Finally!! The Comprehensive BNet Magic Find Guide!!

Darnoc said:
1)For the area listing, you're right; I forgot to list specifically that champions, minions, uniques, etc. are at a higher tc than the normal monsters in a given area. I had mentioned it in the durance level three description, but this is a major point so it should be highlighted in a mini-section there.
You did it again. You're misusing Treasure Class (TC) when you mean Monster Level (mlvl based on arealvl). For the pits, normal monsters and bosses both drop from the same TC (87), but the different mlvls lead to different possible drops.
 
Another error I forgot to write in my previous post: champions in lvl 85 areas has monster level 87, not 86. So they also can drop all unique items in the game.

On gloves all zon skill trees can spawn (and MA assa tree)

For trapsins especially MF PvM, the IAS isn't so important and can be obtained elsewhere if needed, otherwise Steelskull is more suited for melee/bow builds - it has no good mods for trapsins besides MF, 3Ptopazed helm would be cheeper with higher MF (unless Steelskull is perfect)

Regarding poisonmancer, I think about that build as about the one that uses poison nova and corpse explosion - not poison dagger (daggermancer?). Because of that I was surprised by fleshripper.

I did try my Zealot in Cows and I was surprised, that he can kill them easily (on P1 with 0MF- full kill gear) and safely. The point is that my javazon still clears that level twice as fast on P5 with 250MF.
 
Sorry about generalizing Treasure Classes; if I included this in the guide would it cover things sufficiently?

All monsters have treasure classes, written in monstats.txt file. When you kill a monster in normal difficulty the game simply uses his TC to drop items. In NM or Hell, if a monster's level is higher than the level of his base TC, and there is another TC in the same group which is higher level but still equal to or less than his monster level, it will upgrade to that TC. If there is no group for TC of this monster, than it doesn't upgrade TC. Treasure classes, that are included in selected TC isn't upgraded.

In normal difficulty all normal monsters have fixed levels, that may be found in monstats.txt file. In Nightmare and Hell difficulties all normal monsters have levels equal to area levels, where they are placed.
Champions get +2 bonus to their levels. Unique monsters and their minions get +3 bonus to their levels.


Hrus,

Thanks for the clarification on the gloves; I've been crafting blood gloves lately and I guess I've just been unlucky not receiving any with p&m skills.

I'll change the trapsin gear suggestion- good point that it'd be better to use the pgems you'd spend on a steelskull to make a helm with better mf- lol.

The reason I got into the dagger suggestions under poisonmancer is because the guide I linked there talked about using poison dagger. I'll see about finding a daggermancer guide and expanding the necro build evaluation section since it isn't quite specific enough right now.

Maybe what I should do is put include a list after the build evaluations section that states what the best character/build is for each of the popular mf areas. That way people reading the guide don't get confused thinking that since one of the zealots ideal mf locations is cows that it is the best build for cow running.

Let me know if you find anything else; thanks-

Darnoc
 
The pure light sork might be rated a bit high for Baal runs since the fire sork got a near failing grade for similar problems (parking souls vs parking minions or merc).

Remember also that IM is in there (Throne) for melee characters as well as on the way, which gives them all Fs for at least HC, and something not that great for SC.

Ultimately the evaluations are very helpful, but you might as well note those problems. Very helpful guide.


P.S. Why doesn't the summon necro have an A+ for equipment? Quilted armor with a chipped topaz in it isn't hard to come by. :cool:
 
Seek and you shall Magic find

Bah!! that's what I get for putting the finishing touches on this guide while half-drunk. Replace ptopazes with ists for griswolds caddy and headhunter's glory and change the mf totals to 100% mf and 75% mf respectively. - Darnoc.

Actually, 4 Ists in a weapon would be 120% MF as Ist in a weapon is 30% MF.

Great guide, btw.
 
Darnoc said:
All monsters have treasure classes, written in monstats.txt file. When you kill a monster in normal difficulty the game simply uses his TC to drop items. In NM or Hell, if a monster's level is higher than the level of his base TC, and there is another TC in the same group which is higher level but still equal to or less than his monster level, it will upgrade to that TC. If there is no group for TC of this monster, than it doesn't upgrade TC. Treasure classes, that are included in selected TC isn't upgraded.
This is not exactly true and I don't think you need to make clear which monsters drop from which TC in your guide.

True would be:
If there is another TC in the same group which is higher level and current TC is lower than monster level, it will upgrade to next TC.
Only small change, but it makes regular monsters in areas lvl 84 dropping from the same TC as monsters in areas lvl85.


The key is not to mix monster level and TC, because their relation is quite complicated as you see.

Something like this should be sufficient:
All normal bosses and monsters / minions with monster level 84-88 drop from highest TC in the game - TC87 (with good probability). This includes items like Berserker axe, Sacred Armor, Diadem etc. But even if the desired item drops, the quality level of particular unique item must be lower or equal to monster level, otherwise the failed unique will be generates instead of unique item of that type. Normal monsters have monster level equal to area level (in NM and Hell), champions are alvl+2, regular bosses and minions are alvl+3.
For example Tyrael's might (Sacred Armor) is TC87 and qlvl=87, so only bosses,minions and champions in lvl 85 areas can drop it, while Grandfather (Colossus Blade) is TC87 and qlvl=85 thus it can be dropped even by regular monsters in lvl 85 areas.
 
Qlvl?

Nice guide Darnoc. Very comprehensive, covers just about everthing....

You noted on the very first page a link giving every TC and Qlvl of each item in the game. http://www.purediablo.com/items/110tc.shtml

However, I can't seem to find a listing anywhere of the Qlvl of the monsters. Is it equal to Mlvl? I can only assume that the TC of the monsters are the ones listed, but I see no mention of Qlvl anywhere else in the guide, except for Hrus' final comment.

Also, these TC's, Mlvls, and Qlvls are all from 1.10. Has anyone actually looked at these game files to check and see that they haven't been changed for 1.11b? If I had the skill to do so I would, and I'm debating installing D2 on another computer and screwin around to look at the files and see.
 
ByteMeHard said:
However, I can't seem to find a listing anywhere of the Qlvl of the monsters. Is it equal to Mlvl? I can only assume that the TC of the monsters are the ones listed, but I see no mention of Qlvl anywhere else in the guide, except for Hrus' final comment.

Also, these TC's, Mlvls, and Qlvls are all from 1.10. Has anyone actually looked at these game files to check and see that they haven't been changed for 1.11b? If I had the skill to do so I would, and I'm debating installing D2 on another computer and screwin around to look at the files and see.

Monsters don't have qlvls, they have mlvls. More often then not, a monsters mlvl is the same as the area level (and uniques/minions being +3, champions being +2). The exception to this are any monsters on normal difficulty, the act bosses, and some superuniques (those that are marked as 'boss' in the monstats.txt, if I remember correctly).

I took a quick glance through all the items qlvls, and they seem to match up with 1.11. Not much changed from 1.10 to 1.11, and I don't think any TC's/mlvls/qlvls were changed. The only change that I can think of would have been Fangskin.
 
Barbalute said:
Meph is female? Really?

Arreat Summit said:
Mephisto was the first Prime Evil to be captured and his stone was buried in a vault beneath the Aranoch desert.

Oops my mistake; for some reason I mistook his *****yness for a female; reminds me of an ex-girlfriend I guess :wink:
 
Travincal

Curious you left this out, but I have had people state that this is one of the better places to farm for HoZ. Do you have a mlvl for this place or tc level? Travincal~
 
asiatic said:
Curious you left this out, but I have had people state that this is one of the better places to farm for HoZ. Do you have a mlvl for this place or tc level? Travincal~

I actually recently started working on an updated guide to include trav, eldritch/shenk probabilities in addition to all the other changes for this guide, since it looks like I've gotten all the corrections that I'm going to get for now.

I know monsters in the trav can drop up to tc 82(more for uniq/champions), but I think the actualy council can't drop that high; I'll dig this up real fast for ya.
 
Since you've scooped up your suggestions and because we're doing some spring cleaning here soon, I am going to unstick this for the time being.

A link to this guide has been archived in the Stickies thread.

As soon as you've posted an updated thread, I'll happily stick it once more. Great work so far. :smiley:
 
If you are revising this excellent guide, I would suggest the addition of the Mavina set as a consideration for Amazons. It gives 100 MF when the set is completed, which can be raised to 148 by socketing the diadem and armor with perfect topazes. You can add another 30 by socketing the bow with an Ist. I've been using this (the bow is unsocketed), and with my War Travelers, Gheeds, MF rings and a few small charms, I've got 270, which can still be improved with the upgrade of a few charms and rings. The combination of skill points with good cold and magic damage gives some pretty good offense. So, with the right conditions, I'm within striking distance of 300, without sacrificing offensive abilities, while actually enhancing skills. A good set for Amazons who need MF.
 
CoolDarkDragon said:
wouldn't the ik helm max out at 100% mf if dual ist, 98% if ptopazed
But the IK helm is only useable by barbarians, and the majority of MFers are *not* barbarians.
 
CoolDarkDragon said:
wouldn't the ik helm max out at 100% mf if dual ist, 98% if ptopazed
Check the stats again. Ist adds 25MF in helm, not 30. The max MF on IK helm is 40MF, so 2 Ist'ed will give 90MF, and 2 PTopaz'ed will give 88MF.
 
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