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Magic Find

6,068 bytes added, 22:34, 29 October 2006
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You'll find very few normal items with very high magic find. So if you want items to Imbue, or socketed items, you'll want to go easy on the Magic Find.
==Does Magic Find help with Runes?==
No, it doesn't get more Runes to drop or higher quality ones to drop. It doesn't hurt your chances either though. Some have speculated that more +MF means more magical drops, and thus fewer Runes and Gems, but that's not the case.
 
A more detailed explanation of how Runes are dropped might help:
 
All items in the game are listed in "Treasure Classes" for the purposes of determining which monsters can drop them, and what the odds are of them being dropped. There are lots of these Treasure Classes, 29 each for Armor and Weapons, as well as lots of others for other items, such as potions, scrolls, runes, etc. Each Weapon and Armor "TC" has 8 or 10 item types in it, all items with similar item levels. For example, Weapons 84 (the second highest) has these items in it: Champion axe, Cryptic sword, Demon xbow, Fanged knife, Ghost spear, Great poleaxe, Legendary mallet, Shillelagh, and Vortex orb. If you kill a monster that can drop from Weapons 84, the game will check to see if it does (it usually fails, and drops to a lower TC, which is why high level Elite items are so scarce) and if so will pick one item from the TC. Once the item type is picked, the game then checks to see if the item will be normal, socketed, magical, set, etc. This is where your MF comes in.
 
Runes are in different Treasure Classes than items, and so are Charms, Jewels, Gems, etc. So Magic Find doesn't have any effect on which TC is picked, just on the magical type of item that's dropped once the item to be dropped is selected. If the game picks a Rune to drop, it'll drop it, and your MF doesn't make that more or less likely, or up the chances of a higher or lower level Rune.
 
==Does Magic Find work for the whole party?==
 
No, the +MF is calculated just for the character who gets the final hit in. So if you are playing with a friend and one of you has 300% MF and the other has none, be sure the one with the +MF gets the final hit in, especially on Bosses.
 
==Does Magic Find work with Mercs or Minions?==
 
Not for things you kill, the Merc's gear has no benefit to your +MF. However for things that the Merc kills, the drop is calculated for their MF + your MF. So if you both have on 4 socket armor with perfect topazes, things you kill will have 96% +MF, but things the merc kills will calculate at +192%. Dress your Merc up with 4-topaz armor and 3-topaz helm and try to let them get the final hit, and it might be worth it.
 
MF does work with minions, they don't have any MF of their own, but they use yours to calculate the drop. This has been fixed from CD2, where Necromancers had it rough, since their MF wasn't checked on kills made by their minions (including monsters killing themselves with IM on).
 
==Does +MF help finding Exceptional and Elite items?==
 
No, but when an Excep or Elite does drop, the odds of it being magical or better are increased by your +MF.
 
==Does 100% +MF mean every item dropped is Magical?==
 
No, it means you'll get twice as many magical and better items dropping as you would normally. If a monster had a 1% chance to drop a magical item, it would now have a 2% chance.
 
==Does Magic Find work on bosse's?==
 
Oh yes. It doesn't increase the number of items they drop, and their drops are already magical or better, so the +MF increases the odds that they'll drop better than magical stuff. Rather than normally getting 5 or 6 magical items from an Act Boss, with good MF you'll expect a couple of Rares, and maybe a Set or Unique as well.
 
==Does Magic Find work with Poison?==
 
Yes, deaths from poison over time calculate with MF now, as do merc kills, spell kills, etc. In D2C it did not, but this was fixed in v1.08.
 
==Do more players in a game help?==
 
Yes, since more players in a game = more items dropping. And each item that drops is modified by your +MF. You want to try and combine the +MF with a big MP game for the best results.
 
Bosses are the exception, they drop one magical or better item every time, whether there are 8 players or just you in the game. Same with SuperUniques, they always drop 2 items and 4 potions, though one or both of the items can be non-magical items, such as runes or gems. Act Bosses get a small bonus to the total number of items they drop, since their "no drop" selection is lowered by more players in the game.
 
==Does Magic Find work on Chests?==
 
Yes, in the Expansion and v1.08 Diablo II it works on everything, including chests, corpses to click, barrels, Evil Urns, hidden stashes, etc.
 
==Does Magic Find work with the Barb's Find Item Skill?==
 
Yes, it does in v1.08 D2/D2X and later. It did not in Diablo II previous to this version. This is a very good skill to use with your Barb, especially on bosses and super Uniques, which can do a full bonus drop with just one click. Just one point in Find Item is usually enough, since most Barbs have weapon switch items with +warcries on them (Echoing Swords, for example) as well as some +skills stuff, and can get Slvl 7 or 8 Find Item from that.
 
Some monsters don't leave a corpse that can be worked on, including all of the Act Bosses, some Super Uniques, and monsters that die frozen, but 95% or more of dead monsters can be "Horked", as it's called, for the sound the skill makes. You can Hork Fire Enchanted monsters as well, even though they blow up messily upon death.
 
==Does Magic Find help with Gambling?==
 
No, it has no effect on Gambling or the items you are offered by NPCs. (Well, more +MF you'll have more stuff to sell and thus more gold, so it helps with Gambling that way. ;)
 
==I've heard 149% is better than 150%?==
 
Not any more. After v1.08 the find item values are smoothed out to be much more uniform. Previously to this there was a rounding issue, and up to 149 was mostly a steady increase, but at 150% you suddenly would never find any normal items (just magical) and had a slightly lower chance to find Exceptional Rares. This persisted until 190% or more, when your chance for Exceptional Rares climbed higher than it was at 149%.
 
This has now been fixed.
[[Category:Modifiers]]
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