i guess this depends on the killing speed mostly.
So how much stronger do monsters get when there are 4 people in one game?
Monsters gain +75% hp when each player joins, not sure if they gain any extra damage though. This should mean playing 4 players with equally geared/dps and skilled players is a lot easier than solo'ing.
Edit: Followers help, but really don't do much damage
all i know is that MF gear is split between teammates . . .
75% hp per player beyond the first. With 4 players, mobs have 325%(+225%) health. Do not forget your little companion when playing alone, when figureing this out though - playing with 2 players will most likely be a loss in kill speed. The gain in MF, or synergistic abilities may change this.
Since MF is split among team members, this means that if player a has 500% MF, and player b c d (combined) have 100% mf, the entire group has 200% MF. This would allow players to bring full damage sets, and let "controllers" or "ccers" to bring full MF gear.(Think Witch doctor with http://us.battle.net/d3/en/calculator/witch-doctor#WZXjQR!VTh!Zaaaaa build, with CD reduction on key abilities via gear) No need to enhance this WDs damage, as his damage is insignificant. This player could easily become your MF stacker.
If you're capable of soloing all of inferno, with relative ease, then soloing in a high MF, high damage set is the way to go. Ultimatly, you don't have to make (significant)sacrifices for this if you get perfect gear, aside of gems. If you can't solo with relative ease, than running with a group is obviously the way to go.
With a proper team build bolstering each others defense and offence and everyone having similar levels of magic find organized teams will be MUCH MUCH better. At least 25-35% faster kills and loot with a good one. (Ignoring Followers, which may end up tipping the scales in favor of soloers)
So the rating would be:
1. Organized non-pug team with matching classes and build.
2. Solo
3. Puggles!
I think being with a party is better because of the fun factor that youre not just playing through the whole game for the 356th time alone.. again and people who find stuff can maybe link it in chat and that would still make me happy and encourage the team onwards.
Lets take the immortal king set from d2 as example, it isnt expensive and newcomers to the top tiers should be able to get themselves an ik set in a short time. This set will allow them to survive, deal damage, and has mf in it so not many people will make party mf lag behind or drain it for that matter, and everyone should be contributing.
I know about the sharing of MF and that you split it depending on how many players there is.
4 Players where 1 has 400% will result in 100% MF per person etc...
But what about followers?
Do they count as an extra player, thus making the MF split?
Say I have 200% and my follower has 100% .. do we then have 300% or just 150%?
The MF values of all party members is added together, then divided by the number of players.
P1: 400% MF
P2: 100% MF
P3: 150% MF
P4: 0% MF
= 650% / 4 = 162.5% per player
Followers are not available when you are playing with another person, so any MF a Follower has is no longer relevant.
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i guess this depends on the killing speed mostly.
So how much stronger do monsters get when there are 4 people in one game?
Edit: Followers help, but really don't do much damage
75% hp per player beyond the first. With 4 players, mobs have 325%(+225%) health. Do not forget your little companion when playing alone, when figureing this out though - playing with 2 players will most likely be a loss in kill speed. The gain in MF, or synergistic abilities may change this.
Since MF is split among team members, this means that if player a has 500% MF, and player b c d (combined) have 100% mf, the entire group has 200% MF. This would allow players to bring full damage sets, and let "controllers" or "ccers" to bring full MF gear.(Think Witch doctor with http://us.battle.net/d3/en/calculator/witch-doctor#WZXjQR!VTh!Zaaaaa build, with CD reduction on key abilities via gear) No need to enhance this WDs damage, as his damage is insignificant. This player could easily become your MF stacker.
If you're capable of soloing all of inferno, with relative ease, then soloing in a high MF, high damage set is the way to go. Ultimatly, you don't have to make (significant)sacrifices for this if you get perfect gear, aside of gems. If you can't solo with relative ease, than running with a group is obviously the way to go.
So the rating would be:
1. Organized non-pug team with matching classes and build.
2. Solo
3. Puggles!
Lets take the immortal king set from d2 as example, it isnt expensive and newcomers to the top tiers should be able to get themselves an ik set in a short time. This set will allow them to survive, deal damage, and has mf in it so not many people will make party mf lag behind or drain it for that matter, and everyone should be contributing.
The MF values of all party members is added together, then divided by the number of players.
P1: 400% MF
P2: 100% MF
P3: 150% MF
P4: 0% MF
= 650% / 4 = 162.5% per player
Followers are not available when you are playing with another person, so any MF a Follower has is no longer relevant.