no-drop % tables?

droid

New member
no-drop % tables?

is there a table somewhere that lists monsters' no-drop chances? I cant seem to find one...

Or just a ballpark for what no-drop chances average at for /p1 to /p8, I want to know how much more loot I actually get when running in a solo game vs in a full game for my MF sorc and my 0MF zon
 
Re: no-drop % tables?

To do such a table up for every monster and every item chance on every play count (even factoring in partied players vs non partied players) would be a colossal task indeed. Instead, check out ATMA (http://atma.purediablo.com). It has an inbuilt drop calculator which should give you the information you want.

Edit: The no drop rate kind of evens out at players 3 count (so either 2 other partied players in the same area as you, or 4 other unallied players in the game) for most monsters, so in theory anything above a 5 player game (yourself included) would get less returns. This is a rough guide though as I haven't ran the numbers.
 
Re: no-drop % tables?

I wasnt asking for the drop rate item-per-item....I meant the base % for each monster to drop either something or nothing when you kill it. I know there's a formula, I saw it in another thread but I cant find it now, that works off the base % and reduces it a certain amount for each additional player.

And yeah, I knew anything over 4 or 5 players wasnt netting you very good returns vs the increase in monster difficulty. I was more curious how many more drops I'd get trying to run Pits or CS on Baal games (where they often all leave just as you get to the Pits or CS entrance...) vs solo games (where the drops are less but mobs die faster and you're not relying on others).

If it was like triple rate, I might bother with it more...if its only like 30% more, I'd probably stop trying so hard :)
 
Re: no-drop % tables?

I wasnt asking for the drop rate item-per-item....I meant the base % for each monster to drop either something or nothing when you kill it. I know there's a formula, I saw it in another thread but I cant find it now, that works off the base % and reduces it a certain amount for each additional player.

Well, most plain monster TC's have a no drop of 100, with the remainder items totalling a chance of 60, so in most cases the player 1 no drop chance is 100/160 (or 5/8). At higher player counts this becomes:

Players 1 = 100/160(~62%)
Players 2 = 38/98 (~48%)
Players 3 = 19/79 (~24%)
Players 4 = 10/70 (~14%)
Players 5 = 6/66 (~9%)
Players 6 = 3/63 (~4%)
Players 7 = 2/62 (~3%)
Players 8 = 1/61 (~1%)

The problem though is that not all TC's have the same drop counts. For example, Wraiths instead have the following:

No Drop = 75
Act 1 Good = 4
Act 1 Magic B = 25

Players 1 = 75/104 (~72%)
Players 2 = 31/60 (~51%)
Players 3 = 17/46 (~36%)
Players 4 = 10/39 (~25%)
Players 5 = 7/36 (~19%)
Players 6 = 4/33 (~12%)
Players 7 = 3/32 (~9%)
Players 8 = 2/31 (~6%)

So the gain in player count differs between these monsters. Act bosses are different again, and usually round out to 0 no drop chance at around players 3. Chests are different yet again. Quill Rats are different than any of the others too. Still, that said alot of monsters follow the standard 100/160 listed above (including cows).

As mentioned earlier, just remember that the player count increase is for total allied players in the same area as you. All other players equal half a player for drop purposes (but a full player for HP/damage/exp purposes). The only way to get a player 8 drop is to have 7 other partied players within two screens.



 
Re: no-drop % tables?

Also if your goal is getting set/unique items, remember that the greatest source of them are champions and random bosses and they have a fixed number of dropped items (and 0% of no-drop at all player settings) so number of players is almost irrelevant.
 
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