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Magic Finding

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From the Battle net forum posted by [gta-maloy] (here for complete thread)
1. →→→→MagicFind Information V1.41™←←←← | 2/3/2004 5:52:52 PM GMTST
Content:
-1.0:confusion with MF
-1.1:MF basics
-1.2:Max MF on a barb
-1.3:best places in hell to MF
-1.4:best Super Uniques to MF from
-1.5:strategies
-1.6:gambling
-1.7:runes (places and ZOD)
-1.8:Diminishing return
-1.9:Proof that more MF is in fact better than less
-1.10:conclusion for guide one and kudos/edits
-2.0:guide to finding specific items
-2.1:best rune drop from all super uniques
-2.2:comming soon to the items guide
-2.3:all useable game commands part one
-3.0:all useable game commands part two (friends)


MFing is a very simple thing to do if you sit down and think about it for a second. The best characters to MF with are the sorceress (because of the teleport ability) and the Barb. (because of the duel wielding ability) (these are in my opinion and others can create great MFing characters otherwise.)

1.0 confusion with MF

Many people believe that certain scenarios will improve or weaken Magic Finding capabilities, this section is to clear out the ones that are false:

No matter what people tell you these following do not in any case make your MF null:
 

  • Having a Town Portal open in the general area
     
  • Having a certain “lucky” or “unlucky” percentage of magic find
     
  • Time of the day (doesn’t affect anything)
     
  • Status of the chat gem
     
  • Name of the game
     
  • Certain clvls for certain items (only mlvl and alvl’s are applied to a drop) (clvl is applied to the items which are shown while gambling)
     
  • Amount of runs done consecutively (the more you do the more you’ll find but your odds don’t gradually increase)
     
  • Wearing a coronet for better stats (there is an effect that gives an increased chance at better stats but only on the coronet that is dropped and whether or not your wearing one doesn’t matter)
     


1.1MF basics
In most cases because of the price of all items these days, I try to get myself around 500 -700% MF, doing this lets you get by the diminishing return witch lowers the MF to about 253-280% for unique items.

One thing that should always be looked at is the items on the floor. I myself have killed a crap load of monsters and had a huge pile of items and after really looking noticed an ist in the middle, if I would have simply looked for a set or unique item I would have lost the ist, I'm sure I have lost lots of good items this way in the past however, I pay much more attention now. Also, the items on the floor, although worthless to you may be of value to another player and can get you something better that you may need, it is always better to carry as much valuables as possible to try and trade for better items.

Although your MF is diminished as shown below, the amount of runs and the time it takes you to do a run is also important. If your a godly MF character like the max barb, odds are it will take you two hours to do a baal run, if you can do it at all. trying to get the best possible times with an average MF is always best, I personally use 450%MF, however I can do a Mephy run in 1-2mins(depending on my luck with the stairs to lvl3...my MF char is a druid)

1.2Max MF u can get on Barb is:
 
  • Helm: Artisan's Tiara of Luck - 110% with 3x Ist socked
     
  • Armor: Skullder's Ire - 148% with Ist socked
     
  • Belt: Goldwrap 30%
     
  • Weapon 1: Zerker* 6*ist - 180%
     
  • Weapon 2: Zerker* 6*ist - 180%
     
  • Gloves: Chancies - 40%
     
  • Boots: War Traveler - 50%
     
  • Ring 1: Magic Fortuitous Rings of Fortune - 40%
     
  • Ring 2: Magic Fortuitous Rings of Fortune - 40%
     
  • Amulet: Magic Fortuitous Amulet of Luck - 50%
     
  • Charms: Gheed - 40% and 37 * 7%MFSC = 259%
     
Total = 1167% (you can get even higher than this if you have a mercenary)

Another perk about MF with a barb is the fact that you can use the Find Item skill which doubles your odds by turning one MF run into two

-kudos KEV


P.S. Your Merc receives a direct bonus of his own + your MF (1157% + 255%) when he lays a kill, you DO NOT receive any bonus from your Merc.

1.3Best places in hell to MF: (all lvl 85  areas.)

Act 1:
-Pit lvls 1-2
-Mausoleum
Act 2:
-Maggot lair lvl 3
-Ancient tunnels
Act 3:
-Sewers lvl 2
-Forgotten temple (upper Kurast)
-Ruined Fane (causeway)
-Disused reliquary (causeway)
Act 4:
-River of flame
-Chaos sanctum
Act 5:
-Worldstone keep lvls 1, 2, 3
-Throne room
-Worldstone keep

1.4Best SuperUniques to MF from:
 
  • Baal (TC 99)(mlvl 99)
     
  • Diablo (TC 84)(mlvl 94)
     
  • Pindleskin (TC 87)(mlvl 86)
     
  • Snapchip Shetter (TC 87)unknown mlvl)
     
  • ThreshSocket (TC 87)unknown mlvl)
     
  • Frozenstein (TC 87)(unknown mlvl)
     
  • Shenk the overseer (TC 84) (mlvl unknown)
     
  • Countess(only for runes that are not affected  by MF, up to LO) (TC 66)(mlvl 72)
     
  • High Council (not super unique but put them here anyways) (TC 78)(mlvl near 80)
     
  • Mephisto and Andy (TC 78) (mlvl 87 meph) (mlvl 75 Andy)
     
  • Uber Diablo (TC 99) (not good for MFing, only gives you the annihulus charm. Is very hard to find.)(mlvl 101)
     


(One often confused since 1.10 is the cow King at TC 66)
Mlvl and TC need to be equal or greater then the item lvl in question in order for it to be a possible drop

1.5strategies
A good strategy for MFing is to join a public game designated to something popular like baal runs, once in the game do not ally yourself with the others and go to your favorite spots, the more people in the game the higher chances for greater drops, giving you a better overall chance of finding what you want, this works best for finding runes.


When using a sorc for MFing, make sure that you know where your going and what's coming ahead, unless you don't care about being killed because teleporting into the wrong crowd often equals death.

Good methods to get yourself into can be simple as well. When you start a new character and finally make it into hell, while your leveling up, get accustomed to running areas like the pit, mausoleum, and other lvl 85 areas. Once you reach Act5, Pindle and his bros as well as Shank are good places to lvl as well as MF. One place that is often overlooked by many is the High Council, these guys are one of the best places to find high runes and also easy to get to, many travi runs can be made in a matter of minutes. If used properly, your playtime can also be your MF time, saving you from hours of MFing.


1.6Gambling

What I like most about gambling is the fact that restrictions are non-existing. Whether you're in Normal or Hell, Act1 or 5, the only thing that ever matters is your clvl. Magic Find Does not effect gambling in any way or form, the only "bonus" you get while gambling is the Circlet identify bonus. (this bonus gives you better chance at higher level modifiers when you identify circlets.)

Gambling is another way to get what your looking for although some patience is required. If you wish to or have the money to, gambling can be of great value to you. Say you specifically want chance gloves, well constantly by gloves and eventually you will get your item. This is however the easiest way to get +2 to skills items although once again, it's very expensive.


you receive around a 1 in 5000 chance to get a unique item and a 1 in 33 chance to get the elite version of that item (in the ancient armor case, sacred armor, so yes buying ancient gives sacred). This means you basically have a 1 in 165000 chance at the unique version of the elite item.


1.7Runes

Here are the top monsters to get the Zod rune from and there %chance of dropping one.
 
  • Hephasto The Armor 0.00000651
     
  • Nihlathak 0.00000651
     
  • Baal(1st Kill) 0.00000558
     
  • Diablo(1st Kill) 0.00000558
     
  • Baal 0.00000488
     
  • Diablo 0.00000488
     
  • Vile Witch 0.00000420
     
  • Shenk The Overseer 0.00000420
     
  • Eldritch The Rectifier 0.00000420
     
  • Eyeback Unleashed 0.00000420
     
  • Bonesaw Breaker 0.00000420
     
  • Death Brigadier 0.00000420
     
  • Demon Sprite 0.00000420
     
  • Hell Temptress 0.00000420
     
Best places to find runes:

1)countess(up to LO)
2)hellforge(up to gul)
3)High Council and chests in Durance 3
4)lvl 85 areas and super unique's above (up to zod)

1.8Here is the diminishing MF table. First row total MF, second is MF for rares, third is MF for set, and last is MF for uniques.
 

normal   magic   rare    unique

100%     100%    100%    100%

150%     146%    145%    141%

200%     185%    183%    171%

250%     220%    215%    193%

300%     250%    242%    211%

400%     300%    287%    236%

500%     340%    322%    253%

750%     412%    382%    280%

1000%    460%    421%    295%

1200%    494%    448%    305%

1500%    520%    468%    312%

Thanks to Godessleela I can add this great graphic =D
 
500	|	

|
| `
|
400 | .
|
|
| `
300 | . .
| `
| . .
| . `
200 | . . `
| .
| :
| .
100 | .
| .
| .
| .
0 +---------------------------------------------------------------------------------------

0 100 200 300 400 500 600 700 800 900 1000


The top line is effective magic find, the bottom line is effective unique find.

1.09How a Drop is calculatedI thought this should also be in here
I understand that many of you believe that less MF is better, unless your luck happens to turn on you at the right times, this is a false statement. The only thing that Magic Find does is give your odds at finding a Unique, Set, Rare, Magical item a boost. I will add in here an example of a regular drop as the computer understands it:

Proof Why More MF is Better

roll:
Type:

-either, gold, rune, wepon, armor, potion, key or crap:P.

If key is rolled:
-quantity of one to twelve

If potion:
-mana health or rejuve
-size of potion

If gold:
-amount
-amount bonus (% extra gold/ unique bonuses)

If rune:
-set percentage at el-max dropable.

If crap item:
-choose between all available (example exploding potion)
-amount of item droped (example 12 exploding potions, not always applicable)

If wepon:
-choose base (example mace)
-choose type (example elite flail)
-MF decides:
--unique, if no
---set, if no
----rare, if no
-----magical, if no
------norm

same as wep for armor.

The drops when cosidering a wepon is decided will use the MF% available on the caracter to help in the decision, an expl. below:

Elite Sword is chosen and character has 1000% MF, the following occurs:

unique decision is a 2.7 chance to succeed.
2.7 * 2.95 (percentage after diminishing return)= 10.665% chance decision = success, item is dropped if fail, move to set:

Set decision has a 4.0 chance at success.
4.0 * 3.2 = 16.8% chance decision = success, item is.....so on and so forth.

now, the same thing at 100% MF give the following,

2.7 * 1 = 5.4% chance at a unique and;
4.0 * 1 = 8% chance at a set item.

1.10I hope this will help some of your confusion towards MF, I understand that this is quite confusion though.

Thanks to Valahan, Godessleela, mandril, Bones-, RogVan, baronkarlriche, faith_hope(lvt), jaggedone and frixionburne for some information help.

http://home.t-online.de/home/320071388834-0001/games/D2X_110_MF_Guide_ENG.htm#level

http://www.diabloii.net/items/item-generation.shtml

http://www.d2data.net

http://www.diabloii.net/strategy/x-guides/magic-find.shtml

http://diablo2.ingame.de/tips/calcs/dropcalc/dropcalc.php?lang=en&patch=110&mode=lod&interface=default&window=true

I hope this helps everyone, if there are any questions, feel free to ask. If you notice any mistake please tell me.