Magic Find MF SORC

No it wont provide more loot. Also time to kill with 400 mf is not slow so you wont be doing it twice as fast with pure dmg build.

300-400
Any more will slow you down. Better to kill more.
Best way to get to 400 is have swap alibaba and rhyme

You can farm pindleskin with over 1000 mf :slight_smile:

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Yes but at what speed for in return of what. You can have 1500mf on a barb but it takes 10 minutes to kill meph. So at that point does it no longer makes sense.

Magic Finding is a balance of these things.
% MF
Not dieing and not poting all the time
killing speed

300-500MF is the sweet spot. This is where survivability, %MF, killing speed meet have dinner and leave feeling awesome. If you increase mf past 500 you start to decrease survivability and clear speeds. If you have a more robust character maybe that is okay. 99% of builds though are not.

See MF is about the good items not just items in general. More MF only increases the chance of set, rare, unique. It does not help you with the RNG of the actual items only clearing speed does that. Clear too fast you have lower MF you get more regular items aka whites. Clear too slow the number of items you get per a given amount of time drops too low. Die too often the number of items you get per time goes down and you need more gold which means even slower because you have to now pick things up to sell so it is a double time loss.

Then add in Realm Down and other timers built into bnet so as to not overload the servers and to discourage botting and now you canā€™t just kill pindle leave and start over because you will hit 25-35 games in under half an hour and bnet will go nope 30 min temp ban and next time it is 45min and so on. So you really kill your ability to get items.

This means clearing multiple places, being in a game roughly 5 minutes is best but, at least 2-3 mins. That means pindle, meph, andy or tunnels, pindle, thresh. Problem with this is what can you kill with your character.

There also comes if you are in ladder. The faster you can mf the better. So if your build can mf without high end items ie gg items you get to be on top first. If you are on top first it is a lot easier to get good trades and get better mf equipment, etc. Thus why hybrid builds are normally best for ladder start.

I have a realm down strategy as well. Letā€™s hope we donā€™t need to use them for d2r.

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Youā€™re completely missing the point. It is not about being twice as fast with 0 MF or twice as slow with 400 MF, thatā€™s not what itā€™s about. Itā€™s about finding the sweet spot. For some people the sweet spot can be at 400 MF while others have it 150 MF. Many factors come into play like builds, knowing how map layouts work etc.

Iā€™ve run multiple characters on single player for hours simultaneously with different ammounts of MF 0, 300, 600 and 1000. Player settings from 1 to 8. Out of pure boredom but also to maybe give me actual data outside of theorycrafting. Data that proves or disprove long known ā€œfactsā€. 600 MF, /players 8 gave more wealth than 1000 MF, /players 1. Toning down the damage where the ones with 0 MF where twice as fast than the ones with 600 MF, Iā€™ve gathered more valuable stuff on the ones with 0 MF.
It does not really matter what opinion anyone has on this, for me it is valuable information, when D2R getā€™s released and it has the same drop rates as D2. I know if itā€™s smart to MF the way iā€™ve always done for years or if it might by a good thing to change a thing or 2.

The funny thing about MF in my experience playing D2 since 2001/2002 is that Iā€™ve found my best items with no MF/very little MF. Sure, having a lot of MF is good for finding a lot more items, but not sure if itā€™s just me but my best items Iā€™ve found are with no MF! :slight_smile:

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Why would I go meph? Its for farming pindeskin.

Its not about people. Its about gear. You can have 400 mf and kill fast.

I dont tell anyone what is perfect. People will find they favourite mf spot on their own.

I usualy manage to get 600 MF and kill at fast speed. I would choose less MF and more survival gear on HC tho for the sorc.

And I did tens of thousands runs on pretty much everything in game so I know that 400 vs 600 is still difference in found items.

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This here is confirmation bias 101.

It was explained clearly to you that what you said was incorrect, but the sentiment is correct. There is a certain point when kill speed and MF overtake each other, and itā€™s important to know that. Your specific initial hypothetical is still incorrect.

Itā€™s important for newer players to be able to read this, and understand how MF actually works.

Luck is also a huge factor. Maybe less noticable when doing hundred thousands of runs. Some ppl got a soj on their first NM Andy kill while others farm weeks with loads of MF before finding one.

~ Just nvm 20 characters

A good example of this is how a character lvl 1-15 in act 1 norm will find a lot of good low level duel jewels to socket into armors and helms and such, but if you go back to act 1 norm as a lvl 90, the jewel drops are garbage and useless.

This is wrong, Affixes are determined by ilvl which is determined by mlvl. clvl does not come into the equation at all, unless youā€™re wearing a piece of gear like alibaba which gives mf% by clvl. Where clvl does matter is in items generated in vendor, gambling, and as a factor in cube recipes. As far as ā€œMFingā€ goes though, ilvl = mlvl.

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Not true. Rolls are always done for unique first, then set, then rare, then magic. Ore magic find will never result in finding rare or magic items over the uniques.

Also not true drops are determined by monster level or object level. Your level has no effect on it.

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Thanks, Zax you got to this one before I did. Zax is correct here, about Uniques.

When glitching Lld rares, 0% Mf is almost always the right number.

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That is because meph, as other bosses, has forced magic+ quality drops. When you run bosses your theory can be good, but when clearing areas you are better with something around 200mf to get uniques/rares.

Iā€™m sure youā€™re aware, just stating for everyone:
Similar drop mechanics with Runes, but magic find of course doesnā€™t have any effect. In a Zod capable area, the game will chance Zod first, if the chance fails, try the next lower rune, and so on until a chance succeeds, or it will just give you an El rune.

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Not exactly how it works for runes, Jedi, but youā€™re close. There are actually 17 sets of runes, and for each set there are a series of outcomes. Itā€™s a small difference, but a difference nonetheless. They donā€™t roll ā€˜the next runeā€™ the same way unique rolls happen.

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Iā€™ve read a lot of charts that say otherwise. Iā€™ve also noticed inconsistencies myself that would stand to argue that there is some missing information on Arreat Summit concerning specifically clvl with jewel affixes.

But I have no solid proof to provide, just memories of patterns.

Consider me wrong.

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Itā€™s close enough to get the idea. :stuck_out_tongue:

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