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- Introduction
It seems obvious that higher difficulty levels are just not worth it as all Torment difficulties drop the same items, but supposedly at a different rate. The aim of this report is to provide a quantitative analysis of the drop rates for torment difficulties, and provide a recommendation in farming through comparing drop rates in and outside of rifts. Additionally, magic find (MF) will be factored into the consideration as an extra factor.
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2. Equation Basis
http://us.battle.net/d3/en/forum/topic/12413271220?page=13#241 This is 1.15^N as confirmed in this blue post, where N = torment difficulty level.
This was edited. Before there was an equation here that I had manipulated and used this as another reference as comparison to the 1.15^N in case either were right, but alas, 1.15^N was confirmed 3 days ago after I had done any work so only that will be shown. If for whatever reason the previous equation that was here that linked known monster health percent versus difficulty (which also can be thought of as increasing time to kill a mob - a logical way to warrant a drop rate increase), and the blue is just agreeing to release a critical piece of information that has never been released before so whimsically, then that information is no longer public. Your standard 1.15^N formula is shown, as was all along before alongside a separate approach. Nonetheless, the two were similar.
Everything taken into consideration is just looking at the legendary drop rate factor increase for varying parameters. It is in no way explaining the most effective place to farm, as that is left up to the player skill level, gear, speed in clearing, and density/type of monsters/chests in your exclusive rift or outside location. Under the assumption that there is no clear choice/multiple options, these graphs can help lead you in a certain direction.
3. Rifting versus Non-Rifting and Magic Find
Using these values, one can make a comparison against the legendary drop rate factor inside a rift (1.25x multiplier) versus outside of a rift. As one can see below, certain points can be made.
- Torment 1 rifting is slightly worse than drop rates from Torment 3 non-rifting.
- Torment 2 rifting is slightly worse than Torment 4 non-rifting.
- Torment 3 rifting is between Torment 4/Torment 5 non-rifting.
- Torment 4 rifting is near Torment 6 non-rifting
The question of magic find (MF) and its effectiveness in Reaper of Souls usually ends with 'MF NOT WORTH IT!' Below shows varying MF inside of a rift (assuming MF is multiplicative and legendaries receive 10% of their MF towards legendary drop rates [i.e. 150 MF contributes to 15%] i.e. 1.15*1.25*base_torment_droprate). The plot is shown below.
- Wearing no MF inside a Torment 2 rift is slightly less than Torment 4 farming outside of a rift
- Wearing 50 MF inside a Torment 2 rift is equivalent to Torment 4 farming outside of a rift
- Wearing 150 MF inside a Torment 2 rift is slightly less than Torment 5 farming outside of a rift
- Wearing 300 MF inside a Torment 2 rift is almost equivalent to Torment 6 farming outside of a rift
Therefore, as a recommendation for actual possible MF values (Nagelring 50%, Topaz in helm 41%, Cain's set 50%), we can say that for 150 MF farming a Torment 3 rift, we are about the same as Torment 6 outside of rifts. Since Torment 3 speed runs with 150 MF seem much more plausible with the current player/state of the game, this seems to grant the biggest bang for the buck if done consistently and at a proper pace. Comparisons for outside of rift for varying MF are omitted as most interest will likely fall upon the inside-rift scenario due to the 1.25x multiplier (which inherently acts like 250 MF as legendaries receive 10% of the MF value). Nonetheless, other conclusions can be drawn, and these graphs can be used to quantify other questions for varying player skill levels and character capabilities. Choices should be made based upon your own capabilities to optimize speed, location (possible dense area of chests outside rifts), and individual skill.
Battletag is Galice#1533 for questions/inquiries. Galice/Galiks/Galrosh @US-Kil'jaeden (retired for now) Feel free to join my diablo clan <Arch Druid> for a feisty environment and anyone looking for a full-clear heroic WoW guild check out http://www.archdruidguild.com/.
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Do not trust whatever humans have to say about probability in an immersed context in which they have an interest in the outcome. The fallacies are everywhere, even apparent paradoxes. Graduate students in statistics are easily stumped if you transpose the problem into a practical context. It's part of how our brain works. At the most general level, the problem here is the change in perspective that comes when you've gotten the first rush of upgrades. Considering this, the drop rates are in my opinion way too high. When starting the season, all of us had a workable build within the second night (on hardcore even, where you take things more slowly).
From the perspective of getting the rudimentary gear required to enable a build, i.e. all set pieces with any roll, the drop rates are such that it doesn't feel like an accomplishment but rather something you are entitled to upon reaching 70. From the perspective of getting that exact item you so desperately want, with the roll you require, after the rest of your gear is already in the 98th percentile of quality, they will always and necessarily feel hopelessly low. You're not getting anything else to comfort you while waiting either, since you've got all but that one thing. And so you will look for ways to better your odds, and suddenly some fool claiming that the ancient furnace will drop from a particular weapon rack on a particular night of the week will start to seem like something you shouldn't dismiss off hand.
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I want to farm t3 rifts, and I have 6 keys. I finish the rift in 5 minutes, and now I'm out of keys. I then do bounties for 15 minutes because I can't find the "#¤ exit to caverns of aranae until I've explored the entire map. Then I get enough keys to open another 5 minute rift. The efficiency of this is zero, obviously.
Enter RIF: I do the 5 minute rift, spend 1-2 minutes inviting 2-3 people to open the next one once they get their shards, and do another 5 minute rift. This should be roughly 3 times as efficient, and is also the reason Rift it Forward exists. So that we can farm continously were it is the most rewarding, and because a lot of us find bounties, split or otherwise, to be a waste of time.
Without the need for someone else to open your rifts for you, in order that you can save the time you are otherwise wasting in bounties, there can be no rift it forward. It would be illogical for me to spend the 1-2 minutes inviting 3 more people in.
Anyway, I like this change. As it is now, my group always keeps a spot open so we can invite someone else to open the next rift. Now we can play 4man again, and will at least have to spend slightly less time doing bounties.
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But finding the demonic essence behind the line of 5 blue items, three Aegis and a two-hander is equally frustrating. There should also be a toggle for "show blue items".
Edit: I'm also using combostrike, and have to put the other generator on "1" to avoid what the OP is talking about. Took a while to get used to counter-intuitive setups. Shouldn't be necessary.