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Magic find

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[[Magic Find]], or MF, is a very popular magical property found on many types of items. Magic Find has been confirmed to return in and as a bonus from [[Diablo IIIParagon]]. It was first seen on numerous items in the levels and playing with a higher [[Blizzcon 2008Monster Power]] demosetting. Magic Find boosts the odds that a character will find higher quality items, increasing your chances to find Legendaries, Sets, and Rares. Most players find a high Magic Find level highly-desireable and equipment with good stats + a Magic Find bonus is highly valued.
There have been many changes to Magic Find was hugely popular in [[and the related item-hunting issues since Diablo II]]III's release, and further changes are likely as the developers attempt to balance this property against player desires for good item finds and a greater need for a stable, balanced, and functional economy. * Diablo 2 introduced Magic Find as a property, though it functioned much differently in that game than in Diablo III. ** Refer to the {{iw|Magic_Find the MF page Magic Find article in the Diablo II wiki}} goes into exhaustive detail in discussing this complicated item propertyfor full details.
==Magic Find in Diablo III==
Magic Find increases the odds for found items (from monsters or objects) to be "higher quality". Higher In descending order, higher quality items are more likely to be magical, [[rarelegendary]], or [[set]], or [[legendaryrare]], or magical. If a rare item drops, Magic Find increases the chances for it to spawn with more modifiers, giving it a better chance at higher stats. Thus the items found, with different odds for each type of item depending on the least common (and thus highest quality) listed first:[[mlvl|Monster Levelhttp://us.battle.net/d3/en/game/guide/items/equipment#magic-find]] dropping the  <blue>* Legendary or Set item.* Rare item with 6 properties.* Rare item with 5 properties.* Rare item with 4 properties.* Rare item with 3 properties.* Rare item and the player's Magic Find percentagewith 2 properties. Magic Find doesn't make items * Rare item with 1 property.* Magical item. Using the above example, when your roll ‘misses’ a higher -level item quality, the item level generator proceeds to the next lowest item quality in the chain (in this case, checking to drop since monsters have see if you got a 6-affix rare, then checking for a set of items they're capable of dropping (eg5-affix rare, and so on). Your magic find bonus applies to each roll. If the highest tier of items will only same monster has a 10% chance to drop from monsters with [[mlvl|Monster Level]] 63) nor does it increase the quantity of items droppeda 5-affix rare item and you have 50% magic find, you now have a 15% chance to get a 5-affix rare item.</blue>
Magic find does not boost the item level of an item drop; that is determined by various other factors, chiefly the monsters' level. ([[Mlvl]] is determined by factors including the area it spawns in, monster's type, whether it's a [[boss]] or a normal monster, the difficulty level, the Act, and your [[Monster Power]] setting.)
[[Nephalem Valor]], a new system in [[Diablo III]], gives level 60 players a stacking buff (when a rare or champion monster is killed) which increases their Magic/Gold Find and increases the drops on bosses. The buff will disappear if the player [[respec]]s. It is not yet known how high it stacks or how much Magic Find bonus it gives.
When asked about [[Treasure Class]]es and potential diminishing returns on ==Maximum Magic Find== The highest possible Magic Find (like value has changed repeatedly since Diablo III's launch. Initially there was in no maximum cap; players could benefit from as much Magic Find as they could achieve with equipment. The total amount of MF varied with patches, as the range of MF on items was tweaked and new/improved Legendary and Set items got larger MF bonuses. Beginning with the v1.04 patch, the maximum possible magic find was capped at 300%, plus another 75% from 5 stacks of Nephalem Valor, for a grant total of 375% Magic Find. Patch v1.05 introduced the [[Diablo IIMonster Power]])system which makes additional changes to Magic Find, [[Diablo III]]with some bonuses added for playing on higher Monster Power settings. Precise details about those bonus figures are yet to be determined and will be revealed with the v1.05 patch.  ===Additional Magic Find Bonuses=== In addition to the Magic Find awarded by bonuses on equipment, other game systems can add to a character's Game Director Magic Find, up to the maximum cap. * Each [[Jay WilsonParagon]] confirmed that Level adds a passive 3% bonus to Magic Find will not be capped but didn't mention diminishing returnsand Gold Find.[http:This means that players move steadily towards the maximum MF/GF cap with each Paragon level, until at the maximum level 100 no MF bonuses from equipment are required to reap the maximum MF/diabloGF.incgamers.com/blog/comments/diablo-iii-developer-chat-at-best-buy-2]<blue>Jay Wilson: I don’t really know how * Each stack of [[Nephalem Valor]] adds 15% Magic and Gold find, up to answer a total bonus of 75% to MF/GF with the treasure class onemaximum at 5 stacks. This bonus is not affected by the maximum MF cap, and can be used to exceed 300%, lots up to a maximum of areas have different treasure classes but we try to make areas relatively equal depending on challenge 375%. * The Fortune shrine grants a 25% Magic Find and monster levelGold Find bonus for 120 seconds. MF is (Multiple Fortune shrines do not cappedstack, thoughand the second one will just reset the timer to full duration.</blue>
[[Diablo III]]'s Community Manager [[Bashiok]] answered a question regarding diminishing returns on ==Magic Find with his usual no deny nor confirm style.[http://diablo.incgamers.com/blog/comments/bashiok-on-nephalem-valor-magic-find]<blue>Bashiok: Well I don’t think it’s a linear scale, if that’s what you mean. We might share what it is on our game guide sometime after launch.</blue>in Multiplayer Games==
In the launch version of Diablo III, all players in the same game shared their averaged magic find. So if one character had 99% Magic Find and the other two had 0%, all three would get 33% during play.
==While this system garnered majority support when announced,[http://diablo.incgamers.com/blog/comments/vote-diablo-3s-new-shared-magic-find-system] it proved unpopular in practice and in [[Patch 1.0.4]] the system was scrapped.[http://us.battle.net/d3/en/blog/6923456/104_Systems_Preview-8_10_2012] In v1.04 and later, there is no more MF sharing, so each character gets their full Magic Find bonus which is not improved or decreased by other characters in Group==the game.
Since every player will have their own loot in cooperative playGiven the developers' constant refrain of "do no harm to co-op," many players wondered why they didn't go with a hybrid system. Why not grant MF sharing to characters who could use it, while not lowering the total MF of characters who had more MF than the Magic Find party average? The developers surely considered that permutation in group situations will be averaged across the group.[http://diablo.incgamerstheir internal debates, but never gave any public reason for rejecting it.com/blog/comments/magic-find-and-gold-find-now-shared-through-the-party]
Here's an example with a group of three people:
* Player 1's MF: 100* Player 2's MF: 80* Player 3's MF: 0* ==Magic Find for each player: (100 + 80 + 0) / 3 from Pets == 60.
To recapMagic Find (and [[Gold Find]]) bonuses share from minions and Followers to the character, but only at a 20% rate.[http: Every players personal //diablo.incgamers.com/blog/comments/magic-find-and-gold-find-now-shared-through-the-party] Thus a Follower with 50% Magic Find would only grant 10% additional Magic Find bonus to the character. This shared value is subject to the 300% MF hard cap introduced in [[Patch 1.04]], so your total MF will be summarized not exceed 300% even if your character has that much (or more) and then divided by the number of playersyour Follower adds some as well.
(This prevents players in public games feature was bugged shortly after v1.04's launch, and MF rewarded from stacking Magic Find a follower could add to a player's 300% and tagging along while doing minimal effort in killing monsters but getting the best chances of getting great drops75% they gained from Nephalem Valor stacks to exceed 375%.)[http://diablo. This might also discourage cooperative play since other people with low Magic Find percentage might lower your overall Magic Findincgamers.com/blog/comments/blizzard-on-maximum-magic-find-and-doggy-damage]
The [[Nephalem Valor]] buff covers the entire group.
==Magic Find and Gear Switching==
==Diablo III did not include a [[Weapon Switch Hotkey]], in an effort to prevent players from engaging in what the developers felt was an "exploitative" play style -- chiefly of switching from their normal damage weapon(s) to a weaker weapon/shield with high Magic Find just to get the last hit on bosses or to open chests. This design choice combined with Followers==the much-harder (than Diablo 2's Hell) [[Inferno]] difficulty level to create an interesting play style. Many players took to carrying full equipment sets of +Magic Find gear, usually everything but the weapon, which they would click into just before delivering the final hit to bosses, or before opening chests. This practice was a much bigger exploit, and seemed an impure tactic, requiring some game design change.
The developers floated a number of possible solutions,[[Blizzardhttp://us.battle.net/d3/en/blog/6583302]] forum moderator Rygarius clarified that 20% none of which won a great deal of the Magic Find on the [[Follower]]'s gear will be added to the player's personal Magic Find bonusfan support.[http://diablo.incgamers.com/blog/comments/magic-find-and-gold-find-now-shared-through-thegear-partyswapping]<blue>Rygarius: The amount displayed is your share of CM Lylirra summed up the bonus. You get 20% of your follower’s Magic Findissue in early July, Gold Find, and + to XP2012.</blue>
<blue>There was some debate about Magic Find gear swapping before the game shipped. Some of our developers and testers thought it was fun way to game the system, while others felt it was too much of a hassle. In the end, we decided to allow gear swapping, thinking that the players who wanted to do it would, and the players who don’t enjoy the practice wouldn’t. Of course, what actually happened is that some players got caught in the crossfire — players who didn’t really enjoy gear swapping or want to carry around an extra set of MF gear all the time, but felt like they had to in order to be as efficient as possible.
<br>
So, when Wyatt says we “didn’t have a problem with it philosophically,” it means we were aware of the practice of gear swapping and understood that the player base had differing opinions on it, but didn’t want to make any changes to it unless the community asked for it outright (since we knew it was fun for a select group of players). It did not mean it was deliberately a practice we wanted to encourage everybody to do. Supporting and promoting gear swapping by adding a button would only complicate the current problem of players feeling like the they need to gear swap in order to be really efficient, even if they don’t enjoy it; it also increases the need for storage space (both server-side and in a player’s inventory) and adds complexity to a UI that’s otherwise designed to be very simple and straightforward.</blue>
In a group situation, your The final system change was to do nothing to prevent gear swapping (though MF/GF bonuses were discounted when opening chests for some time) and instead to introduce an [[Followerparagon|entirely new system]] will return that was built to town and you will not get the allow all characters to basically run full Magic Find bonus from his/her all the time, thus ultimately making gearswapping for MF gain irrelevant.
==Diablo III's MF Philosophy==
The Pre-release, the [[D3 Team]] has often talked about how they'll hoped to balance Magic Find with other modifiers, and how they'll keep things fair, or at least fairer, for all the characters. A typical quote came from [[Bashiok]] in December 2009.[http://diablo.incgamers.com/blog/comments/bashiok-on-magic-find/]
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To summarize, here's why a bullet point list of reasons the developers offered to prevent players won't be able to just load from loading up on MF on characters nothing but Magic Find gear in D3:Diablo III.
* Auto-stat allocation means a character can't put every point into vitality to make up for not wearing any +hit point gear.
* Item bonuses to stats like defense, resistance, damage reduction, and more, will be (more) necessary to survive than they were in D2.
* D3 adds +%spell damage mods to numerous items, and Mage characters will need to boost that stat in the same way combat characters require +%damage weapons and other gear. If MF and +spell damage seldom appear on the same items, as was the case with +%damage and +MF in D2, then mages won't have any inherent advantage to loading up on MF gear.
Ultimately, these factors proved insufficient or irrelevant and players found that almost any equipment sacrifice was worth making in order to increase their Magic Find. This is part of what triggered the system changes that introduced the [[Paragon]] system and [[Nephalem Valor]].
==Controversy==
==Pre-Release Controversy== Many fans disliked Magic Find in Diablo 2, and object objected to its proposed presence in Diablo 3. The typical argument is was that Magic Find only encouraged more use of Magic Find. Players had to wear gear with MF to find better items, and since many of the best items in Diablo II had Magic Find, they just increased their a character's MF further, in a self-perpetuating cycle. Magic Find was also unbalanced, since spell-casting characters and ranged attackers could load up on it without suffering any real drawbacks, while melee fighters had to devote their gear to boosting their damage, defense, resistance, hit points, and other survival bonuses, and thus were at a disadvantage when it came to finding better gear.
On the other hand, many players loved Magic Find since it made finding better items possible, and those players enjoyed the challenge of balancing survival with higher Magic Find. For many builds in the late game, survival was fairly easy, and having MF to factor into the item game added a lot of fun. It also increased game difficulty, since Diablo 2 was too easy with all a character's equipment geared towards killing power. The temptation to add in MF gear and remove survival-boosting equipment was a nice trade off.
 
==References==
[[category:items]]
[[category:modifiers]]
[[category:Magic Find]]
{{Template:Items navbox}}