Diablo III - General Discussion Thread

Thats cool, It would have been interesting if the group''s item drop and gold drop rate was shared or even put in a pot. Meaning that the over all drop rate goes way up if you have 4 players each with an average drop rate but it goes way, way up if you have 2 players with average and 2 with high drop rates.

This would have caused all kinds of issues for public games though.
Gold and Magic find is 'shared' between all players, your rate is equal to to the average of the group. This stops one person from just equipping all magic find items, being a complete gimp, and joining a public game where he gets carried by three others while he gets more loot.
 
You could always stack +Gold and Healthglobe pickup radius. No really, it is an item attribute. Thats the beauty of Diablo, you can play it the way YOU want to by building gear sets. The standards being high damage / survivability / MF+GF, but you can go as crazy as +movement speed build, or +crit chance+dmg or heck, even a +gold and healthglobe pickup radius build :D

Yeah I've seen the items that boost it and I am wearing one at the moment. I just feel that they should have increased the default radius just a little bit. Currently its almost detrimental if you don't boost it, and I'm not sure that's what they intended.
 
Gold and Magic find is 'shared' between all players, your rate is equal to to the average of the group. This stops one person from just equipping all magic find items, being a complete gimp, and joining a public game where he gets carried by three others while he gets more loot.

Ah, I knew drop rate increased when in MP but didn't know exactly how. Thanks for sharing dude.
 
hotfix info:

Classes
Demon Hunter
Active Skills
Smoke Screen
Duration reduced from 2 seconds to 1 second (tooltip will still show 2 seconds)
Skill Rune - Lingering Fog
Now increases the duration of Smoke Screen to 1.5 seconds (tooltip will still show 3 seconds)
Monk
Active Skills
Fists of Thunder
Skill Rune - Quickening
Fixed an issue that was causing spirit regeneration to incorrectly trigger off critical hits from other sources, such as Sweeping Wind
Mantra of Healing
Mantra of Healing will now correctly provide only two times the base healing effect for the first 3 seconds after activation, down from four times the base healing effect (tooltip will still show the old value)
Skill Rune - Boon of Protection
A maximum absorption amount has been set to 1000 Life. This skill will be redesigned in an upcoming patch.
Wizard
Active Skills
Arcane Torrent
Skill Rune - Cascade
Fixed an issue that was causing Arcane Torrent to fire 3 new missiles per kill instead of only 1 new missile per kill
Number of simultaneously missiles generated from this rune will now cap at 10 missiles
Energy Armor
Skill Rune - Force Armor
Amount of damage absorbed from a single attack will now cap at 100% of a player’s maximum Life
 
Me and Grimspoon got our asses handed to us last night by a fucking spider. I had vampiric qualities and would suck life from us & spooners pets faster than we could damage it, even bringing the wizard didn't help, if was fucking impossible.

I am also starting to understand what people are saying about the Barb must have died once every 10 minutes.
 
A I remember that one we had about 4 spiders with extra hp and Vampiric properties.

We all switched over to stun attacks and it was close call but nothing major.

The molten lava guys that is where it gets hairy thats the only time the whole team wiped.
 
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So just another day in Hell, Act 3

Screenshot007.jpg


Needless to say, about half a second after that screenshot I was dead. :)
 
I also picked up my first legendary last night. :D The sucky thing is that the rare weapon I had does more damage. I'm using the legendary though for a while just because it's my first one.
 
I also picked up my first legendary last night. :D The sucky thing is that the rare weapon I had does more damage. I'm using the legendary though for a while just because it's my first one.
That's unfortunately the case for many Legendaries, their stats just aren't good enough in far too many cases. I've picked up four, only used one since the other three were 10-15 levels below my current level, even though they were weapons for my class. Also like you said, when you compare them to half decent Rares they often come out the losers.
 
What is it with the magic find. I have 41% and I pick up only a few rares and my friends non. Then got new gear and went down to 16% and my rare finding was insane I get 2 or 3 drops from an elite where is where Isengard has 51-61% magic find but he gets nothing.
 
That's unfortunately the case for many Legendaries, their stats just aren't good enough in far too many cases. I've picked up four, only used one since the other three were 10-15 levels below my current level, even though they were weapons for my class. Also like you said, when you compare them to half decent Rares they often come out the losers.

Got to hate loot randomization sometimes :(
 
What is it with the magic find. I have 41% and I pick up only a few rares and my friends non. Then got new gear and went down to 16% and my rare finding was insane I get 2 or 3 drops from an elite where is where Isengard has 51-61% magic find but he gets nothing.

Well, remember the percentage on magic find is NOT the percentage to find a magic item, it is the percentage increase on an existing percentage. Let us say you have a 1% chance of finding a rare from an elite. Having a total of a 100% increase with items equals a total of 2% chance to find that rare.

As you can see, not a lot ;-P
 
What is it with the magic find. I have 41% and I pick up only a few rares and my friends non. Then got new gear and went down to 16% and my rare finding was insane I get 2 or 3 drops from an elite where is where Isengard has 51-61% magic find but he gets nothing.

Besides Shrike's advice, remember that the magic find is averaged over the party; so if your teammates have no MF equipped, you'll have a real +MF of around 10% rather than the 41%. In other words, when hunting gear, your whole team should be wearing their MF suits.
 
Besides Shrike's advice, remember that the magic find is averaged over the party; so if your teammates have no MF equipped, you'll have a real +MF of around 10% rather than the 41%. In other words, when hunting gear, your whole team should be wearing their MF suits.

We debated that point quite a bit over the weekend. I was running around stacking magic find and the other two guys weren't. My magic find was about +70% when we stopped playing. But I would always be the first to call a town-stop. Whenever my inventory was completely full of blues and yellow my teammates inventories were only about half to two-thirds full. This happened every time, without failure. If the magic find was perfectly shared between all parties this shouldn't have been the case.
 
We debated that point quite a bit over the weekend. I was running around stacking magic find and the other two guys weren't. My magic find was about +70% when we stopped playing. But I would always be the first to call a town-stop. Whenever my inventory was completely full of blues and yellow my teammates inventories were only about half to two-thirds full. This happened every time, without failure. If the magic find was perfectly shared between all parties this shouldn't have been the case.

Unless your base MF (i.e. before item's MF bonus is applied) is higher than your teamie's.. :) It is quite possible that weighted averages are used, I think we'll only know for sure in 2-3 weeks when proper theorycrafting has been finished.
 
RIP my level 32 HC DH :(

You will be missed.

Time for v2 :D

Ooouch, must've raged lol. Which brings me to a question. Your items you had on your char, what happens to them?

Also, Nightmare, Act2... Wizard.... OUCH! If I see a yellow I cry... NEED BETTER ITEMS!
 
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