Diablo 3 Discussion Thread

400 hours of gametime and I have yet to roll max on ar on yellow, rolled 79 on a blue that went to vendor but that's about it. Having three affixes that are very high on on one item almost maxed out is still worth something to someone. I could see this going for a million.
I've had quite a few already. Most recently this armor:

2j3l6p3.jpg


Sold it for 3.5 million (no buyout). In retrospect, on one hand I was happy to sell it for this much, on the other.... it's too bad the armor didn't have 3 open sockets :p
 
The rest of my gear blows donkey.... It is decent stat cheap gold find gear I bought to farm hell with. I need upgrades to most everything, but this info has answered my question as to what to look for on gear I find and look to purchased.

Thanks for the help!

My advice if you haven't already is get familiar with what stats can roll on which pieces. For example as far as I know, shoulders, chest, belt and pants are just straight armor pieces. They can't roll any attack modifiers on them. So you might as well just search, main stat, vit, AR, for the most part. Helm, gloves, bracers can have attack modifiers (attacks speed, crit% crit dmg), so there it can get a little more tricky and you have to be search based on your 3 most important things and then just scrub the lists for other stats you may be looking for. I know boots can have attack speed but I'm not sure about crit. And rings and ammy can pretty much roll whatever. At least thats how I do it. Hope this helps.

Any barbs out there trying out the double tornado build? I just switched to it from 2h and its so much fun. I beat my head against the wall completing a3/4 the last few weeks and was not having much fun after trying this build out I actually remember what it was like to have fun playing again.

Mind posting your build. I have a dual wielding barb, but I always seem to be running out of fury, and with its short duration its actually not that fun for me. Not sure what others are doing different, but other barbs I've played with seem to be able to keep it up longer.
 
Well apparently MF works completely different than in Diablo 2.

Finding more and better magic items is critical to overcoming challenges and defeating enemies in Diablo III, particularly on higher difficulties. Magic find is a unique item property that can help you drastically improve your haul. It is tracked in the Inventory menu (Inventory > Details > Adventure).

But what does that really mean?

Magic find affects the quality of items you acquire from killing enemies (but not treasure chests, vases, weapon racks, or other environmental objects). It doesn’t give you a chance to get more items on a given kill – instead, it increases the chance that an item you find will be magical, and more potent than it would be otherwise.

When a monster drops an item, Diablo III randomly determines the item’s quality from a chart that includes item quality and the number of affixes present. The game randomly "rolls" on each property in the chart to determine which affixes your item will get. Your magic find score is applied as a bonus to these rolls.

For example, if a monster has a 4% chance to drop a 6-affix rare item and you have +50% magic find, it now has a 6% chance to drop that item.

Item quality is checked in the following order:

•Legendary
•6-affix rare
•5-affix rare
•4-affix rare
•2-affix rare
•1-affix rare
•Magic item
Using the above example, when your roll ‘misses’ a higher-level item quality, the item generator proceeds to the next lowest item quality in the chain (in this case, checking to see if you got a 6-affix rare, then checking for a 5-affix rare, and so on). Your magic find bonus applies to each roll. If the same monster has a 10% chance to drop a 5-affix rare item and you have 50% magic find, you now have a 15% chance to get a 5-affix rare item.

In a group, all players' magic find bonuses are averaged. So, if you’re in a four person group where two players each have +20% magic find and the other two players have none, all four players will effectively have +10% to magic find.

From the Diablo 3 official website.

Guess I'm going back to gear swapping before kills. I stopped this last week becuase I couldn't be bothered as I thought it was only giving me more items not higher quality items.
 
Interesting, so the number of affixes' drop rate also depend on MF. That can be a game changer for many people because most of us assumed that it didn't matter. Looks like I'll have to practice my gear swapping more :p

On a side note, I found a legendary and a set item within minutes of each other! One of them dropped off a regular mob too. Too bad they were both terrible items lol.
 
It's a pretty big game changer. This makes MF gear even more valuable and the Unid market may take a hit. What's the point in buying an unid if someone with 5 stacks + 0% mf farmed it.
 
It's a pretty big game changer. This makes MF gear even more valuable and the Unid market may take a hit. What's the point in buying an unid if someone with 5 stacks + 0% mf farmed it.

Very true, but it could also go the other way. Point is, its always been a gamble and it still is, maybe bigger stakes but its hard to quantify a gamble in a video game. I thought that market was dying off anyway.
 
Interesting, so the number of affixes' drop rate also depend on MF. That can be a game changer for many people because most of us assumed that it didn't matter. Looks like I'll have to practice my gear swapping more :p

On a side note, I found a legendary and a set item within minutes of each other! One of them dropped off a regular mob too. Too bad they were both terrible items lol.

Funny, I took a break from the game for a few days and fired it up last night for a bit. Within 10 minutes I found legendary bracers off of some random dead guy on the ground in the fields of misery after getting 5 stacks in the cemetery. All stats were horrible of course.
 
Yeah this is more like "Baal GCs" than I realized. I don't see how it could go the other way though.
My line of thinking - who is more desperate to sell unid's for IGG - those who are well geared, or those who aren't? Probably a slant for the latter really, but not necessarily. And are the lesser geared (and more desperate for IGG) doing last-minute switching? Did it come off a white - which translates to 0% of mf swap?

Regardless, I made the switch to full MF gear last week and have been gradually upgrading DPS. My DH wasn't even close to farming Act3 in my DPS set anyway, but I've maintained 200+ MF while slowly bumping up my DPS. It's probably going to hundreds of millions before my MF set is Act3 viable though, but I don't really care. Act2 seems to be the sweet spot.
 
Yea, that makes a little more sense now I guess. Im finally farming Warden/Butcher in my MF gear (no swapping out just straight farming) and I got 3-4 items that were actually legit, 2 of which I ended up replacing my own gear with.

Weird, seemed like they were bashing it into our heads pretty good that MF only increases the chances for rares to drop, and the quality roll is specifically dependent upon which act your in. I had no idea that it affects the quality. If thats the case, I'll be farming A1 for a bit longer then I thought.
 
Weird, seemed like they were bashing it into our heads pretty good that MF only increases the chances for rares to drop, and the quality roll is specifically dependent upon which act your in. I had no idea that it affects the quality. If thats the case, I'll be farming A1 for a bit longer then I thought.
There are different things that describe quality though... i.e. +100 str is better than +50 str, but so is 6 affixes vs. 4 affixes (statistically, not strictly).

I imagine a 6 affix rare is actually in a different part of the loot table than a 5 affix rare etc. which is why MF affects the # of affixes. At the same time, it wouldn't affect the quality of the stat that actually rolled.
 
That's funny because I was pretty sure that they stated before that MF only changed the % chance for a rare to drop, not for the quality of the item. Sigh.
 
There are different things that describe quality though... i.e. +100 str is better than +50 str, but so is 6 affixes vs. 4 affixes (statistically, not strictly).

I imagine a 6 affix rare is actually in a different part of the loot table than a 5 affix rare etc. which is why MF affects the # of affixes. At the same time, it wouldn't affect the quality of the stat that actually rolled.
Right but more affixes on average should lead to better gear (yes I'm splitting hairs). It's still a roll of the dice of course, and all we can really do is figure out the most likely way to get gear and go that route.

I guess thats basically what it all boils down to really. Rolling dice and hope you get something good to either use yourself or, more then likely, sell to someone else.
 
That's funny because I was pretty sure that they stated before that MF only changed the % chance for a rare to drop, not for the quality of the item. Sigh.

It could use some clarification, but it's true if you consider the different affix of rares as different items altogether (like magic and legendary). Ignore the color codes and pretend that blue magic items are just rares with 1-3 affixes and it might make a little more sense. Hell, magic items themselves are probably separated into subcategories too. That's why a magic item with kick ass DPS will never have anything else because all of the possible affixes were used purely to increase DPS. The quality of the rolls won't improve, but as Intel mentioned, you have the potential of getting more affixes, which may or may not improve the overall quality of the item.
 
No I get how it works - it just goes contrary to everything I've read from Blue Posts and other player analysis of how MF works up until this point. Frankly, MF impacting the quality of the gear and not just the drop % makes sense and makes it a more valuable stat so I am not complaining, I just wish that mechanics like this were accurately and clearly explained from the get-go. :)
 
Yea, this changes how I will gear from now on. I was ignoring MF, since I figured the 95% incl 5stacks was fine. But if it's affecting the quality of the gear...
 
Dang, I was ignoring MF as I was under the impression it just meant more yellow drops. Now I'm going to have to gold farm so I can find an effective MF Gear set for Inferno...
 
No I get how it works - it just goes contrary to everything I've read from Blue Posts and other player analysis of how MF works up until this point. Frankly, MF impacting the quality of the gear and not just the drop % makes sense and makes it a more valuable stat so I am not complaining, I just wish that mechanics like this were accurately and clearly explained from the get-go.

Yea, this changes how I will gear from now on. I was ignoring MF, since I figured the 95% incl 5stacks was fine. But if it's affecting the quality of the gear...

Dang, I was ignoring MF as I was under the impression it just meant more yellow drops. Now I'm going to have to gold farm so I can find an effective MF Gear set for Inferno...

Guess I'm going back to gear swapping before kills. I stopped this last week becuase I couldn't be bothered as I thought it was only giving me more items not higher quality items.

I don't get your positions. Would you care to explain why your thinking about magic find changed after the clarification of how magic find works?

I don't see how it would change the quality of the drops from the previous understanding of how rares work (MF = higher chance of rares) to how it seems to actually work (MF = higher chance of each individual tier of rares).
 
It was understood that Rares had random rolls that determined # of affixes along with the rolls on each affix. Generally speaking, it would be true to say that a rare with a greater number of affixes is a greater quality rare. Thus, with the understanding that higher Magic Find will actually influence the number of Affixes on a dropped item, Magic Find has now been revealed to be more important than previously thought.

Running higher magic find means more affixes as well as a higher likelihood that rare quality drops. Whereas previously it was thought that it was just higher likelihood that rare quality drops. So we want to run more Mafic Find gear now.
 
Yeah the "tiers" of loot is actually larger than the color codes suggest. There are probably 3 sets of rares and 3 sets of magics, totaling 7 "tiers" if you include legendaries (edit: than again, I've seen rares go up to 7 affixes before). If we separated each level of gear into the 7 colors of the rainbow, where red=legendary and purple=1 affix magic, more MF will push the drop rates toward the red end of the spectrum. However, we only have 3 color codes, which isn't enough to show the quality of the gear until you identify it.
 
I don't get your positions. Would you care to explain why your thinking about magic find changed after the clarification of how magic find works?

I don't see how it would change the quality of the drops from the previous understanding of how rares work (MF = higher chance of rares) to how it seems to actually work (MF = higher chance of each individual tier of rares).
If there was a static amount of affixes on each magic/rare/legendary item, then you'd be correct. However I'm sure you've seen some rares with 4 affixes and others with as many as 6.

MF now not only increases the chances of you finding rares, but also increases the chances that the rares (and I assume magic/legendary as well?) will have more properties then without. Those properties can still ALL be garbage, but the more chance you have to get more properties, the better overall chance you'll have of getting items with decent stats.
 
I don't get your positions. Would you care to explain why your thinking about magic find changed after the clarification of how magic find works?

I don't see how it would change the quality of the drops from the previous understanding of how rares work (MF = higher chance of rares) to how it seems to actually work (MF = higher chance of each individual tier of rares).
So what my previous understanding was, is that the stats and affixes on items was entirely random, and not influenced by MF. So in that scenario, Magic Find increased the chances of rares, which as a consequence would have slightly increased your chance of getting a better item through an increased # of rares found. What they are now saying is that Magic Find also improves the rolls you get on the item quality itself, so EVERY item could be slightly better if you had improved magic find.

tldr:

Previous understanding: # of rares found influenced by MF, but item quality determined by RNG
Current understanding: Both rare quantity found and rare quality influenced by MF

Make sense? It's a much more valuable stat if the quality of the item roll is determined by MF and not just if the item is a rare or not.
 
I don't get your positions. Would you care to explain why your thinking about magic find changed after the clarification of how magic find works?

I don't see how it would change the quality of the drops from the previous understanding of how rares work (MF = higher chance of rares) to how it seems to actually work (MF = higher chance of each individual tier of rares).

Before, i was willing to pick up fewer magic items if the % of that total that was good was teh same as if I picked up more.
For example... if I had MF of X or 2X. Say I kill 100 baddies capable of dropping magic items. I assumed that if I had MF X, I would pick up, for example 3% magic items, and under MF of 2X I'd pick up 6% magic items.
BUT of that 6%, I had an equal possibility of picking up a really useful item. So, if I killed 100 baddies with MF of X, I would get 3 magic items, 6 under 2X. I might get ONE good under X, but 2 good ones under 2x/

Now, it means that under MF of 2X, I not only have a batter chance of picking up magic items, but a greater chance of picking up a good one. That's an exponential increase in better items with each greater amount of MF. Thus, under the same hypo, under X, I might get 3 items, but none good, while under 2X i might get 6 magic items but 3 good one (exaggeration to show the point)


i.e., I was willing to forgo MORE magic items if I had the same chance of finding GOOD magic items.
 
I'm guessing this is probably still to early to know since this seems to be pretty new information, but does anyone know how much the % of MF affects the quality/affixes?
 
No I get how it works - it just goes contrary to everything I've read from Blue Posts and other player analysis of how MF works up until this point. Frankly, MF impacting the quality of the gear and not just the drop % makes sense and makes it a more valuable stat so I am not complaining, I just wish that mechanics like this were accurately and clearly explained from the get-go. :)

Yeah it's a bit confusing. It seems they meant to use the word "quality" in a different context. 300% MF won't make a 4-affix rare any better than if you had 0 MF, but it does give a better chance to get a 5-7 affix rare instead. I guess you kinda have to think of them as totally separate entities, kinda like how blues are to rares.

Think of it this way. The more MF you have, the more blues get replaced by rares, so the fact that MF was improving the "quality" of your gear was *always* the case.
 
I roll act 1 with my monk with no stacks:

155 Gold find
168 Magic find

It makes a pretty big difference but from my observations there is a LOT about magic find that we don't know about.

Item Property caps per act. I know for a fact Items in act3 are better than Items in act 1. So even though act 1 is dropping level 63 Items their properties are capped so its really just an illusion ( this mostly applies to weapons)

6 Property Plans don't drop in Act 1 or Act 2.

Act 3 no Magic find > Act 1 High magic find..............I can see switching to magic find in act 3 being very useful. Never done it myself Maybe I'll try it out tonight.
 
So what my previous understanding was, is that the stats and affixes on items was entirely random, and not influenced by MF. So in that scenario, Magic Find increased the chances of rares, which as a consequence would have slightly increased your chance of getting a better item through an increased # of rares found. What they are now saying is that Magic Find also improves the rolls you get on the item quality itself, so EVERY item could be slightly better if you had improved magic find.

tldr:

Previous understanding: # of rares found influenced by MF, but item quality determined by RNG
Current understanding: Both rare quantity found and rare quality influenced by MF

Make sense? It's a much more valuable stat if the quality of the item roll is determined by MF and not just if the item is a rare or not.

But MF also increases the chance of fewer affix rares to spawn as well.

Ie, previously, 10% chance of a rare spawning -> 100% mf = 20% chance. But the distribution of 6/5/4/3 affix rares is still 40%/30%/20%/10% (COMPLETELY MADE UP). Therefore, MF had no effect on the quality of the rare that you did get.

MF now not only increases the chances of you finding rares, but also increases the chances that the rares (and I assume magic/legendary as well?) will have more properties then without. Those properties can still ALL be garbage, but the more chance you have to get more properties, the better overall chance you'll have of getting items with decent stats.
But MF always did that, no? If you double the number of rares you would have otherwise gotten, you would double the number of high affix rares as well, by the simple nature of rolling more rares. So if 50% of rares are high affix, and now you find 20 rares instead of 10, then you'd find 10 high affix rares rather than 5.

Yeah the "tiers" of loot is actually larger than the color codes suggest. There are probably 3 sets of rares and 3 sets of magics, totaling 7 "tiers" if you include legendaries (edit: than again, I've seen rares go up to 7 affixes before). If we separated each level of gear into the 7 colors of the rainbow, where red=legendary and purple=1 affix magic, more MF will push the drop rates toward the red end of the spectrum. However, we only have 3 color codes, which isn't enough to show the quality of the gear until you identify it.

This does make more sense, but unless we actually manage to increase our chance of getting a rare to greater than 100% somehow, MF does not in any way affect the quality of rares. It affects the quality of magical items, (at what point of MF do you get >100% magical drop on bosses?) but only if you manage to push high enough that 1 affix blues start dropping less often; that is, you never find a white item of any sort. I do not think anyone has enough MF to garuntee a rare drop from a given monster... except for nephalem stacks 4/5... (does MF affect these "garunteed rare" drops? if so, then there is a case for MF increasing the quality of rares; I never kept track of this tho...).

So essentially, I don't see the huge difference this would make on the quality of rares. For the vast majority of us, it makes no difference between a 10% chance for a rare, then doubling that for 100% MF to 20%, with a breakdown of 40%/30%/20%/10% for affixes (made up), and doubling a 4% (8%) chance for a 3 affix rare, 3% (6%) for 4, 2%(4%) for 5 and 1%(2%) for 6 affixes. It comes out to the same thing.

Pretty much it boils down to two things:

1. Does MF affect garunteed rare drops? If so, then your position makes sense.
2. Can you get >100% rare drops? If so, then your position makes sense.

Otherwise, there is no difference statistically in terms of the quality of rares of the system we thought was in place, and the quality of rares of the system we now know is in place.
 
Kevin, even if it doesn't guarantee rare drops (though it WILL increase the likeliehood one drops), the rare drops that do drop, will be better.
 
Does ne1 know if this statement about MF is something new? Like is it a hotfix as of this morning or something? Or has it always been this way from release?
 
Kevin, even if it doesn't guarantee rare drops (though it WILL increase the likeliehood one drops), the rare drops that do drop, will be better.

How so? Mathematically, it makes no difference...

Before: (MF = rares +100%)
10% rare drop, of 100 items, you get:
4 = 3 affix
3 = 4 affix,
2 = 5 affix
1 = 6 affix
+100% mf
20% rare drop,
8 = 3 affix,
6 = 4 affix
4 = 5 affix
2 = 6 affix

After: (MF = rare individual affix chance +100%)
4% (3fix) + 3% (4fix) + 2% (5fix) +1% (6fix) of 100 items, you get:
4 = 3fix,
3 = 4fix
2 = 5fix
1 = 6fix
+100% mf
8% (3fix) + 3% (4fix) + 2% (5fix) +1% (6fix) of 100 items, you get:
8 = 3fix,
6 = 4fix
4 = 5fix
2 = 6fix

It made no difference in the quality of the rares! You still get the same number of given x-affix rares for a given number of monster drops.
 
Kevin, I believe you are mis-understanding the loot system.
Blizz said:
When a monster drops an item, Diablo III randomly determines the item’s quality from a chart that includes item quality and the number of affixes present. The game randomly "rolls" on each property in the chart to determine which affixes your item will get. Your magic find score is applied as a bonus to these rolls.

For example, if a monster has a 4% chance to drop a 6-affix rare item and you have +50% magic find, it now has a 6% chance to drop that item.

Item quality is checked in the following order:


Legendary
6-affix rare
5-affix rare
4-affix rare
2-affix rare
1-affix rare
magic item
Using the above example, when your roll ‘misses’ a higher-level item quality, the item generator proceeds to the next lowest item quality in the chain (in this case, checking to see if you got a 6-affix rare, then checking for a 5-affix rare, and so on). Your magic find bonus applies to each roll. If the same monster has a 10% chance to drop a 5-affix rare item and you have 50% magic find, you now have a 15% chance to get a 5-affix rare item.

In a group, all players' magic find bonuses are averaged. So, if you’re in a four person group where two players each have +20% magic find and the other two players have none, all four players will effectively have +10% to magic find.

The game doesn't do a distribution of items to be dropped. A monster will drop a rolled number of items (limited by monster properties) which are then rolled on from a top down approach. As said, the system first checks the top tier with a roll to see if it will drop for you, if not, it proceeds to the next lowest tier, and so on and so forth.

The important part of what Blizzard said is here:
Using the above example, when your roll ‘misses’ a higher-level item quality, the item generator proceeds to the next lowest item quality in the chain (in this case, checking to see if you got a 6-affix rare, then checking for a 5-affix rare, and so on).

Also, your magic find will apply to each roll. So a random roll is run to see if you will get that tier, then your magic find percentage is added. So that magic find percentage increases the likelihood of the current tier item dropping.

Your magic find bonus applies to each roll. If the same monster has a 10% chance to drop a 5-affix rare item and you have 50% magic find, you now have a 15% chance to get a 5-affix rare item.

So theoretically, if your magic find % was high enough (depending on monster contraints) you could have 5 Rares with 6 Affixes drop.

From their example, this is the order the system will run:
Monster properties:
Legendary 1%
6 affix 4%
5 Affix 8%
...and so on...

Player Magic Find = 200% (Magic find is uncapped)

Item is going to drop after monster killed, follow this procedure:
Check Legendary: 1% x 200% = 2% Chance of Drop
Roll: Outside of 2%, item does not drop.
Proceed to next lowest teir.

Check 6 Affix: 4% x 200% = 8% chance of drop
roll: Outside of 8%, item does not drop
Proceed to next lowest teir

Check 5 Affix: 8% x 200% = 16% chance of drop
Roll: Inside of 16%, item drops
End item drop roll.
Proceed to next item.


Rdzona, apparently it was added to the guide today. Don't know when it was implemented. I assume it was always that way, but Blizzard is clearing the air. http://www.pcgamer.com/2012/07/13/d...-gold-trading-game-guide-explains-magic-find/
PCGamer Tom Senior at 12:40pm July 13 2012 said:
The Diablo 3 real money auction house has been updated to let people buy and sell in-game gold for real money. Gold can be shifted in packets of 100,000 for as little as 27p / 41c. Gems, dyes, crafting materials, blacksmithing plans, jeweler designs and pages of training are also available. The Diablo 3 game guide has also been updated with a list of the many ‘orrible monster special abilities that can be randomly assigned to any hero group. There’s also a very useful article on the maths behind magic find, interesting reading for high level item hunters. Also, if you’ve been wondering what the advantages are to dual wielding vs. a two handed weapon, Blizzard have explained that as well.

Here are the update notes from the Blizzard forums.

Update 7/12/12:

Gold is now available for trading as a commodity on the real-money auction house in the Americas.

Update 7/10/12:

The following commodities are now available for trading in the real-money auction house:

Gems
Dyes
Crafting Materials
Blacksmithing Plans and Jeweler Designs
Pages of Training
 
Last edited:
@Maplehamwich

Thanks, and good explanation, that's how I understood it also.

Just my 2 cents. Since I have a feeling that its always been this way and they are just clearing the air now so to speak. I just wanted to point out that since nothing has actually changed, shit drops are still going to be shit drops imo.
 
Kevin, I believe you are mis-understanding the loot system.


The game doesn't do a distribution of items to be dropped. A monster will drop a rolled number of items (limited by monster properties) which are then rolled on from a top down approach. As said, the system first checks the top tier with a roll to see if it will drop for you, if not, it proceeds to the next lowest tier, and so on and so forth.

The important part of what Blizzard said is here:


Also, your magic find will apply to each roll. So a random roll is run to see if you will get that tier, then your magic find percentage is added. So that magic find percentage increases the likelihood of the current tier item dropping.



So theoretically, if your magic find % was high enough (depending on monster contraints) you could have 5 Rares with 6 Affixes drop.

From their example, this is the order the system will run:
Monster properties:
Legendary 1%
6 affix 4%
5 Affix 8%
...and so on...

Player Magic Find = 200% (Magic find is uncapped)

Item is going to drop after monster killed, follow this procedure:
Check Legendary: 1% x 200% = 2% Chance of Drop
Roll: Outside of 2%, item does not drop.
Proceed to next lowest teir.

Check 6 Affix: 4% x 200% = 8% chance of drop
roll: Outside of 8%, item does not drop
Proceed to next lowest teir

Check 5 Affix: 8% x 200% = 16% chance of drop
Roll: Inside of 16%, item drops
End item drop roll.
Proceed to next item.

Rdzona, apparently it was added today. http://www.pcgamer.com/2012/07/13/d...-gold-trading-game-guide-explains-magic-find/


You know what, I see what you mean.

Given an item distribution of the following:
1% = unique
2% = 6fix
4% = 5fix
8% = 4fix
16% = 3fix
32% = magical
100% = white

For 10000 items, you will roll
100 uniques (1% of 10000)
198 6fix (1.98% of 10000)
388 5fix (3.88% of 10000)
745 4fix (7.45%)
1371 3fix (13.71%)
2303 magicals (23.03%)
4895 whties (48.95%)

with +100% MF: (2%/4%/8%/16%/32%/64%/100%)
200 uniques (2% of 10000)
392 6fix (3.92% of 10000)
753 5fix (7.53% of 10000)
1385 4fix (13.85%)
2327 3fix (23.27%)
3164 magicals (31.64%)
1779 whties (17.79%)

With 100% MF, you get a percentage change of:
Uniques: +100%
6fix: +97.98%
5fix: +93.94%
4fix: +85.86%
3fix: +69.70%
magical: +37.37%
white: -63.64%

Relative Quality of rares:

6fix: 7.33% ->8.07%
5fix: 14.36%->15.50%
4fix: 27.57%->28.52%
3fix: 50.74%->47.91%

So the actual quality of your rares goes up... but not because the chance of high quality rares goes up faster than low quality rares. But because your increase in lower quality rares is slower than the increase in higher quality rares. (semantics, i know, but it's a distinct difference)

But.... this revelation means that magic find is less valuable than what we thought it was before, not more. Although it also means that our "4%" for a 5fix rare doesn't actually mean 4%, it's some number less than 4%.
 
You know what, I see what you mean.

snip

So the actual quality of your rares goes up... but not because the chance of high quality rares goes up faster than low quality rares. But because your increase in lower quality rares is slower than the increase in higher quality rares. (semantics, i know, but it's a distinct difference)

But.... this revelation means that magic find is less valuable than what we thought it was before, not more. Although it also means that our "4%" for a 5fix rare doesn't actually mean 4%, it's some number less than 4%.

What is your definition of "less valuable"? I've never considered running with magic find, simply because I thought it wasn't worth the effort for a minuscule increase in drop rate, but with the revelation that the quality of those rares that drop is higher, I am absolutley shoehorning MF into my build. I think a lot of people feel this way, and where there is demand, the price increases, thus making it more valuable.

Also, the only reason the 5 affix roll is less than 4% is due to the 1% and 2% rolls prior to the 5 affix roll. It's still 4% on that particular roll.
 
It all depends on how it's coded, mf could be more or less valuable. Most likely, mf will be exactly the same, if not equal then it'll be less worth while.

It they went from something like 4% rare chance with a 25% chance each for 3/4/5/6 suffix rare to a 1% roll on 6 then 1% on 5 then 1% roll on 4 then 1% roll on 3 suffix, mf would actually be less effective on non-6-suffix rares, and unchanged on 6-suffix
 
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