View Full Version : Any new info on if magic find will be in D3?
Hellspawn
13-10-2008, 20:23
Tons of new info after Blizzcon, hopefully someone asked that question...
Yup, there is magic find. They also plan to tie overall character power to equipment more consistently, so spellcasters no longer have advantage over physical fighters in terms of "equip all MF and farm."
Hellspawn
13-10-2008, 20:34
Thanks for the info! Do you have a quote regarding this or a link so I can see the full details and context?
I have been hoping to MF with my killing gear, and not with specific MF gear, cause then your uber-damage chars get no play time if you want to find the best new stuff..
Apocalypse
13-10-2008, 20:47
Yup, there is magic find. They also plan to tie overall character power to equipment more consistently, so spellcasters no longer have advantage over physical fighters in terms of "equip all MF and farm."
thank god for this btw
http://diablo.incgamers.com/blog/comments/d3-gameplay-panel/
The second part is more difficult to track down, I got it days ago.
*rofl, I am an idiot. It's in the same paragraph:
Magic find is in the game (I’ve seen multiple items with it in my play time so far) but they hope to equalize the utility of it by making modifiers on all item types that all characters have a need to use. Unlike D2, where sorcs and necros (and others) could ignore stats on lots of equipment and just specialize in MF. During my demo play time I saw staves and wants that boosted spell damage and exp gain, along with other useful mage properties.
xtravaller
13-10-2008, 20:58
Great, hopefully this means that everybody won't only be using sorcs when it comes to mfing.
I think Blizzard is on the right track on this.
Starving_Poet
13-10-2008, 21:04
Now to find out if there will be horking in D3 :)
http://diablo.incgamers.com/blog/comments/d3-gameplay-panel/
Magic find is in the game (I’ve seen multiple items with it in my play time so far) but they hope to equalize the utility of it by making modifiers on all item types that all characters have a need to use. Unlike D2, where sorcs and necros (and others) could ignore stats on lots of equipment and just specialize in MF. During my demo play time I saw staves and wants that boosted spell damage and exp gain, along with other useful mage properties.
Thanks for finding that; I knew I'd written about MF being in there somewhere, but didn't want to dig through all the convention pieces I posted to find it.
To add a point to that issue; I also found weapons that added to exp gain per kill, and that added % to my spell damage. I used both on the WD and definitely noticed the 19% spell damage boost from a short staff. And they were not uniques or anything; just magical items with those properties. So yeah, the team seems to be serious about adding mods to spell-caster items that are desirable, other than/in addition to MF.
I found MF (low amounts, like 4-10% per item) on various stuff: a shield, boots, and a couple of weapons. I found one unique, some boots that were roughly equivalent to something like Hotspur or Treads or Gorefoot (http://diablo2.diablowiki.net/Unique_Boots). Small bonuses to 5 or 6 properties.
The Skeleton King dropped 5 or 6 rares each time he was killed, but since the blizzcon demo ended about 15 seconds after you killed him (you got to watch the death animation and then it faded out) I couldn't do more than quickly ID a couple of them and glance at the stats. I found a few other rares, but nothing that different than low level rares in D2. I saw no set items, or any other new/specially colored type items. There were green items, but they were quest items; the little girl's doll or the skeleton king's crown.
Bah, I didn't want magic find.. but if they fix up the class issues I guess it's better than d2 then.
They still have to fix the drop and item systems. I don't want that running quickly to certain monsters is so much better way to get items than just randomly killing everything in area X.
Hellspawn
13-10-2008, 23:30
Thanks Konfeta and Flux!
So, Flux, it seems like there are still gonna be MF builds required if a player wants to optimize their drops to the fullest extent? I was hoping to use my uber damage char for my endgame MF'ing instead... :(
It will be exactly same as in D2 form those terms.
You pick the best balance of MF, survivability, and killing power to get the best drop rate (or the most fun MFing experience; your choice).
Robobaby
14-10-2008, 00:08
Great, hopefully this means that everybody won't only be using sorcs when it comes to mfing.
That probably has more to do with Teleport than anything else. Every other class thats wants to MF like a sorc needs Enigma or Teleport charge items.
Now that Teleport is confirmed to be in d3 the next thing to do is establish what its functionality is like. If it is anything like it is currently (non timered with the ability to Teleport into fog of war and through doors and walls) then Wizards will be the MF sorcs of d3. Unless Teleport gets nerfed or becomes available to other classes via skills on items (like some equivilant of Enigma or Teleport charge ammy).
Weirdly enough, MF is less important to MFing than Teleport is.
Which, gathering from all the evidence seen, it has been fixed.
Refer to the 3294320423932 teleport threads.
Hellspawn
14-10-2008, 00:26
Yes, look at the end of the teleport thread in the skills forum, seems like casting speed on tele has decreased, distance has decreased. and you can't go through walls.
So that's good, least I'm not forced into a tele-sorc for mf...
Flux or whoever else is in the know, if you find out more about MF, when you start a new thread if you get new info please put "magic find" in the title instead of MF so it is easier to find it with a search. :) Or u can just update this thread.
Robobaby
14-10-2008, 01:14
Which, gathering from all the evidence seen, it has been fixed.
Refer to the 3294320423932 teleport threads.
Oh really? From what I can gather from the most recent teleport thread there is nothing to actually back that statement up and you know it. Without knowing actual mechanics (presense of aftercast, casting delay and cast rate versus cost) you cant make that assumption based on a couple of seconds of gameplay footage where the person playing it isn't using it to get to boss x in the fastest possible time.
We know mana cost for teleport.
Teleport
Rank 0/1
Mana Cost: 23
Teleport to the selected location up to 40 feet away.
From the teleport in the gameplay video, especially the one where they showed it with the striking rune, teleport didn't have any real cooldown, only perhaps slower cast rate and even that all that noticeable. The only limitation I've notice is that he had to open the door by hand and even about that I'm unsure if he did it because he couldn't teleport over it or he just wanted to do it.
Oh really? From what I can gather from the most recent teleport thread there is nothing to actually back that statement up and you know it. Without knowing actual mechanics (presense of aftercast, casting delay and cast rate versus cost) you cant make that assumption based on a couple of seconds of gameplay footage where the person playing it isn't using it to get to boss x in the fastest possible time.
Yes, I can. Don't ignore the only physical evidence we have because it's inconvenient and unconductive to your whining. Until you provide harder evidence than what we have, your speculation is less backed than my speculation.
Let's try this AGAIN. For the 6th time. I'll even go in-depth and cite evidence because I feel nice!
http://www.blizzard.com/diablo3/characters/wizard.xml
Watch the teleport clip. This is the evidence we have, this is the evidence we go by. Not by how Diablo 2 teleport worked, but by what we see Diablo 3 teleport doing.
A. Teleport no longer goes through walls. She breaks down a door before teleporting forward. This is a video showcasing teleport, not a random attack. Why would she break down a door in a video that is suppose to point out how badass teleport is (i.e. a teleport that goes where your character cannot see is more badass than a teleport where you character cannot).
From these factors, I surmise that teleport no longer goes through environmental obstacles.
B. There is a long animation where the Wizard falls down from the air after the teleport is cast. Notice, it's very long. Almost a second long. Unless you are suggesting that gear/skills that increases casting speed (as opposed to cast rate) will speed up the character falling down...
I can surmise that Teleport has an exploitable delay after the cast.
C. Other classes will have mobility abilities at the very least on par with the Wizard. Watch the first gameplay video released by Blizzard, watch the Leap video on the Barbarian Class page on their website. Notice how those skills (Leap and Charge) provide practically the same speed at which the the character travels as the Wizard's teleport. Given Blizzard's emphasis on environmental obstacles that need to be bypassed by skills or alternate routes (as seen/heard in that very first video)...
I surmise that mobility skills are an important component of, at the very least the 2/3 classes we saw, and possibly all of the classes in general. Presence of such mobility skills for multiple classes prevents the Wizard from clear-cut dominating other classes on mobility alone.
D. This game has stun and silence effects (lightning damage, arcane damage; possibly other sources), which, as shocking as it may sound, will probably prevent spellcasting. In fact, we know for a fact that silence effects prevent spellcasting by defenition. Teleport is a spell you cast.
Therefore I surmise that this game will have counters to teleportation, some secondary (stun), some primary (silence).
As far as I can see, we have more evidence pointing towards the fact that teleport is no longer as strong as it was before than we have against. Diablo 2 gameplay IS NOT EVIDENCE.
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