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Monster Power

259 bytes added, 04:54, 18 November 2012
Player Reaction and Ramifications
==Player Reaction and Ramifications==
It's not yet clear how players will adopt to After the new system. The fact that Monster Power combines was implemented, players spent a great deal of time experimenting with the [[Paragon]] system to effectively end the importance of [[Magic Find]] as an item stat is and arguing[http://diablo.incgamers.com/blogforums/comments/magicshowthread.php?840969-Choosing-the-Right-findMonster-evolutionPower-inLevel-diabloFor-iii lamented by some playersFarming/], but cheered by others. However, as each level of about the ideal Monster Power grants enemies a multiplicative 50% more health than the previous level for only an additional 25% Magic Find item farming. After much early excitement over the increased experience and chance at bonus lootother bonuses, Magic Find as an item stat will still be useful until reaching the capconventional wisdom coalesced around the idea that fast runs on a lower MP setting are better than slower runs with a small MP bonus.
The introduction of early consensus was that Act Three on MP0 was the easiest place for item farming, since the monsters were all level 63, and MP0 on Act Three is much easier than MP1 on Acts One or Two.  The bonus from Monster Power may lower that players found impactful was the increased odds of finding a key from one of the incentive [[Keywarden]]s, or one of the Demonic Organs from the further battle with the uber bosses. Thus for key farming, playing on the highest MP possible, ideally while teamed up with other players to join public gamesfor survival, as public games do not feature MP adjustment and can only be played on is the default level (MP0)recommended strategy.
[[category:basics]]