How to Fix Uber Uniques and Improve the End Game of D4 - Math + Suggestion Inside

Uber unique drop rate was thrown around to be 1 out of 800,000 uniques. This means the probability is 0.000125%. Many quickly understood this effectively means they aren’t a realistic item to go for. I am going to try to make these big numbers simpler for players and devs to understand.

At the current rate, if you play enough to drop 1000 uniques you have an approximate 0.125% chance to drop an uber unique. If 800 players dropped 1000 uniques each, there’s a good chance (but not guaranteed) one of the uniques for ONE of those players would be an uber unique. Basically 799 players who no lifed the game got no reward and 1 wins the lottery (if it even drops).

How many players will play enough to get 1000 uniques in a season’s timeframe though? You’d have to grind enough to drop more than 10 uniques per day to achieve that! Even if you grind this monstrous amount, you only have a 0.125% chance of getting an uber unique. Most players are lucky if they get 1 unique a day.

How can this be fixed? Simply change the numbers to a REASONABLE drop rate and make the location where they drop something a moderately geared end game player could tackle even if they aren’t on the most meta builds.

I noticed they are squishing NM dungeons to make them more accessible. This is the perfect time to also fix uber uniques to give players more end game content.

Let’s start with a Nightmare Dungeon such as Nightmare 30. Give that NM 30 a 1 out of 600 chance of a unique being an uber unique. As you go up in NM level your chance of the uber unique should increase to reward increased difficulty and promote desire to increase your power to chase a realistic carrot. However, you can still choose to keep your build and speed farm the lower levels and not be punished too severely. Right now there is no carrot in the game. The chart would be like this:

By NM 40 it is 1 out of 550, NM 50 1 out of 500, NM 60 1 out of 450, NM 70 1 out of 400, NM 80 1 out of 350, NM 90 1 out of 300 and NM 100 1 out of 250.

To explain levels in betweeen it would run like this, a NM 95 could be 1 out of 275, NM 96 is 1 out of 270, NM 97 is 1 out of 265, NM 98 is 1 out of 260, NM 99 is 1 out of 255.

That would still require ridiculous playtime to get the one you want because even if you do a NM 100 and your chance of an uber unique is 1 out of 250, you might not roll the one you want since they keep making the uber unique pool bigger. I think someone who grinds a NM 100 enough to drop 250 uniques deserves a good shot at an uber unique and even a Shako because it still requires an excessive amount of playtime.

They could also consider adding them to Uber Lilith but should wait on that because some builds are still cheesing her while NM dungeons are more accessible to farm for most of the playerbase.

It’s funny, when I put my own suggestions in I feel like it is still hard to achieve this but if the original 1 out of 800,000 is correct, the devs put these uber uniques on the moon and are hurting their own end game while wasting time developing the items in the first place.

Please fix this issue so there is more end game PVE content to actually go for AND that seasons only players can realistically go for them too. Right now most players that understand the math just simply forget they exist other than when an exploit occurs. It’s not good game design although many of us understand what you were trying to do.

Uber Uniques aren’t even static/maxrolled, as such you should see them way more often.

D2 has a wonderful recipe even D1, D3 with primals.

I just don’t understand, (excluding the monetary one) with more than 20 years experience, do we have to go over the same crap over and over again.

They used to consult phycologists. They seemed to have dropped the logist(logic) part and consulted phychos instead.

The droprates need drastic increased drop rates.

Edit

To add a little more.

As a sorc main, I hear the sound, I see the star? Know what I think? Oh great, more vendor trash.

Take the stun chest as an example, pulls in the mobs and stuns them. Great yes? No, first, it doesn’t pull in the whole screen, thus you end up having to chase after stragglers that are not stunned nor vulnerable, and you do crap damage against them and feels like a slog.

You end up asking, why the heck am I using this thing anyway? Not to even start mentioning survivability. You can’t imprint them and using them closes optional builds and pigeon holes you. Heck if you could imprint them, and re-roll a stat for your build… It would open so many doors, but no, no fun allowed.

So yeah Uniques bring utility, sure, but closes too many alternative doors.

The Helltide change alone should mean they show up WAY more often. How often, that is hard to say. Way more of almost never still isn’t alot.

You mean that after the changes they mentioned in the live stream yesterday? Or are you really trying to say it was a “800 to 1 chance” between 800 players before that mentioned change, as long as those 800 players all farmed enough uniques?

Nah sorry, that isn’t how it played out. At all. Your “math” doesn’t reflect reality in how many that actually dropped since launch. Not even a little bit close. You skimped out on too many decimal points in that “0.125%” you got from nowhere.

To put it more into perspective, it’s not that it only counted those hypothetical 800 players in that drop rate scheme of yours, but instead it was all of the players having a percentage of that player base getting uniques per day (not necessarily the same players), yet only a tiny fraction of a percentage ever saw one drop. Ever.

Trying to say it’s just between 800 players you made up, is twisting the “math” a bit too much. There were way more uniques dropping per day, worldwide.

Mate the game is still in BETA .

I suggest, just play if you want to waste your time
Otherwise just wait like 2 years until you can play properly .

I’m just gonna write few problems that i found in this Game .

:sparkles: Itemization is one of the worst of any Rpg game i played (We are talking about a finished product ) No set item/ uber drop …just a dream …Useless stats that always have the biggest chance to appear in any item .
:sparkles: Classes and builds are completely broken and you are forced to play specific class and specific builds . If you don’t do , you won’t let’s say enjoy the game.
:sparkles: To see how stupid they are and i won’t apologize (for the spelling ) PVP areas give like 3 x amount of items while i’m farming there rather than.

I don’t know if is intended or bugged but the density of Elites is like 5x from any other Area… Kinda dumb… More item /profit .

Majority of Players are just wanna smash some demons and complete dungeons …

I would continue writing for days the buggs and bad design this Game has started but no point .
Just gonna wait 2 years until it can be played properly…

You misunderstand my example. I was trying to use whole-ish numbers to explain how the current rate of drop impacts multiple people grinding for it although TLDR is that you can’t target farm these items as an individual.

My example was 800 players grinding out 1000 uniques EACH then one of them would likely get an uber unique. No tricks or anything about this, all just based on assuming a rate of 1 out of 800,000 uniques. The 0.125% chance is the chance you have to get one IF you grind 1000 uniques yourself. TBH 1000 uniques takes a long time for one player to get (years of constant play). Maybe a more realistic example would be 8000 players grind out 100 uniques EACH, same thing, one player likely gets it and 7999 get nothing. Same math. I used a probability calculator as well to confirm the results.

Again, this is absolutely something that can not be target farmed because an individual can’t grind out 800,000 uniques in one lifetime so using large numbers of players grinding for it is how the drop is occurring in reality. The monsters also have to be over a certain level, 85?, for it to drop in the first place so any casuals or lower level players who keep rerolling won’t even be in the pool to have a chance.

Added the edit long before you posted that. The “1 in 800.000 uniques” was worked out based on the amount of played time across all platforms from all players combined at the time that was estimated, as well as how many were known to have dropped at the time.

That doesn’t really make it 1 in 800.000 uniques as a chance for it to drop. You can’t mutate that into “1 in 800 if those 800 players all farmed enough uniques”.
Because the amount of uniques dropped per day worldwide, is what matters for this. And that, doesn’t jump up to 0.125% just for having farmed 1000 uniques in 1½ months, hypothetically speaking.

Time is irrelevant, worldwide is irrelevant and you just need to focus on the math here. They drop at the same rate whether you are in Texas or New York so what’s the difference? Back to the math and I did provide probability calculator confirmation at end of the base rate/chance in each of my examples.

If you drop 800,000 uniques for yourself in 1 day you have a 63.2% chance for one of those to have been an uber unique (if the drop is 1 out of 800,000).

You can’t grind 800,000 uniques. So to make this more realistic let’s say you are one of 8000 players grinding out 100 uniques and you all reach 100 uniques then compare drops. That’s still 800,000 uniques dropped total it is just spread among 8000 players. There is still a 63.2% chance for one of you to have gotten an uber unique.

Your individual chance though in above example since there are 7999 other players would simply be 1/8000 (0.0125%) since you each grinded 100 uniques/have the exact same chance to have gotten an uber as the next person. Don’t forget, when you try to turn a decimal number or fraction (e.g. 1/8000) into a percentage you do need to multiply it by 100 at the final step.

Regardless, I have the real world math right here done for you:

https://i.imgur.com/JMks32B.jpg

Probability calculators don’t lie.

And because you are skipping those factors, your math ends up wrong. Sure, if your examples were isolated, it’d be true. But that isn’t how it works.

I feel bad for people writing this because they will 100% not be taken into account to improve their game. They will do whatever they want and how their CEO tell them to do. They literally close to nothing to improve the game (beside the nmd xp buff but the xp got nerf anyway so nvm)

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How? I mean we have to make some assumptions the drop rate with each unique is on (not bugged) and every region/area has the same probability of an uber unique. I’m also assuming you are hunting level 85 monsters or above or there’s no point in even doing math on it if the probability is 0%. That means it won’t drop at all.

What other factors would you throw into the mix here and how would that translate into math? I’m sure whatever factor is missing here will still prove this is not an achievable goal for an individual. That’s a core problem with the game that it cannot be targeted and math above just meant to show that.

The drop rates need a major rework and not just slight improvements. Whether the drop rate is 1 out of 200,000 uniques or 1 out of 800,000 uniques it is far too low and upsetting to most players who might normally try to farm for one. I say 1 out of 1000 is the minimum that should be looked at but hopefully they tier the drop rates based on the content difficulty.

I don’t buy lottery tickets and certainly don’t want my game mechanic/item hunt designed like one. I grinded 1000 hours to achieve rares in other games but I’m not willing to go for something that is literally millions of hours of playtime for a good chance.

At the end the chance is still 1:800000 every time

Math i correct 63% etc … a.t 1.3 m you can have 100% .

There are many factors that you should add …

So simply. do the Math here
Ashes of Al’ar 2.1% on Wowhead drop rate . I have 485 kills on my Rogue + I still don’t have it . (Should i count my other alts ??? )

What are the chance to get it ?? Can you do the math ? And give me a number .

The chances after 800000 uniques are still going to be 1:8000000

Simply because you’d be seeing more players with one. The real player figures are hard to estimate, but with chances you’ve stated, you’d be seeing more players with it worldwide by now.

Perhaps “misrepresentative” is a better word than “wrong”, I suppose.

Thank you. I really shouldn’t have to be doing stuff like this because I feel like the current drops should never have went live or just don’t show us the uber uniques at all. Showing us amazing gear you can’t grind for makes many of us want to play less, not more. It’s worse than P2W gear TBH because at least that’s achievable with a credit card.

I felt like I should lay down whatever suggestions I can to help the end game even if it is ignored completely or not understood. I do have alternate games I have ready but I do feel like if they put some carrots (achievable uber uniques) in and saved Eternal Realm it would be some reason to grind a little on an end game char. If they make the drop rates good enough that a grinder can achieve during a season it would be an even bigger improvement. There’s literally nothing to chase in this game still and that’s a major core issue and an easy fix.

I also do think fixing Uber Unique drop rates is within their capabilities because it seems tweaking numbers on everything is their go to behavior for patch changes.

I’m not sure about seeing more of them but that would help our argument that they are too rare because other factors make it less likely for them to drop. I played a ton of content, level 100, running dungeons mindlessly for reroll costs and I don’t think I got much more than 100 uniques if that. It’s hard to keep track of because there’s so much useless stuff we vendor. I think the big issues with not seeing more of them by now and in the future are:

A) Large casual playerbase that are killing monsters below the threshold level to have a chance of them dropping.

B) Declining number of end game players/players in general. Lot of people saying they have fun are lower level while people at 100 run out of things to do. People play less and reroll due to boredom. There’s very little incentive to keep grinding the same NMDs at level 100 with current end game mechanics but if thousands of players were spamming them hard at level 100 we’d see more drops.

C) Season rerollers will have a lot of playtime not being eligible for them due to levels, similar to issue A.

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Please no, her fight is too short and singular and wouldn’t make a good gameplay loop for farming. Reserve her just for bragging rights and/or personal achievement only (so no one feels pressurized to do it) and Blizz can make her fight as difficult as possible.

Overall, I trend to agree with your suggestion in making Uber Uniques having escalating chance to drop in NM dungeons so people have more incentive to push NM dungeons and more importantly, it’s already the place for farming.

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Not if you do it as a barbarian post-nerf. :stuck_out_tongue_winking_eye:

Big difference between being able to skip fight mechanisms due to too high damage output, compared to needing to run around dodging everything over and over again and not being able to kill the boss quickly. :laughing:

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I think many are in agreement they need to make the drops realistic asap. They should bandaid rapid fix it with just a massively improved drop across the board on level 85 or above monsters (or level 50 and above to help seasons/casuals) then fine tune the NM dungeons scale dropping them.

I think if they fix it fast many players who may have went for other games would come back and try to hunt for them. I mean, if I was a dev that is what I would think the most important thing to fix end game (item hunt is absolutely missing).

I was not dead set on Uber Lilith dropping them but streamers did bring that up before (hardest content = best loot). I just think b/c it can be cheesed with some builds but nearly unbeatable with other builds it could be looked at later/maybe make it a weekly thing you can do for a satchel that might drop it.

I disagree with this. In my opinion, “hardest challenges = bragging rights/personal” achievement only. I specifically wrote “challenges” and not “content” because it’s there only for the challenge/personal achievement and devs don’t need to create any new content for it. This is similar to “clearing a dungeon solo flawless (zero death)” or “getting the highest Competition rank” in Destiny 2 - they are there solely as achievements and the rewards reflect that (emblems).

This is also to alleviate more balancing work by Blizz since if Uber Lilith can drop Uber Uniques, then the whole thing must be balanced. I’d rather they dedicate their resources to make NM dungeons better since it’s already a good content for farming.

Blizz do can create a new content similar to a boss fight where it can drop Uber Uniques. But this needs to be designed from the ground up as a place for farming. I think in the direction of Uber World Boss is more apt than Uber Lilith.

imo, the primals in d3 are a good example of the rarity a uber unique should have.

Wasting your time.

The dev’s and marketing team view the players as something they have to manage and manipulate. They all ready believe they have the best vision for the game and that the players don’t really know what fun is.

We’ve seen the same charade with wow for the past decade. It’s costs them millions and millions of players.

There is no reason to hope or believe the dev’s have any clue what they’re doing with the game. The fact that uber uniques are so rare to begin with is probably the idea of somebody who specializes in human psychology. They don’t care about making the game fun. They want to get people addicted.

Uber uniques with their current drop rates don’t exist and the dev’s have said they like it that way. Astonishing. It shows you what their true intent is. There is no hope of ever acquiring these items. The idiots of course will think they have a shot, but they don’t. You could play for millions of hours and never see them.