Is there a point to rarity % items?

It's my understanding that rarity percentage items do not help you find orbs of any kind, only increase the chances of finding magic/rare/unique items instead of normal. Increased item percentage however does help you find orbs, just by purely increasing the number of drops that fall. So lets take two scenarios, one in which we have 100% rarity and 0% item drops, and the other we have 0% rarity and 100% item drops.

Base chance to drop (These numbers are made up)

Magic - 10%
Rare - 5%
Unique - 0.1%
Orbs - 1%


Scenario 1: 100% Rarity - 0% Items (1000 mobs killed, dropping 1 item each)

Magic - 20% - 200 drops
Rare - 10% - 100 drops
Unique - 0.2% - 2 drops
Orbs - 1% - 10 drops

Scenario 2: 0% Rarity - 100% Items (1000 mobs kill, dropping 2 items each)

Magic - 10% - 200 drops
Rare - 5% - 100 drops
Unique - 0.1% - 2 drops
Orbs - 1% - 20 drops

Again, these numbers are all made up, but 100% increased item quantity does indeed effectively double the number of items dropped. And 100% increased rarity does double the chances of a magic, rare or unique dropping. So doesn't it make sense to just pile on item quantity instead of rarity? If not, why?
Last edited by xAjido#2413 on Apr 23, 2012, 11:11:50 PM
Yes it does, merging the two mods into one magic find mod is long overdue.
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CK011885 wrote:
It's my understanding that rarity percentage items do not help you find orbs of any kind, only increase the chances of finding magic/rare/unique items instead of normal. Increased item percentage however does help you find orbs, just by purely increasing the number of drops that fall. So lets take two scenarios, one in which we have 100% rarity and 0% item drops, and the other we have 0% rarity and 100% item drops.

Base chance to drop (These numbers are made up)

Magic - 10%
Rare - 5%
Unique - 0.1%
Orbs - 1%


Scenario 1: 100% Rarity - 0% Items (1000 mobs killed, dropping 1 item each)

Magic - 20% - 200 drops
Rare - 10% - 100 drops
Unique - 0.2% - 2 drops
Orbs - 1% - 10 drops

Scenario 2: 0% Rarity - 100% Items (1000 mobs kill, dropping 2 items each)

Magic - 10% - 200 drops
Rare - 5% - 100 drops
Unique - 0.1% - 2 drops
Orbs - 1% - 20 drops

Again, these numbers are all made up, but 100% increased item quantity does indeed effectively double the number of items dropped. And 100% increased rarity does double the chances of a magic, rare or unique dropping. So doesn't it make sense to just pile on item quantity instead of rarity? If not, why?
Why are you comparing those two situations specifically? 100% increased item quantity is harder to achieve than 100% increased item rarity. You're comparing the hard to achieve situation to the easier to achieve situation and noticing that the harder to achieve one gives you more reward - which of course is as it should be.

IIR is more specific, if you like, than IIQ, and as such is more available in higher values. Just like how it's easier to get lots of increases to, say, melee physical damage, than just to all damage - you're rewarded to the more limited stat by the higher value.
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Last edited by NotSorry#0178 on Apr 23, 2012, 11:26:04 PM
If you mosey on over to your passive skill tree, you can see that 1 point for rarity gets you 10%, while 1 point for quantity gets you 6%. So maybe a fairer comparison would be 60% quantity vs 100% rarity.
I see, I'm still relatively new to the game and didn't realize it was such a rare stat. I thought it wasn't too difficult to itemize for quantity if you wanted, but now I see that you can't quite as easily.

So let me rephrase then, if you have the choice of 10% increased quantity and 10% increased rarity, would quantity usually be the wiser choice?
The only point to increased rarity is that it comes in higher percentages than increased quantity. Looking at the suffix mods rarity is 1.625 times quantity. A more accurate comparison would be between:

Scenario 1: 162.5% rarity, 0% quantity

Magic - 10%
Rare - 5%
Unique - 0.1%
Orbs - 1%

Magic - 26.25% - 262.5 drops
Rare - 13.13% - 131.3 drops
Unique - 0.26% - 2.6 drops
Orbs - 1% - 10 drops

Scenario 2: 0% rarity, 100% quantity
Magic - 10% - 200 drops
Rare - 5% - 100 drops
Unique - 0.1% - 2 drops
Orbs - 1% - 20 drops

Even so it's not really worth it in my opinion. It's nice to have both but stack quantity before rarity.
I also prefer quantity over rarity at these ratios. You could make an argument for tweaking them. However, most of the unique items aren't even in the game yet, so it's not really a fair judgement at this point.
From my experience high rarity and a decent kill speed is a good way to farm Alteration Orb as well as Alchemy shards from vendoring tons of rares

Orb are quite over-valued when the end-game goal revolve around the perfect rares (hoarded obrs will have to be burned on making that rare anyway). IIR is really not that bad to stack.
Unviable build tester.
Fuse mechanics:
http://www.pathofexile.com/forum/view-thread/21503
95% Crit Build Without Charges [0.10.1c]:
http://www.pathofexile.com/forum/view-thread/172438
You guys are also assuming that you're using one OR the other. One would assume they stack:

"
Scenario 1: 162.5% rarity, 0% quantity

Magic - 10%
Rare - 5%
Unique - 0.1%
Orbs - 1%

Magic - 26.25% - 262.5 drops
Rare - 13.13% - 131.3 drops
Unique - 0.26% - 2.6 drops
Orbs - 1% - 10 drops

Scenario 2: 0% rarity, 100% quantity

Magic - 10% - 200 drops
Rare - 5% - 100 drops
Unique - 0.1% - 2 drops
Orbs - 1% - 20 drops


Lets add...
Scenario 3: 81.25% Rarity, 50% Quantity (half of each)

Magic - 18.13% - ~272 drops
Rare - 9.06% - ~136 Drops
Unique - 0.18% - ~2.7 drops
Orbs - 1% - 15 drops


So discounting the orbs, the value of one is dependent on the other.

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