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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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http://au.gamespot.com/events/gamescom-2013/loot-20-diablo-iii-reaper-of-souls-6413370/
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New angel in the foreground and it looks like Malthael is to the right lurking in the shadows, you can see the distinct shape of his sickle and hood.
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I'm (mostly) a designer by trade and have made a couple of threads on the Official forums recently regarding fun additions to the game;
Expansion Characters Infographic - http://us.battle.net...opic/9234833492
Treasure Goblin Event - http://us.battle.net...opic/8891779857
So I've come to realize how great a resource Diablo Progress is and thought to myself; how amazing would it be if there were a similar feature in-game! Not only would it be a convenient way to oogle at just how "GLORIOUS!" the adventurers of Sanctuary really are, it would also create a whole new type of endgame for those that are interested in climbing the ranks. Introducing;
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Player Rankings
The Player Rankings feature is accessible from the Game Select Screen;
First of all this feature is not a ladder mode! Play Rankings would be server specific with an interchangeable option to view both Softcore and Hardcore leagues at any given time. It features numerous rankings split across 4 general categories; Achievements, Attributes, Combat and Adventure.
OPTIONAL~ The hub screen displays a 'Hero of the Week' as chosen by the Developers and/or CM's. This hero is chosen based on a non-specific criteria. The blues may find an interesting build or perhaps they want to give someone a shout-out for doing a good deed for another player. This can inspire other players to be creative and amiable!
Here is an example of an individual ranking that includes sorting options;
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Following is a detailed rundown of the different rankings to be found within each category;
ACHIEVEMENTS
NOTE: I know that with some of these Rankings there would be issues, i.e; eDPS/eHP figures are tricky, I know the game tends to shy away from these to avoid confusion among the general player base and rightfully so. The same goes for determining an endorsed 'Heroscore' feature, that would be no easy task. Because of these complications I would even consider omitting the 'Attribute' category altogether (even though the proposition of Statistic rankings are very interesting!).
Another ever present thorn in our sides that would skew some rankings are bots. But the ranking system could alternatively be seen as an easy way to pinpoint bot accounts based on bloated figures that fail to add up.
All in all though I feel that some of the more 'fun' rankings such as the massacre killstreaks and (especially) the time-trial rankings would be an effective way to increase replayability, encourage interesting playstyles & builds and promote friendly competition.
Would love to hear some feedback and other ideas from the Community!
~Damo
TL;DR- Just look at the pictures ;P
http://i.imgur.com/R3rR9A9.jpg
http://i.imgur.com/HF9ILQs.jpg
http://i.imgur.com/3lVtYPZ.jpg