Magic Find: A story about vocal minority decrying an Affix
So I keep hearing about how magic find is busted, how it's super powerful, to the point where you want it in excess and to trade survivability for it.
There are people currently decrying the affix as something currently unbalanced in the game, creating outrageous pricing/issues with trade or value. MF isn't the issue. Let me explain. If you don't care to read below:
Spoiler
There is a multiplicative interaction between MF, Item quantity, and Number of rares/breach currently that is being farmed actively in end game. It's not a bug, its an intended interaction that's being utilized to it's utmost.
So Magic find increases the chance for the table to drop items of a higher rarity or higher tier. So instead of an Exalted orb, you might get a Divine orb. This happens on a sliding scale, say 1 to 100,000. If your MF is 200%, you have 3 times (total) the drop chance to get 1 out of 100,000. This cuts odds to 3 out of 100,000. Okay, so what's broken about this? What's 'wrong' about seeing acctual yeilds in Gameplay because the drop tables start dropping functional loot outside of gold? Because the majority of drops sub 100 magic find are gold. When you roll 100 times, on 1 / 100,000 odds, vs 100 times on 3/ 100,000 odds, you're going to hit pay dirt more often on that 3 vs that 1. So what the minority are decrying is a game mechanic functioning as intended rather than seeming to have a minor/diminishing returns impact like they expect. Now. I do want to draw attention to something else here. You can have 300 + 200 MF on gear, and still get nothing. Why do I say this, because the drop table rolls x times, and if it rolls x times, I can come up wrong x times if I have 5 / 100,000, even if It's 100 times. But what if we add another Affix, increased item quantity, which can spawn on maps and tablets? We can hit 50, and double that to 100% on maps for more rolls. So if we roll 100 times 2 (100% increased), on 5 / 100,000 dropps, you are doing half the work, for the yeilded loot. How do we further increase it? You add affixes to Elites & elites spawned increased XX%, not even juicing maps yet. Okay, so now we have 1.5 times the elites, having 2 times the number of drops, at 5 times your normal attempts at rarity. Kay, so lets add breach... Hooo boy. Here we go. Say 1.5 times 6 elites per breach is 9 elites w/ 2 times the drops. so rather than having say 5 base rolls ((5 x 1.5[increased elites quantity]) x 2[increased quantity of drops]) = 15 vs 5, meaning you have 3 times the drops on just 5 base elites. Breach adds more to this base number based on killspeed/efficacy of the build. Anywhere up to 11 breaches can be on a map due to towers, meaning you can increase the base number of elites upwards of, say, 60. So 60 x 1.5 x 2 = 180 times the baseline drops. The issue is not magic find. The issue is people are optimizing how to find gear and items to farm items. They are then using those items to dilute the market lowering value if not increasing the prices of items that farm effectively compared to other builds. The end result is that things that play into those domains of efficacy increase in price, and things that don't, per elitist and Utilitarian mentality, decline in price and become 'worthless.' Stop yelling that magic find is OP, because it's not. There is no issue with magic find or quantity technically. They all have a multiplicative if not exponential effect on one another if optimized correctly. Last bumped on Dec 30, 2024, 7:24:25 AM
|
![]() |
Rarity did the same in poe 1 and was removed because it created an un fair market as no lifers where rich and casuals couldn't afford any decent items. This is just exasperated by the current crafting system that is rng based, no alts no scouring and no crafting bench. In addition + to gem level is ruing item diversity as its a mandatory.
Another issue with rarity on items is it ruins build diversity look at the top 1000 players and there build diversity Also item diversity is ruined with rarity as it becomes a mandatory roll so say a amulet it's mandatory for amulets to have + to gem skills and rarity that's 2 rolls that now must be had so if it doesn't have + to gems it's trash if it doesn't have rarity it's decent but not top tier. Another issue is the relative search it's automatically showing item prices with devines as first listing this means items that should not be listed in devines are being. |
![]() |
" The fact that it's intended doesn't mean that it isn't completely busted. It will destroy the economy and make the game basically unplayable in endgame for the 95% that is playing this game casually |
![]() |
It's definitely in need of adjusting. You're focusing on the high end, for example, but even during leveling, you'll get a bunch more exalted orbs, uniques, Vaal orbs, and Lesser Jeweler's Orbs if you make magic find a priority over most other stats for your helmet, gloves, and chest.
And the Lesser Jeweler Orbs and exalts mean your overall power level will be far better off than if you didn't have it. Especially since the exalts mean if a particular piece of gear is falling behind badly, well, a single one of those will fix that, thanks to trading. No matter where you are in the game, you probably want a bunch of it. And, sure, a power gamer type will look at what I said there and say that it takes barely any time to get through the campaign anyway. That's true, if you play that way. But most players are casuals and don't play that way. And they won't bother farming maps on end either, but instead likely start a new character and play through the campaign again. They need to change it so that it doesn't impact currency, and then raise a bunch of the currency base drop rates from their current utter trash levels. Last edited by Axterix13#5693 on Dec 30, 2024, 6:56:47 AM
|
![]() |
one of the problems of mf - is some archetypes can max-stack it without tradint it power. IE vampire-survivor-alike builds wiping screens and 200+m dps on bosses.
|
![]() |