|
|
|
|
I'm trying to look it up so far I've seen people debating the issue. The only thing that seems to be confirmed is that rarity/quality on gear doesn't effect MAP drops on maps.
still looking for hard source about general items.
|
On February 23 2013 07:15 crms wrote:Show nested quote +On February 23 2013 07:07 Blitzkrieg0 wrote:On February 23 2013 07:04 Southlight wrote:On February 23 2013 06:55 Archers_bane wrote:On February 23 2013 06:39 crms wrote:On February 23 2013 06:36 Archers_bane wrote: Does party size increase endgame map quantity drops? Or just the quantity # it says on the map? I'm not sure for quanity, but i know item rarity is not affected by player rarity values and only the map % matters. I'd imagine for continuity sake, quantity works this way as well. I could be wrong though. oh really? So double andvarius rings in a map is useless? -.- Every additional player adds +50% to item quantity of all enemies killed. The %item rarity of an enemy killed is based off the item rarity% of the player/skill that landed the finishing blow. As a result, if you've got a system set up such that a guy with +300% item rarity on a 6-man man always gets every finishing blow, you essentially get +250% item quantity and +300% item rarity. Of course, that's like impossible to do (give all finishing blows to said player), but that give you the idea of how quantity/rarity system works in parties :3 It's actually really easy if you link culling strike. On February 23 2013 07:05 crms wrote:On February 23 2013 07:04 Southlight wrote:On February 23 2013 06:55 Archers_bane wrote:On February 23 2013 06:39 crms wrote:On February 23 2013 06:36 Archers_bane wrote: Does party size increase endgame map quantity drops? Or just the quantity # it says on the map? I'm not sure for quanity, but i know item rarity is not affected by player rarity values and only the map % matters. I'd imagine for continuity sake, quantity works this way as well. I could be wrong though. oh really? So double andvarius rings in a map is useless? -.- Every additional player adds +50% to item quantity of all enemies killed. The %item rarity of an enemy killed is based off the item rarity% of the player/skill that landed the finishing blow. As a result, if you've got a system set up such that a guy with +300% item rarity on a 6-man man always gets every finishing blow, you essentially get +250% item quantity and +300% item rarity. Of course, that's like impossible to do (give all finishing blows to said player), but that give you the idea of how quantity/rarity system works in parties :3 This is how it works in normal zones but not in maps. Rarity in maps is strictly based on the value of the map. Do you have a source for this? I've never seen rarity not working in maps. Rarity only increases the chances of an item being magic/rare/unique. Why wouldn't this work in maps? I'll try and find a source. I found out via kripp stream. Him and his map buddies were talking about why item rarity as a stat isn't as valuable yet. They had a theory that it would go up though as people get stronger and act3/4 are fully released. How people could swtich from maps and farm high lvl areas with tons of rarity.
I'm not sure what he means by rarity being worthless when andvarius rings sell for exalted orbs ^_^ I could see it being less useful since you can make anything into a rare. Rarity only good to get uniques, but even still.
|
On February 23 2013 07:25 Blitzkrieg0 wrote:Show nested quote +On February 23 2013 07:15 crms wrote:On February 23 2013 07:07 Blitzkrieg0 wrote:On February 23 2013 07:04 Southlight wrote:On February 23 2013 06:55 Archers_bane wrote:On February 23 2013 06:39 crms wrote:On February 23 2013 06:36 Archers_bane wrote: Does party size increase endgame map quantity drops? Or just the quantity # it says on the map? I'm not sure for quanity, but i know item rarity is not affected by player rarity values and only the map % matters. I'd imagine for continuity sake, quantity works this way as well. I could be wrong though. oh really? So double andvarius rings in a map is useless? -.- Every additional player adds +50% to item quantity of all enemies killed. The %item rarity of an enemy killed is based off the item rarity% of the player/skill that landed the finishing blow. As a result, if you've got a system set up such that a guy with +300% item rarity on a 6-man man always gets every finishing blow, you essentially get +250% item quantity and +300% item rarity. Of course, that's like impossible to do (give all finishing blows to said player), but that give you the idea of how quantity/rarity system works in parties :3 It's actually really easy if you link culling strike. On February 23 2013 07:05 crms wrote:On February 23 2013 07:04 Southlight wrote:On February 23 2013 06:55 Archers_bane wrote:On February 23 2013 06:39 crms wrote:On February 23 2013 06:36 Archers_bane wrote: Does party size increase endgame map quantity drops? Or just the quantity # it says on the map? I'm not sure for quanity, but i know item rarity is not affected by player rarity values and only the map % matters. I'd imagine for continuity sake, quantity works this way as well. I could be wrong though. oh really? So double andvarius rings in a map is useless? -.- Every additional player adds +50% to item quantity of all enemies killed. The %item rarity of an enemy killed is based off the item rarity% of the player/skill that landed the finishing blow. As a result, if you've got a system set up such that a guy with +300% item rarity on a 6-man man always gets every finishing blow, you essentially get +250% item quantity and +300% item rarity. Of course, that's like impossible to do (give all finishing blows to said player), but that give you the idea of how quantity/rarity system works in parties :3 This is how it works in normal zones but not in maps. Rarity in maps is strictly based on the value of the map. Do you have a source for this? I've never seen rarity not working in maps. Rarity only increases the chances of an item being magic/rare/unique. Why wouldn't this work in maps? I'll try and find a source. I found out via kripp stream. Him and his map buddies were talking about why item rarity as a stat isn't as valuable yet. They had a theory that it would go up though as people get stronger and act3/4 are fully released. How people could swtich from maps and farm high lvl areas with tons of rarity. I'm not sure what he means by rarity being worthless when andvarius rings sell for exalted orbs ^_^ I could see it being less useful since you can make anything into a rare. Rarity only good to get uniques, but even still.
He didn't mean worthless as in can't sell for currency, he meant for farming maps it's not worth it yet personally. Someone found a sick rarity ring in the run which prompted the entire discussion and they all agreed it would sell on the market.
|
Still no hard evidence on both IIR/IIQ stats on map drops? I feel like my farming gear works on maps though so I'm pretty sure it does.
Map drops are affected by +quantity only similar to orb drops right? So technically if I bring a bunch of quantity gear into a map, I might be able to find more maps/orbs...?
|
Map drops are only affected by IIQ from map mods.
|
On February 23 2013 07:26 crms wrote:Show nested quote +On February 23 2013 07:25 Blitzkrieg0 wrote:On February 23 2013 07:15 crms wrote:On February 23 2013 07:07 Blitzkrieg0 wrote:On February 23 2013 07:04 Southlight wrote:On February 23 2013 06:55 Archers_bane wrote:On February 23 2013 06:39 crms wrote:On February 23 2013 06:36 Archers_bane wrote: Does party size increase endgame map quantity drops? Or just the quantity # it says on the map? I'm not sure for quanity, but i know item rarity is not affected by player rarity values and only the map % matters. I'd imagine for continuity sake, quantity works this way as well. I could be wrong though. oh really? So double andvarius rings in a map is useless? -.- Every additional player adds +50% to item quantity of all enemies killed. The %item rarity of an enemy killed is based off the item rarity% of the player/skill that landed the finishing blow. As a result, if you've got a system set up such that a guy with +300% item rarity on a 6-man man always gets every finishing blow, you essentially get +250% item quantity and +300% item rarity. Of course, that's like impossible to do (give all finishing blows to said player), but that give you the idea of how quantity/rarity system works in parties :3 It's actually really easy if you link culling strike. On February 23 2013 07:05 crms wrote:On February 23 2013 07:04 Southlight wrote:On February 23 2013 06:55 Archers_bane wrote:On February 23 2013 06:39 crms wrote:On February 23 2013 06:36 Archers_bane wrote: Does party size increase endgame map quantity drops? Or just the quantity # it says on the map? I'm not sure for quanity, but i know item rarity is not affected by player rarity values and only the map % matters. I'd imagine for continuity sake, quantity works this way as well. I could be wrong though. oh really? So double andvarius rings in a map is useless? -.- Every additional player adds +50% to item quantity of all enemies killed. The %item rarity of an enemy killed is based off the item rarity% of the player/skill that landed the finishing blow. As a result, if you've got a system set up such that a guy with +300% item rarity on a 6-man man always gets every finishing blow, you essentially get +250% item quantity and +300% item rarity. Of course, that's like impossible to do (give all finishing blows to said player), but that give you the idea of how quantity/rarity system works in parties :3 This is how it works in normal zones but not in maps. Rarity in maps is strictly based on the value of the map. Do you have a source for this? I've never seen rarity not working in maps. Rarity only increases the chances of an item being magic/rare/unique. Why wouldn't this work in maps? I'll try and find a source. I found out via kripp stream. Him and his map buddies were talking about why item rarity as a stat isn't as valuable yet. They had a theory that it would go up though as people get stronger and act3/4 are fully released. How people could swtich from maps and farm high lvl areas with tons of rarity. I'm not sure what he means by rarity being worthless when andvarius rings sell for exalted orbs ^_^ I could see it being less useful since you can make anything into a rare. Rarity only good to get uniques, but even still. He didn't mean worthless as in can't sell for currency, he meant for farming maps it's not worth it yet personally. Someone found a sick rarity ring in the run which prompted the entire discussion and they all agreed it would sell on the market.
I'm starting to think he said that because it would hurt his speed too much for it to be useful rather than it not working.
|
currently doing 66-68 maps pretty much daily. mostly in eu evening times, if you wanna join me(us) shoot me a pm with your nick.
|
1 Shotted by Vaals ground slam with 3400hp and 77%dmg reductions.... GG.
There really was nothing I could have done differently to prevent this. He was on the upper edge of my screen so I could only see half his body and went to throw a bear trap and I guess the range of the bear trap is the range of his ground slam and I died in 1 hit.. One would think with 75res all around 77dmg Reduction and 3400 health.
If I would've seen him raise his arm I wouldnt have went in for the trap of course but since he was cut off from my screen theres really nothing I could have done to prevent this besides not do dps >.<.. oh well name of the game
This game makes me all emo when I die Lol
|
Race starting soon, make ur char!!
12:00 TL time, so in 12 minutes~!
Streaming my epic fail attempt... only made 1 character ever really lol EXPECT DEATHHH
+ Show Spoiler +
|
Good lord desync'd so much that Brutus was teleporting like he had Flicker Strike, and ultimately died to a shockwave from a Brutus that looked like he was on the other side of the wall but was actually behind me with a Flicker Shockwave.
~_~
|
Desync'd in Cavern
ughhhhhhhhh
|
I got a 11% FP drop by killing the firestorm guy outside in terraces. Still only got to lvl 12 -.- im so bad
|
Ugh, couldn't roll a bow to save my life, no ms boots until like 40 min, merveil went terribly, ended up hitting level 15, peaked at 60th overall,
Need to find a better way to do merveil with ranger, I had thought since i got a puncture drop it might not go so poorly, but ya, that was wrong. Not one normal to magic whatever orb dropped entire race for me either, no bows in prison >< so frustrating
|
Damn, had a terrible run. Took years to kill both brutus and merveil. She kept critting my face. Then I couldn't find any big pack in river crossings. Same XP as earlier run, except I didn't lose 5 mins dying this time.. very disappointed.
I think I'm 11th duelist, lvl 16, so only 6 points :-/
No ms boots, or quicksilver.
|
|
|
I got to 11 this race so scored some points. Got 10.5 the first one, had a guy die and wasted my first 15-20 min otherwise would have gotten 11 on him easy too.
Does anyone know what the ratio is for trading HC currency for SC? I'm not interested in playing HC at the moment and would like to trade my HC stuff for SC stuff, I figure there's gotta be a ratio right? Like 1:3?
|
One guy is offering 2:1 in every racing thread, so I'm assuming he's trying to scam. 3:1 sounds about right. If you feel generous you can do it at 2:1 with someone on TL.
|
im disappointed with my inability to get lvl 70+ maps
it's also not very fun running my 68s and 69s and then slowly running out of them and having to run 66s and 67s for more..
is it supposed to be like this?
|
On February 23 2013 13:55 travis wrote: im disappointed with my inability to get lvl 70+ maps
it's also not very fun running my 68s and 69s and then slowly running out of them and having to run 66s and 67s for more..
is it supposed to be like this?
The drops are the same regardless. Your character is never over level 68 for loot. But you're not the first person I've seen hit a dry spell right now.
|
|
|
|
|
|