Is there a diminishing return on IIR and IIQ?

Someone said it is crucial to know because it is a grinding game... but logic could be weighted on both ends of this idea.

Because it is a grinding game, the mysteriousness of how things work may be as important as how much one would want to strive for knowledge of how the game works. Having an open piece of information telling you how the game works will just be a bore to the game.
I would like to know the stone-cold math of it.

On magic find assumptions, it's always someone heard it from someone elses cousins newphews second-uncle twice-removed's college room mate.

Like I said, it's probably meant to be mysterious, and for speculation to be the primary way of going about gearing up. If you want cold hard facts, remember that most games don't give out much information anyways.

Also, if the information were just out there, there wouldn't be much for the community to strive for other than making bartering work.
Don't have the foggiest idea of the mechanics to Rarity / Quantity (assuming you are talking about this)

Personal view:
Rarity 85-165%
Quantity 87-115%

Basically, if the drop calculation on a monster = zero (0), then 100% to 1 Billion% quantity still = zero (0) drops from the droprate table.

As for Rarity of an actual drop, then that depends whether the white item has a different itemlevel &/or how many magical properties it has or type of magical (blue/yellow/orange)

from playing, some monster drop a set amount (solo'ing) and I have not seen it go above the max.

Anyway, there will be no common ground of information relating to the hard numbers to the calculation, so... like me... we are left in the dark.

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clon8888 wrote:
If so at what % does it start?


As far as I'm aware, the stats don't change as you get more of them. 1% quantity/rarity will increase your likelyhood of finding those by 1% of your base at any amount.

This means on its own, the relative benefit you get from these stats decrease as you get more.

For example, using made up numbers

0% rarity from your gear = 2% base chance to get a rare
100% increased rarity = now, 4% of all items will be rare, a 100% increase over the base
200% increased rarity = now, 6% of all items will be rare, which is only 50% more than you get with 100% rarity on items.
300% rarity = 8% of all items will be rare, an increase of 33% effectiveness over 200% rarity

If you are comparing 900% rarity with 1000% rarity, that extra 100% on your gear only increases your chances (overall) by 11% more than if you had 900% rarity.

Therefore, the stats balance themselves. There isn't any reason they would have diminishing returns, unless it was reasonable to achieve thousands of percent rarity.

based on the drop results multi-boxers get, it would appear there are no dimishing returns on at least quantity of items dropped.

As for rarity, probably not either. Keep in mind IIR only boosts your chance for a normal item to roll magical. From there, magic items have a fixed chance to become rare/unique regardless of your IIR. I.E. you could have 50,000% IIR and you would still only get 20% rare items and 80% magic items (assuming thats enough to make all drops magical).
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Asmosis wrote:
based on the drop results multi-boxers get, it would appear there are no dimishing returns on at least quantity of items dropped.

As for rarity, probably not either. Keep in mind IIR only boosts your chance for a normal item to roll magical. From there, magic items have a fixed chance to become rare/unique regardless of your IIR. I.E. you could have 50,000% IIR and you would still only get 20% rare items and 80% magic items (assuming thats enough to make all drops magical).


According to the wiki, party bonuses and monster affixes aren't subject to diminishing returns. Player stats are, as far as I understand it.

Also, according to hundreds of Merveil runs, IIR does increase the chance of it being yellow or unique. Low IIR, maybe 3-5 yellows. High IIR, maybe 20-30 yellows, and a unique.
No. Calm down. Learn to enjoy losing.
Last edited by b15h09#7812 on Mar 15, 2013, 4:43:24 PM
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Asmosis wrote:
based on the drop results multi-boxers get, it would appear there are no dimishing returns on at least quantity of items dropped.

As for rarity, probably not either. Keep in mind IIR only boosts your chance for a normal item to roll magical. From there, magic items have a fixed chance to become rare/unique regardless of your IIR. I.E. you could have 50,000% IIR and you would still only get 20% rare items and 80% magic items (assuming thats enough to make all drops magical).


Are you sure about that? If so I am bailing on high item rarity, as you only need enough to get the drops to all be blue.
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b15h09 wrote:
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Asmosis wrote:
based on the drop results multi-boxers get, it would appear there are no dimishing returns on at least quantity of items dropped.

As for rarity, probably not either. Keep in mind IIR only boosts your chance for a normal item to roll magical. From there, magic items have a fixed chance to become rare/unique regardless of your IIR. I.E. you could have 50,000% IIR and you would still only get 20% rare items and 80% magic items (assuming thats enough to make all drops magical).


According to the wiki, party bonuses and monster affixes aren't subject to diminishing returns. Player stats are, as far as I understand it.

Also, according to hundreds of Merveil runs, IIR does increase the chance of it being yellow or unique. Low IIR, maybe 3-5 yellows. High IIR, maybe 20-30 yellows, and a unique.



I use 142% Rarity in normal vs Prison / Merveil, out of 10-15 items, there are no white items, 2-6 rares (random) and have also had 2 orange, 3 yellows from merveil in one drop.

this is not useing Rarity / Quantity gems either

What % do you use?
Anyone else farming with high IIR or IIQ and notice the difference?
IGN: Mellodiez

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