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Monster Power

4,685 bytes added, 02:24, 13 October 2012
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The Monster Power system was introduced into Diablo III in [[Patch v1.0.5]]in October 2012, after being testable on the Diablo 3 [[Public Test Realm]] for several weeks. This Inspired by the Diablo 2 {{iw|Players_X Players X}} system , Monster Power allows players to custom set a level from 0-10 which will increase the difficulty and rewards they receive from monstersof the game.
Full details have not yet been revealedWith each level of Monster Power, the enemies increase in their hit points and damage. In exchange, players gain greater experience, a bonus to Magic Find and Gold Find, and there is no ETA the potential for the patch to be releasedbonus item drops.
The rewards and scaling values differ from Normal/Nightmare/Hell vs. Inferno, and playing on even MP1 in Inferno increases all monster levels to 63, creating a big leap in difficulty and item drop potential, especially in Act One.
==First Monster Power Mention==
The system was first mentioned ==Enabling Monster Power== To turn on Monster Power players need to open the Options menu and click the check box to enable it. After that all characters of any level, [[Hardcore]] and Softcore, can select their desired monster power on the game creation menu, next to the quest selection box, when creating a new game.  Monster Power is displayed on the screen in -game, so players can see what level it is set to when they join a Blizzard developer blog tease game with MP enabled. <gallery>File:Monster-power-options2.jpg|Enable it via: Options > GameplayFile:Monster-power-levels.jpg|Select level during game creation from quests menu.</gallery>  ===Not in Public Games=== Monster Power can only be enabled in solo games or private games with friends. It can not be turned on in public games, due to issues with matchmaking -- players would need to only join games with the MP on September 13a level they found playable, 2012and Blizzard felt the complications of this outweighed the benefits of MP.[http://diablo.incgamers.com/blog/comments/diablono-3monster-patchpower-1-0-5in-sneakpublic-peekgames]
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<b>New SystemIt doesn’t work for Public Games. If Monster Power is on, you cannot make your game public. Similarly, when making a public game, Monster Power is disabled. As you’ve noted, there are a few issues with allowing MP in Public Games: * In general, harder content tends to be less enjoyable with random strangers.** It would make matchmaking more difficult by increasing the number of matchmaking pools (one new pool for each MP level). In turn, that could increase wait times for Public Games.* Issues associated with “leeching” or similar behavior could be exacerbated, especially if under-geared players chose extremely high Monster Power<br>levels for the games they wanted to be matched into. Although we love and support co-op, since Monster Power is a new system, we didn’t want to open it up to Public Games just. We’re definitely open to revisiting that idea down the road, though.</bblue>Similar Since virtually all knowledgeable players will use Monster Power whenever possible, this seems likely to completely end public games, which are already rarely-used in Diablo III.   ==Monster Power Stats== Blizzard released full information about the “Players 8” command Monster Power effects in Diablo IImid-October 2012, detailing the exact changes triggered with each level of Monster Power with the aid of some infographics. Note that the v1.0.5 patch also contained a substantial nerf to overall Inferno difficulty. Playing the game on MP0 in v1.0.5 is considerably easier than it was in previous patches.  Blizzard estimates[http://diablo.incgamers.com/blog/comments/more-details-on-the-monster-power-system ] that MP2-3 is designed the rough equivalent of v1.0.4's difficulty, though this varies considerably between acts. That equivalency is generally true for Acts 3-4. It's not true for Acts 1 and 2, since the monsters increasing from mlvl 61 and 62 up to give 63 makes a big difference in difficulty, as players more control over how challenging enemies discovered with early play testing.[http://diablo.incgamers.com/blog/comments/v1-0-5-testing-level-1-on-monster-power-10]  ===Monster Power Pre-Inferno=== One key detail is that Monster Power grants very different bonuses and changes while on Normal/Nightmare/Hell difficulties, compared to Inferno difficulty. For the first three difficulties, while characters are in each still leveling up and not yet finding [[end game]] quality gear, the following changes can be enabled. [[File:Monster-power-bonuses1.jpg|center|thumb|800px|Monster Power on Normal, Nightmare, or Hell difficulty.]]<Experienced players generally find playing a new, low or mid-level character on a high Monster Power setting to be very fun and a great way to level up more quickly than usual. [http://diablo.incgamers.com/blog/comments/blue>v1-0-5-testing-level-1-on-monster-power-10]  ===Monster Power on Inferno=== Monster Power grants different bonuses and effects on Inferno, giving high end players a very challenging play mode by greatly increasing the hit points and damage of monsters. [[File:Monster-power-bonuses2.jpg|center|thumb|800px|Monster Power on the [[Inferno]] difficulty.]]
See The key factor not shown in this chart is the article in fact that '''all''' monsters on Inferno instantly become level 63 (the Diablo II section of this wiki highest level possible for {{iw|Player_Settings#The_Players_X_Command full details about Players X}}. In a nutshell, it allowed a Diablo II player to simulate being in a larger gamenon-bosses) at Monster Level 1 or higher. More players in a This effects many game of Diablo II caused the difficulty to scale up by increasing monster hit pointsfeatures, as well as the experience awarded and items dropped. Players with powerful characters enjoyed setting their game makes them much harder to "players 4" or even "players 8" to turn up the experience gain and item drops commensuratelystun, chill, freeze, knockback, etc.
It also boosts their item level drop potential greatly, and basically "flattens" the Inferno difficulty, granting the monsters in each act the potential to drop the best items in the game.
==Additional Details==[[File:Monster-power-mlvls.jpg|center|thumb|600px|Item Level drop rates in Inferno on ML1 or higher.]]
More details were revealed As you can see in a pair the infographic below, there is no change to the item level potential of developer interviews drops in mid-September.[http://diablo.incgamersAct 3 and 4, but with ML1+ monsters in Acts One and Two drop items with the same high level potential as Act 3 and 4.com/blog/comments/more-new-details-on-v1-0-5]
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* The Players X type system is known as “Monster Power” and players creating games can set it from 0-10 at game creation. You can not tweak it during a game, such as by turning it up before a boss fight.
* At higher levels ==Player Reaction== It's not yet clear how players will adopt to the new system. The fact that Monster Power combines with the [[Paragon]] system to effectively end the game difficulty importance of [[Magic Find]] as an item stat is increased[http://diablo.incgamers.com/blog/comments/magic-find-evolution-in-diablo-iii lamented by some players], but cheered by others. It does seem that Monster Power will end public games in Diablo III, since MP does not work in them and all experienced players will be playing with correspondingly better experience gain and item MP enabled, for the much greater rewardsit delivers. Details are still unspecified on just how they’ll  Monster Power also seems to end a great deal of gear variety, since the entire goal for most players will be increasing to wear the difficulty, and best survival gear in order to succeed on what “better” items meansthe highest possible MP level. MoreThis point is open to debate though, higher quality (Sets/Legendaries) itemsas [[Patch 1.0.5]] also reduces the difficulty of Inferno by quite a bit, higher which might open up more varied builds to success... just not on a high level items, or all of the aboveMP.</blue>