.03         100           100
J              7.23            12.04          18.88        18.88          78.77         78.77         100           100
K             21.85            36.42          57.09        57.09          99.90         99.90         100           100
L             28.90            48.17          75.50        75.50         100.00        100.00         100           100
M             30.90            51.49          80.71        80.71         100.00        100.00         100           100



9 - Drop% caps when iLvl = QLvl + 98

Code
Drop type     Unique     Unique class-spec     Set     Set class-spec     Rare     Rare class-spec     Magic     Magic class-spec
A              1.16             1.69           2.29         2.29           4.00          4.00          66.67         66.67
B              3.17             4.62          10.45        10.45          18.29         18.29         100           100
C              5.30             7.72          10.45        10.45          18.29         18.29         100           100
D              5.30             7.72          10.45        10.45          33.03         33.03         100           100
E              5.30             7.72          10.45        10.45          78.77         78.77         100           100
F              6.82             9.93          57.09        57.09          99.90         99.90         100           100
G              8.42            12.26          16.60        16.60          29.05         29.05         100           100
H              8.42            12.26          16.60        16.60          99.90         99.90         100           100
I              9.57            13.94          18.88        18.88          33.03         33.03         100           100
J              9.57            13.94          18.88        18.88          78.77         78.77         100           100
K             28.95            42.16          57.09        57.09          99.90         99.90         100           100
L             38.28            55.76          75.50        75.50         100.00        100.00         100           100
M             40.92            59.61          80.71        80.71         100.00        100.00         100           100



10 - Ressources

d2data/mpq
http://diablo.incgamers.com/forums/showthread.php?392254-Item-Generation-Tutorial-for-Patch-1-11-%28v1-0%29
many tests in SP with different amount of mf
Member
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Dec 30 2011 04:50am
Am I missing something?

1. You provide the tables in 6/7/8/9 with no back ground information at all, formulae, no process discussion, no nothing frankly? Most of all, NO PROOF that this is how the game works....
2. You also present this data, with no discussion as to which parts may be important when considering your MF and which are completely irrelevant.

ISO much more to underpin this and some meaningful thought to what it may mean to how you should build your MF toons :)

Member
Posts: 19,733
Joined: Sep 3 2007
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Dec 30 2011 08:24am
MF Cap
Quote (http://classic.battle.net/diablo2exp/items/sets/sets7.shtml#sandersfolly)



Sander's Paragon
Cap
Defense:(4-102) - (6-104)(varies) (Base Defense: 3-5)
Required Level: 25
Durability: 12
+ (1 Per Character Level) 1-99 Defense (Based on Character Level)
Attacker Takes Damage of 8
35% Better Chance of Getting Magic Items




is the only MF Cap
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Dec 30 2011 08:42am
Quote (AyeCaramba @ Dec 30 2011 06:50am)
Am I missing something?

1. You provide the tables in 6/7/8/9 with no back ground information at all, formulae, no process discussion, no nothing frankly? Most of all, NO PROOF that this is how the game works....
2. You also present this data, with no discussion as to which parts may be important when considering your MF and which are completely irrelevant.

ISO much more to underpin this and some meaningful thought to what it may mean to how you should build your MF toons :)


I think this is a case of copy and paste with no thought to make ones e-penis appear larger here. Its alright though. Everyone needs to feel better about themselves in some way.
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Dec 30 2011 09:08am
This is intentional. I wanted the original post to be short.

Drop mechanism is detailed in the given link.

It is, anyhow, very difficult to prove that an informatic program works like this or that. And when pobabilities are involved...

I checked tables in the .mpq, and ran tests to confirm the caps that should exist according to Warrior of Light.
However, I don't pretend to provide a proof.

What is important ?

As long as players are looking for unique items, this post is not relevant. Caps for uniques are not reachable, due to the formulae giving effective mf and its asymptotic limit at 250%.
The drop% caps may help people to decide if they should include some "mini" bosses (like Izual, Shenk, Summoner...) in their farming runs.
Notice that any Super-Unique not specifically listed in the A to M types use type C (Champion/Unique).

But for rare drops (quest drops apart), you can see that 600% equiped mf is the maximum ever usefull.
And usually much less than that : farming in high level areas tend to increase the difference between iLvl and QLvl, hence decrease the amount of %mf required for the cap.

How did I compile those tables ?

This is what I wanted to avoid in the first place.

Each quality / item type has a "BaseChance" associated :
Unique BaseChance = 400
Unique class specific BaseChance = 240
Set BaseChance = 160
Set class specific BaseChance = 120
Rare BaseChance = 100
Rare class specific BaseChance = 80
Magic BaseChance = 34
Magic class specific BaseChance = 17

Each quality has a "MinChance" associated :
Unique MinChance = 6400
Set MinChance = 5600
Rare MinChance = 3200
Magic MinChance = 192

For each drop, the difference between iLvl and QLvl is divided by a "Divisor" :
Unique Divisor = 1
Unique class specific Divisor = 3
Set Divisor = 2
Set class specific Divisor = 3
Rare Divisor = 2
Rare class specific Divisor = 3
Magic Divisor = 3
Magic class specific Divisor = 6

The result ( (iLvl - QLvl) / Divisor ) is substracted from BaseChance.

FinalChance = 12800 * BaseChance / ( 100 + effective %mf)

If FinalChance < MinChance, then MinChance becomes FinalChance.

Finally,
%drop = 12800 / ( FinalChance * ( 1 - X / 1024 ) ), if X < 1024
%drop = 100, if X = 1024

Code
Different values of X :
Drop Type      Unique    Set       Rare      Magic
A                 0         0         0          0
B               650       800       800       1024
C               800       800       800       1024
D               800       800       900       1024
E               800       800       972       1024
F               850       983       983       1024
G               883       883       883       1024
H               883       883       983       1024
I               900       900       900       1024
J               900       900       972       1024
K               983       983       983       1024
L               993       993      1024       1024
M               995       995      1024       1024
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Dec 30 2011 09:51am
Quote (MajinKaisa @ Dec 30 2011 08:24am)
MF Cap


is the only MF Cap






This post was edited by AtreyuRocks on Dec 30 2011 09:51am
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Dec 30 2011 09:56am
Quote (AtreyuRocks @ Dec 30 2011 10:51am)
http://i.imgur.com/qeFNk.jpg


Sander's Paragon
Cap


Harlequin Crest
Shako

They''re both helmets, but only one is a cap
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Dec 30 2011 09:58am
That's a Shako, not a "Cap"
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Dec 30 2011 10:15am
Quote (RaveTheGo @ Dec 30 2011 09:56am)
Sander's Paragon
Cap

Harlequin Crest
Shako

They''re both helmets, but only one is a cap


Quote (Onslaughtx @ Dec 30 2011 09:58am)
That's a Shako, not a "Cap"


DAMN!



HEADSHOT! kinda..

This post was edited by AtreyuRocks on Dec 30 2011 10:15am
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Dec 30 2011 10:33am
Please keep spam low if you have no idea...
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