I was really excited for public games for when my friends weren't on and kept having the same problems with low dps/ehp. I just keep quick join open and have MP10 viable friends on my list and solo most of my time.
im just wondering with the new awesome patch with more density and things, I was wondering is it better/faster to farm with a group or just do it pre patch and do it solo wise ?
Maybe 1 of you fine peoples can explain it to me, cause for my feeling it was a lot better group wise, but maybe that is me.
Group SHOULD be better, but it depends. Lets say that a monster has 100 hp. 4 people each playing their own game need to do 100 damage each for a total of 400 damage to kill 4x100 hp monsters. The same 4 people now playing in a group only need to do 250 damage 100 hp ( 1 + 0.5 + 0.5 + 0.5 ). So you now only need 250/400 = 62.% of the damage to get the same exp. Factor in that you get an extra 30% exp bonus from strength in numbers and you see the benefits. Furthermore, group buffs such a monk's mantra of conviction will speed this up exponentially.
So when does this fail? If we ignore group buffs and the 30% bonus from Strength in Numbers, you want to party with people that do at least 50% of your actual damage to compensate for the extra hp. But you always need to consider that in a solo run you know exactly where you're going, but in a public game people may be split up and want to follow their own personal routes.
If you like the game, forget all the dumb shit. If you don't have fun, perhaps a break is in order.
I'd rather them take the time to get this straight before going live again. I know it sucks, and I sure hope it isn't a bad sign that it's taking so long.
1.08 is a great set-up for the coming itemization patch. No matter how you dice it, things are getting set-up for a much better overall experience.
All in all, not every one will like it. Personally, after near a year of frustration and irritation, I'm starting to see the big picture here.
I've been extremely disappointed with the game since launch because it lacked a lot of what I was expecting to have in the game. However, I must admit that every patch I am starting to see a big picture forming for a good future for this game, as you say. I think they learned a lot over this year of what works and doesn't work for the franchise, and hope they put that information to good use for the expansion.
I think the biggest problem is that the community (myself included) probably came from WoW where are use to these grand patches that are coming out periodically. There was always something to do in terms of end game, then came here to Diablo and play the waiting game for the next patch instead. Each patch so far is going in the right direction, but it really is taking much too long between each one.
Yea I know in 1.0.3 it became very apparent and was a pretty bad issue, but they did at least a partial fix. Even though I still experienced some rubber banding from time to time, it seems to have significantly become worse this patch by both frequency and the distance
My experience with the drop rates is that in low MP (0-5) are much less rares/legendaries. Above MP6 there seems to be more rares/legendaries, due to so many mobs that the bonus drops make up for the low drop rates.
I think it was Moldran (maybe a lot of other known YouTubers as well) made a video on how MP0-3 Elites/Champs will drop more Legendaries, MP4-6 Elites/Champs and trash have about the same chance for Legendaries, and MP7-10, trash will have the highest drop rate. This is because of the chance for the "Bonus Item" to drop, where it's 100% at MP10. From personal experience it's a fairly accurate representation. I get 10 Legendaries off trash for every 1 on Elites/Champs on MP10.
Above ... no need to derail this thread. The Op is asking about drop rates ... not gold duping, so use another thread. As for the topic, I would love to hear/read about about others' drop experiences in Acts 1, 2, & 4 (& areas) with the new patch. I won't get a chance to play for about another 10 hours so hopefully they'll be some good areas to hit :Thumbs Up:
My run was Festering Woods > Fields of Misery > The Weeping Hollow > Northern Highlands > Cathedral Level 2 > Halls of Agony Level 2 > Cursed Hold > Halls of Agony Level 3 > Butcher
(Start on the "Cursed Hold" quest to get both the Warden and the Butcher for loot)
Thank you!! Did exactly that on MP7 (for 1 run) & got 6 legs. To say the least I was VERY happy :Thumbs Up:
A lot of my friends and myself included keep getting weird rubber banding this patch. For a barb it seems the higher your attack speed and WWing together are a potent mix and make you more susceptible to the rubber banding. In any case if you stop your current attack or trying to move, your rubber band ends. If you hold down the skill or move, your rubber band will last you indefinitely.
Why dont they just remove both the RMAH and the GAH. Everyone agrees both of those have ruined this game. Let us get gear from actually playing the game and killing mobs, I have been playing since release and have had a dozen level 60s. I cant think of a single time I actually looted an item that I equipped unless you count the new crafted ilvl 63 stuff. Every single item came from the AH. Remove the damn thing so I can get loot from playing the game rather than trying to play the AH. I bought this game thinking it was an ACTION-RPG not an AH tycoon.
As much as I agree that the GAH and RMAH have had a negative impact on how the Diablo franchise use to run, I cannot agree with a simple "get rid of it" statement. You have to think of the consequences of doing such a thing. The Auction House is literally the only significant gold sink in the game, being the 15% tax. If we were forced to only do face-to-face trades gold would inflate at a greater rate than it already is. Furthermore history has a tendency to repeat itself. If you played Diablo 2 you found websites like d2jsp that acted as the Auction House in a way on a 3rd party website. hence why it was implemented directly into Diablo 3 originally (plus the money grab, yea yea...) You'd find the entire community jumping onto a website instead to act as the new Auction House.
Again, I agree that the GAH and RMAH have had a negative impact on the game, but we're not at a point where removing it will solve all. A better alternative system needs to be implemented that gives us the best of both worlds without hindering the Diablo experience.
Above ... no need to derail this thread. The Op is asking about drop rates ... not gold duping, so use another thread. As for the topic, I would love to hear/read about about others' drop experiences in Acts 1, 2, & 4 (& areas) with the new patch. I won't get a chance to play for about another 10 hours so hopefully they'll be some good areas to hit :Thumbs Up:
My run was Festering Woods > Fields of Misery > The Weeping Hollow > Northern Highlands > Cathedral Level 2 > Halls of Agony Level 2 > Cursed Hold > Halls of Agony Level 3 > Butcher
(Start on the "Cursed Hold" quest to get both the Warden and the Butcher for loot)
Yea so those are all the monsters in the zones that got significant buffs. However because it states there were adjustments, but not in which direction it's hard to tell. Oh well. From what I found farming today in a 2hr session at max MF on MP10 was 23 legendaries, and 2 of them were witching hours. One witching was dex, vit, 72 AR, 9% life CHD 50% OMG
I was wondering if the drop rates of the monsters in Acts I,II, and IV have changed accordingly to the density increases. For example if a Zombie use to have a 1% (theoretically) chance to drop a Legendary, but now there are like 100x more than before, did the drop rate get changed to 0.01% to compensate or is it still sitting at 1%?
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On the AH 500M, 2B buy out.
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Group SHOULD be better, but it depends. Lets say that a monster has 100 hp. 4 people each playing their own game need to do 100 damage each for a total of 400 damage to kill 4x100 hp monsters. The same 4 people now playing in a group only need to do 250 damage 100 hp ( 1 + 0.5 + 0.5 + 0.5 ). So you now only need 250/400 = 62.% of the damage to get the same exp. Factor in that you get an extra 30% exp bonus from strength in numbers and you see the benefits. Furthermore, group buffs such a monk's mantra of conviction will speed this up exponentially.
So when does this fail? If we ignore group buffs and the 30% bonus from Strength in Numbers, you want to party with people that do at least 50% of your actual damage to compensate for the extra hp. But you always need to consider that in a solo run you know exactly where you're going, but in a public game people may be split up and want to follow their own personal routes.
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I've been extremely disappointed with the game since launch because it lacked a lot of what I was expecting to have in the game. However, I must admit that every patch I am starting to see a big picture forming for a good future for this game, as you say. I think they learned a lot over this year of what works and doesn't work for the franchise, and hope they put that information to good use for the expansion.
I think the biggest problem is that the community (myself included) probably came from WoW where are use to these grand patches that are coming out periodically. There was always something to do in terms of end game, then came here to Diablo and play the waiting game for the next patch instead. Each patch so far is going in the right direction, but it really is taking much too long between each one.
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Should have clarified earlier, one of my friends is a monk who was experiencing it as well. Damn you rubber band!
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I think it was Moldran (maybe a lot of other known YouTubers as well) made a video on how MP0-3 Elites/Champs will drop more Legendaries, MP4-6 Elites/Champs and trash have about the same chance for Legendaries, and MP7-10, trash will have the highest drop rate. This is because of the chance for the "Bonus Item" to drop, where it's 100% at MP10. From personal experience it's a fairly accurate representation. I get 10 Legendaries off trash for every 1 on Elites/Champs on MP10.
Haha good to hear!
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Just a heads up to those especially playing HC!
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As much as I agree that the GAH and RMAH have had a negative impact on how the Diablo franchise use to run, I cannot agree with a simple "get rid of it" statement. You have to think of the consequences of doing such a thing. The Auction House is literally the only significant gold sink in the game, being the 15% tax. If we were forced to only do face-to-face trades gold would inflate at a greater rate than it already is. Furthermore history has a tendency to repeat itself. If you played Diablo 2 you found websites like d2jsp that acted as the Auction House in a way on a 3rd party website. hence why it was implemented directly into Diablo 3 originally (plus the money grab, yea yea...) You'd find the entire community jumping onto a website instead to act as the new Auction House.
Again, I agree that the GAH and RMAH have had a negative impact on the game, but we're not at a point where removing it will solve all. A better alternative system needs to be implemented that gives us the best of both worlds without hindering the Diablo experience.
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My run was Festering Woods > Fields of Misery > The Weeping Hollow > Northern Highlands > Cathedral Level 2 > Halls of Agony Level 2 > Cursed Hold > Halls of Agony Level 3 > Butcher
(Start on the "Cursed Hold" quest to get both the Warden and the Butcher for loot)
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Yea so those are all the monsters in the zones that got significant buffs. However because it states there were adjustments, but not in which direction it's hard to tell. Oh well. From what I found farming today in a 2hr session at max MF on MP10 was 23 legendaries, and 2 of them were witching hours. One witching was dex, vit, 72 AR, 9% life CHD 50% OMG
Edit: this was all in A1
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