View Full Version : chance to drop chart?
Fluffballer
18-03-2006, 03:25
It seems my search feature is temporarily broken. Is there a page with what bosses (or monsters) have what chance to drop specific items I can book mark? In specific I'm looking for a Goldwrap.
Download ATMA (http://atma.diabloii.net) and use it's inbuilt drop calculator (http://img65.imageshack.us/img65/7775/goldwrap3xu.jpg). Ignore Uber Diablo in the above link though, as he cannot drop the goldwrap.
Fluffballer
18-03-2006, 03:46
Nice, thanks. Does that mean the MF doesn't affect Diablo dropping Goldwrap? Or is that his chance for dropping a heavy belt?
Edit: Nevermind-- just saw the "0 MF".
Sweetish
19-03-2006, 01:05
Download ATMA (http://atma.diabloii.net) and use it's inbuilt drop calculator (http://img65.imageshack.us/img65/7775/goldwrap3xu.jpg). Ignore Uber Diablo in the above link though, as he cannot drop the goldwrap. does this program have the chances with different # of players in game, been trying to find a chart or an equation
Man In Black
19-03-2006, 01:14
does this program have the chances with different # of players in game, been trying to find a chart or an equation
Yes it does. In the screenshot Orphan posted you can see a drop box for the number of players.
Sweetish
19-03-2006, 01:16
k thx alot, damn it, i've checked so many sites for that and i've seen ATMA before but there was never a good description of the features. (or i was just too lazy to read that much)
Though it should be noted that at the moment ATMA treats each additional player as being allied and within two screens of the monsters death. To explain it abit further:
Basically, when determining the player count used to calculate a "no drop" ratio for a creature, the game seperates the other players, depending on their status.
- If they are in the same party as the killer, and within two screens, they are given a value of 1.
- If they are in the same party, but further than two screens away or if they are not in the same party at all, they are given a value of 0.5.
To determine the total player count, you use an equation like this:
1 + (1*Players1) + (0.5*Players2)
Players1 = the amount of players who are in the same party and within two screens
Players2 = the amount of players who are further than two screens away or are not in the same party
For example, if you and 2 friends are fighting your way through Crystaline Passage, and there's 5 other people in the game who are in different areas, then total player count used to calculate the "no drop" of the monsters you and your friends are killing is:
1 + (1*2) + (0.5*5) = 1 + 2 + 2.5 = 5.5 = 5 player count
So despite the fact that it's a full house (you + 2 friends + 5 people = 8 players), each drop is only calculated at a player 5 drop, even though the monsters have a player 8 HP and EXP bonus.
Likewise, this means that doing a MF run in a game with only 1 other person in is sort of pointless, because the creatures would still have a player 1 drop, unless that 1 other person was following you around while in the same party.
This means that the only way to get an 8 player drop would be to have 7 people in your party and everyone within two screens of the monsters death.
MisterMayor
19-03-2006, 07:18
Hey --
all the MF in the world increases your chances of a uniq by a few 100ths of a percent. On top of that, you need to consider the chances of that particular item type dropping. In light of that, wear whatever MF you have up to around 400% and then just VOLD. Have fun, check for item drops, and persist! (dont forget: players8 all the way! (if solo))
You wrote:
... In specific I'm looking for a Goldwrap.[/QUOTE]
Sweetish
19-03-2006, 08:13
Though it should be noted that at the moment ATMA treats each additional player as being allied and within two screens of the monsters death. To explain it abit further:
Basically, when determining the player count used to calculate a "no drop" ratio for a creature, the game seperates the other players, depending on their status.
- If they are in the same party as the killer, and within two screens, they are given a value of 1.
- If they are in the same party, but further than two screens away or if they are not in the same party at all, they are given a value of 0.5.
To determine the total player count, you use an equation like this:
1 + (1*Players1) + (0.5*Players2)
Players1 = the amount of players who are in the same party and within two screens
Players2 = the amount of players who are further than two screens away or are not in the same party
For example, if you and 2 friends are fighting your way through Crystaline Passage, and there's 5 other people in the game who are in different areas, then total player count used to calculate the "no drop" of the monsters you and your friends are killing is:
1 + (1*2) + (0.5*5) = 1 + 2 + 2.5 = 5.5 = 5 player count
So despite the fact that it's a full house (you + 2 friends + 5 people = 8 players), each drop is only calculated at a player 5 drop, even though the monsters have a player 8 HP and EXP bonus.
Likewise, this means that doing a MF run in a game with only 1 other person in is sort of pointless, because the creatures would still have a player 1 drop, unless that 1 other person was following you around while in the same party.
This means that the only way to get an 8 player drop would be to have 7 people in your party and everyone within two screens of the monsters death. so haveing an additional person in game that's not in your party wouldn't give a partial bonus?
so haveing an additional person in game that's not in your party wouldn't give a partial bonus?
In terms of drop percentages? Nope. That said, a monsters HP shall still be increased by 50%, along with it's EXP bonus, so you would still gain something, but the drop rate shall be the same as though it was just you in the game.
krischan
19-03-2006, 15:36
That means if you are adding dummies (who will stay in town) to a solo game by using further copies of the game, the drops won't increase unless you are adding at least two of them. The monsters' life and XP value are independent from their location and party status, increasing by 50% per dummy. In addition, you get all of the XP instead of just a share if nobody is near.
Sweetish
20-03-2006, 00:21
That means if you are adding dummies (who will stay in town) to a solo game by using further copies of the game, the drops won't increase unless you are adding at least two of them. The monsters' life and XP value are independent from their location and party status, increasing by 50% per dummy. In addition, you get all of the XP instead of just a share if nobody is near. but then i could still create the game with a dummy char who just started hell not add him to my party and get 1st kill drops from all the bosses? and continue to do this indeffinitely?
krischan
20-03-2006, 00:25
Yes, but only if the dummy does the kill himself which requires him to be more than just a dummy. You also have to take care that the character doesn't get the quest solved, by entering a game which has been created by somebody who already solved the quest, else this would be a one-time shot.
Here is the latest version of atma
http://atma.diabloii.net/news.shtml
Is there an online drop calculator anywhere? I've looked through the stickies but didn't see one. In 1.09 thrott or someone had one...
Sweetish
20-03-2006, 03:05
Yes, but only if the dummy does the kill himself which requires him to be more than just a dummy. You also have to take care that the character doesn't get the quest solved, by entering a game which has been created by somebody who already solved the quest, else this would be a one-time shot. are you sure about this cuz i had a dummy char making key finding games before. the dummy char hadn't completed the countess quest and i didn't add it to my party. my good char killed the countess and each time it was like the first kill for the countess because the chest would open.
krischan
20-03-2006, 10:52
I was talking about the first kill drop which is only applied to act bosses (only rares or better, except the produced item type doesn't exist) while you are talking about quest drops (HF hammer, gold from Countess, gems from Andy etc.).
Sweetish
20-03-2006, 21:59
I was talking about the first kill drop which is only applied to act bosses (only rares or better, except the produced item type doesn't exist) while you are talking about quest drops (HF hammer, gold from Countess, gems from Andy etc.). ah k sry, didn't know the game differenciated between different types of first kill's.
MikeFord
22-03-2006, 07:41
Rats, I have been using two pcs and leaving one guy in town, mostly doing Act1 bosses, so its all bad news. No improvement in drop, exp nothing anyway, and everything harder to kill. At least now I know.
MikeFord
22-03-2006, 07:47
Wait, explain this dummy thing. If I get a dummy char up to start of hell, with no quests done, and use him to open the game, don't party with him and kill Countess or Andy with my strong char I get the bigger quest/first time drop?
Countess has no better first/quest drop (only the chest will pop up on her first kill). Andariel is bugged, so she will allways drop from her quest TC.
krischan
22-03-2006, 10:41
Rats, I have been using two pcs and leaving one guy in town, mostly doing Act1 bosses, so its all bad news. No improvement in drop, exp nothing anyway, and everything harder to kill. At least now I know.
You will get 50% more XP with one dummy being in town. You need two dummies in town for more drops. BTW, a lot of super-uniques won't drop more at all in multiplayer games, like Pindleskin IIRC. However, their minions will drop more.
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