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Matt
31-07-2007, 04:18
Obviously normal monsters have a lower drop rate (quantity, not quality) with less players in game, but am I correct in assuming that unique monsters (the random unique ones you see hanging around, not the mini-boss types) drop rates are the same no matter how many people are in game?

Thanks

-Matt

Hp_Sauce
31-07-2007, 06:40
I did some messing around with ATMA's drop calculator and it appears that you are correct. Champions and Uniques didn't seem to be effected by the number of players in the game or in the party.

However, the minions that belong to the Unique monsters are effected by players and party size, if that matters to you.

-hps

Matt
31-07-2007, 06:56
I'm more concerned with the champs/bosses themselves, I'm making a javazon for WSK/Baal and Act3 Kurast/jungle running. I figure I'll join more full games for the Act3 runs, as I'm looking more for charms/jewels/runes in the chests and from the large packs of little guys there, but the WSK/Baal drops will be more from the big guys.

Thanks a lot HP!

-Matt

WrongdayJ
31-07-2007, 23:33
Yes.

According to ATMA anyway, there is a benefit from having more players in the game.

I have found that in most cases a player setting of 6 is the ideal combination of drop odds vs. monster strength. In most cases, going beyond 6 doesn't yield a big enough drop odd benefit to justify the increase in monster strength. There are exceptions. . .but not too many.

Matt
01-08-2007, 01:18
WrongDayJ, are you talking about normal monsters, or unique monsters? I'm not so much concerned with the basic monster types and even minions, I'm worried about the unique monsters themselves.

BongoFury
01-08-2007, 04:10
... I'm worried about the unique monsters themselves.Normal Bosses and Champions will always drop one item. Act end bosses will drop up to 5 items. For each of these 5 chances a check is made and there is a chance that nothing will drop, No Drop. The No Drop is reduced by the number of Effective Players. Effective Players are those that are partied and in the same area, approximately 2 screens. Partied players not in the area, unpartied players and additional players from using the '/Players X' command in SP are all treated as 1/2 of an Effective Player, with all fractions rounded down. The No Drop goes to zero (or very nearly so) at 3 Effective Players (Act bosses will always drop 5 items).

Disclaimer:
The above is from memory and may be slightly off in some of the details. For a 100% accurate answer, please consult one of the Gurus on the Statistics forum.

WrongdayJ
01-08-2007, 04:52
I am refering to Act Bosses, Super Uniques (like Pindleskin, Shenk, Blood Raven, Etc.) and Uniques.

Based on what Bongo said. . .that would kinda explain why the /players 6 setting seems to yield such good results. . .as it reduces the No Drop to almost 0- almost assuring that the Big Boys drop as much as they are supposed to. I have noticed that you will almost always get 5 items to drop from the Bosses. Now, not all of these items will be weapons and armor or the like. . .sometimes you'll get gold or a potion.

But you will get 5 things to drop.

BongoFury
01-08-2007, 06:46
. .that would kinda explain why the /players 6 setting seems to yield such good results. . ./P5 drops the exact same as /P6, but the monsters die faster. If you're looking to maximize drops, use an odd numbered /P setting..

MoUsE_WiZ
01-08-2007, 08:15
I'm pretty sure that it's 6 items, not 5, but other than that bongo's post looks right.