Thank you, Jaetch. If I get some time over the weekend I hope I can contribute some data as well, but doesn't look like it at the moment :-(
But I'm really interested in data according to Nubtro's metrics. I somehow feel that "legendary per hour" is kinda pointless anyways, it's like XP per hour, where I probably averaged 10m because I'm super inefficient and like to do random fun stuff while playing, but others get 400m/hour. And Starbird's ~10 posts also indicate the high fluctuation in his estimates of playtime. Would be awesome if we could extrapolate some legendary/monster ratio.
@Artemix: This thread is about RoS, discussing D3V's state after the release of RoS is completely off-topic here.
Actually, it is 100% related, if the intention of Blizzard is for people to migrate from vanilla to RoS, then this "strategy" of introducing another way of obtaining legendaries that are not drop dependant, that is only included in RoS, but at the same time affecting the vanilla version of the game... you can do the math.
No idea, but that is not the point here. The point is, that maybe, all of these game changing decisions, like e.g, drop rates of potential upgrades, are not 100% driven by what is best for the players in terms of having fun while playing the game, bufrom a business point of view, in which case, it would make perfect sense if someone says: "hey, make vanilla version so obsolete and unplayable that they have to buy RoS to have fun".
Again, I'm not saying that this is what I think it's happening, but it's not something to just discard because it's too cynical, specially after the recent updates from Travis Day, and past lies and obvious excuses that had nothing to do with the game but with other rea$on$.