Magic Find Gear Swap Solution
To solve the issue of players having to swap gear and culling strike with as much increased item rarity and quantity as possible, here is a possible solution:
Create new variable, 'Item_Rarity_Damage,' that averages damage dealt as a percentage, multiplied by player item rarity & quantity that dealt the damage. Each instance of damage updates and stores the variable, 'Item_Rarity_Damage.' For example, a player with +50% increased rarity deals 50% of the damage, and a second player with +25% increased rarity deals 50% of the damage. the resulting magic find variable when checked and rolled at time of monster death will yield (+50% x .5) + (+25% x .5) = +30% increased rarity of items found at time of death. I hope this makes sense and is a potentially helpful fix to the issue currently facing PoE. You guys are great at what you do and I appreciate all the work you put in to make this game the best it can be. Cheers! Last bumped on Sep 7, 2022, 11:00:45 PM
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Update, I suck at math, (25% x .5) = 12.5% not 5%
So the 50% and 25% magic find would result in 32.5% total if each player dealt half the monsters life in damage. Cheers & thanks for reading! |
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Update, I suck at math x2, 25 + 12.5 = 37.5% I really should go get some sleep now.
Ok third times a charm for sure, going to sleep now sorry for spam cheers! |
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Honestly, I think that MF on the gear should just go.
Yep, you read it correctly. Completely removed. Both IIQ and IIR. Yes, that sounds radical. But hear me out. MF on gear is a way to trade power for loot. A tool to tweak the risk/reward ratio. Basically, instead of juicing the content, you unjuice yourself. The whole thing came straight from 2001 Diablo 2 and it was never really reviewed, only number-tweaked. So my questions are: 1) What purpose does it serve now? It kinda had its merit waaay back in the day when there were no Delirium, no Master missions, no Scarabs, no Atlas, and fewer Leagues in the core game... But now we have the tools! So what is left for MF? 2) What's the track record of this whole MF on gear throughout the lifespan of PoE? To me, it seems like it is - responsible for multiple balance problems, including the fact that they have to balance around Group+MF to keep the trade leagues' economy at least somewhat healthy. - adds a weird twist to party play where in order to maximize efficiency, one player had to play a character that goes against the core principle of ARPG - kill monsters (or buff others so they can kill monsters better) - Today's God-touched culler services are an epitome of anti-ARPG gameplay - and MF on gear is solely responsible for this thing. So yeah, based on that, I think the MF gear is another part of this game that came straight from Diablo 2 and it should at least be very heavily reconsidered. If anything, I don't see why the risk/reward has to be present in the character gear system. All other risk/reward modifiers are on items that do not occupy character's gear slots, so it makes sense to keep 'em organized, remove MF from gear and add another juice mechanism to compensate. Beware of the man who works hard to learn something, learns it, and finds himself no wiser than before. He is full of murderous resentment of people who are ignorant without having come by their ignorance the hard way. Last edited by Sarganis87#5959 on Sep 3, 2022, 10:28:36 AM
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the "MF Apocolypse" is caused by AN not mf.
To fix the "MF Culler" meta you just delete the loot goblin or even better, give it a modifier that doesn't allow rarefinders to affect it, i'd get over it in a heartbeat as someone with a lot of hours as a rarefinder. I can never support deleting build archetypes from the game :x Innocence forgives you Last edited by SilentSymphony#3358 on Sep 3, 2022, 11:06:03 AM
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Magic Find should not be on gear.
It's a meta stat that serves no real gameplay function. It only restricts the builds players can use. Warframe has the same issue to this day except they actually promote players to use meta farming groups to compensate for low drop rates. This is why it's a pointless stat. If you have groups manifesting massive Magic Find; the Devs aren't oblivious to it. They instead compensate for it which again only hurts builds people want to play and even more it hurts players who don't use these tactics. You aren't winning. We're all losing. "Never trust floating women." -Officer Kirac
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I was thinking just now it may also be a good idea to add a, "Kill_Speed" variable that boosts magic find as well.
This way players are incentivized to kill the monster as soon as they see it, and not wait to find a culling strike MF in global trade, or to swap their gear. The idea here would be: - Clamp Variable, "Kill_speed," 50% - 400% - On player enter (Archnem 3+ monster) (radius x) set, "Kill_speed" = 300% - Event tick every 1 second, subtract 5% from, "Kill speed" - At time of monster death multiply, "Kill Speed %," by "Magic Find %" These numbers would give players 60 seconds to Kill an archnem monster with 100% of greater benefit of MF, and worse case scenario after 70 seconds or more the amount of Magic find benefit to loot would be cut to 50% value. I feel like this could be a good way to approach the current issue, maybe even better than my initial proposal, or perhaps in conjunction with the initial proposal, only applicable to monsters with 3+ archnem modifiers for the sake of engine performance or 4+ if you guys think these functions would be too demanding. Cheers & thanks for reading guys enjoying the league so far, take care! |
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So many typos and numerical errors, I should really proof-read my suggestions more carefully. I hope it was clear enough though, the 300% in code should have been 400% since that is maximum clamp. Just a suggestion either way, thanks again for all your hard work, cheers!
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