New 1.07/1.08 Magic Find Meta?

Motivation is hard in this patch tbh. It's not your everyday type of run where you can set and forget or do it one run at a time. You actually have to commit couple hours to setting it up and then having time to clearing relevant areas. Meanwhile my PC is mostly incapacitated because of instances floating around. It's not like pindle or council where you can stop literally every minute regardless of what.
 
Motivation is hard in this patch tbh. It's not your everyday type of run where you can set and forget or do it one run at a time. You actually have to commit couple hours to setting it up and then having time to clearing relevant areas. Meanwhile my PC is mostly incapacitated because of instances floating around. It's not like pindle or council where you can stop literally every minute regardless of what.
Yea exactly. The commitment to finishing a run turns into an obligation after a while and even though i would probably freely spend as much time playing without the committment, it does change the experience
 
Yeah I don't even like cows because I have to get leg each time, I don't even want to think what two hours of "leg" would do to my motivation 😨
 
I'm still slowly grinding out collecting a bunch of classic rings for an ID session. 2 rituals in 1.06 then kill council and arcane. Currently at 348/522 rings or exactly two thirds of the way to completion.
 
Hello there!
How much rituals in Normal is required to get uniques from every drop in 1.07?
I'm using Gloam in Swampy Pit or Great Marsh, most of time 2 or even 3 gloam does not participate in ritual, but other are trying to draw letters. Such ritual is considered as completed with MF boost?
 
From my experience:
How much rituals in Normal is required to get uniques from every drop in 1.07?

4 for Hell, 6 for NM and probably 28 for Normal(aren't done this so I'm not 100% sure but according to the formula

Final Modified Chance = (128*Chance – (128*Cx*Chance/1024 ) – X*MF)/128

you'll need 115075 MF to be sure every item dropped by any regular monster on normal in Unique. If ritual = 4200 MF then you'll need 115075/4200 = 27,398 roundup is 28.

I'm using Gloam in Swampy Pit or Great Marsh, most of time 2 or even 3 gloam does not participate in ritual, but other are trying to draw letters. Such ritual is considered as completed with MF boost?

Yes they are - don't worry about graphical glitches.
 
Hello there!
How much rituals in Normal is required to get uniques from every drop in 1.07?
I'm using Gloam in Swampy Pit or Great Marsh, most of time 2 or even 3 gloam does not participate in ritual, but other are trying to draw letters. Such ritual is considered as completed with MF boost?
What items are you looking for? Because I don't really think this is efficient...
 
you'll need 115075 MF to be sure every item dropped by any regular monster on normal in Unique. If ritual = 4200 MF then you'll need 115075/4200 = 27,398 roundup is 28.
Ohh.
But what formula for unique and super unique monsters for normal difficulty? Btw, where you got all these formulas?
 
I've been looking into doing some 1.08 rituals too, so for the past couple weeks I've been collecting gear in 1.07 for it. Today when I got 1.08 working and forwarded my Trav Barb, it turns out he can't quite survive in the Plains of Despair yet. Here's the gear he's currently using:

3x Sol Helm of Ages (21 DR)
15 DR Crafted Amulet (though I found a prismatic one with 18 DR and LR in my old stashes, so that should be a nice upgrade once forwarded) (15 DR)
12 DR/10 MDR Great Hauberk with 3x Sol (33 DR)
3os War Scepter with 9 DR/3MDR/11 Replenish Life (9 DR)
Gerke's Sanctuary with Sol (22 DR)
Mirrored Boots with 15 Replenish Life
Random Rare Belt with 5 Replenish Life
No Gloves
5 DR/1 MDR/9 Rep 1.08 Safety Ring
9 DR/3 MDR 1.08 Safety Ring

The Gerke's Sanctuary I'd ideally like to swap out for something that won't break, but I think that's for later when my barb can actually survive. The War Scepter isn't socketed yet because I barely have any Replenish Jewels.

So far it seems it's the lightning attacks that hurt the most, he's a lot more ok with the melee attacks from the souls. Maybe the solution is as simple as loading up on some LR charms? Time will tell.

Any obvious tips would be welcomed, until then I guess I'll keep crafting and hope to get lucky.
 
Hai sensei Fabian! ;)

Are you stacking rituals on p8? Sounds like you're taking p8 levels of damage...maybe exchange some dr for lr and/or rep life?

I would start by ditching gerke's and shopping scepters of 15 rep life in 1.07 and 4 socketing them at larzuk with rep life or lightning res jewels.

Then the rings could use some replacing with greater crafts if you have the ko's from hellforge rushing. They are both pretty low rolls so the chances for improvement are great.

There's a lot to be gained by shopping at low levels, especially for the self repair suffix (i personally prefer self-repair over of ages wherever possible). You could shop some gloves with lr or just craft some lesser safety gauntlets and hope for self-repair. Same with belt and helm. In theory coral of self repair would be nice. Or just coral.

The greater boot craft is certainly nice, but a lesser craft with LR could be easy since the runes are easier. Rep life on boots is pretty meh.

And you could dump some tal's into ammys because theres a lot of dr to improve there.

Hope this helps ;)
 
Greatly appreciate the thoughts ziambe, thanks. It turns out going from -35 to 75 LR did the trick, and when testing him out this morning decked out in some LR charms, he was quite safe, even with the indestructible 3x Sol shield which means I can fully leave him to his own devices. I ended up finishing my first clear of the TC90 monsters (thanks ziambe for the excellent spreadsheet summaries earlier in the thread), and while I didn't find much (a Shako dropped in the last 5 minutes in WSK), it was a good proof of concept that I can actually do runs. Big thanks to froz as well for gifting me the starter gear for actually killing in 1.08, I don't have all that many sets or uniques in 1.07 so this helped a ton.

The next step I imagine will be to equip a sorc to tele around and wake up the monsters. Also need to forward some mules that are allowed in Act 5 Hell, I think I have enough of them ready to go, hopefully. Also figure out how to actually equip the Barb so he can do the runs quickly, I imagine a lot more FRW might be smart as this first run took forever. And +Max damage charms maybe, the kill speed wasn't the best either. But still, a decent start!

ETA: I set up for a second run today, and had forwarded a few characters so I was playing players 4. They brought some +20 Max GCs and a bugged LL craft with them from 1.07, and the ring was a great help. Still, even p4 felt like a slog to get through with my starter gear, so I will either have to come up with better equipment (probably hard), or start pre-teleing with a sorc soon.

Anyway, I accidentally saved and exited out of the run in the Icy Cellar. Awkward. Got my first TC90 in the Frozen River though, didn't take a screenshot because I didn't realize it was a TC90 until froz told me on discord and I went back to get it:

1733938298653.png

Oh well, at least this first day proved things are working.
 
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TC90 confirmed in frozen river is massive actually. Adding it to routing.
Huh? Wasn't that clear before?
Intersecting the various .txts in the MPQs, the areas with regular monsters that can drop TC90 should be Abaddon, Frozen River, Icy Cellar, Halls of Pain, The Worldstone Keep Level 1-3, Throne of Destruction
There are a bunch of TC90 dropping enemies not listed to appear in any area, I'll still want to look into those a bit.
 
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Yeah. I know the theory, but I've spent decent chunk of time in frozen river and have never seen TC90 drop and either did ziambe, I'm pretty sure. I did confirm all other zones you mentioned (minus abadon, that's has far too few monsters to be worth checking imo) by actually getting TC90 drop in those respective zones.
There are a bunch of TC90 dropping enemies not listed to appear in any area, I'll still want to into those a bit.
What do you mean by this?
 
What do you mean by this?
I think it's mostly unused enemies, but some enemies spawn even though they don't appear in the area's monster list - be it as a companion monster (like how minions spawn alongside overseers), or some scripted spawns. I want to see if there could be anything I've overlooked.
 
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