| Magic
Find Techniques
You can get +MF on most every
type of item in the game. Gloves or Boots or jewelry
with +10% or 15% or 30% won't make a real noticeable
difference on their own, but as you accumulate more
and more items with these bonuses, you'll start to notice
that you find more Rares, Uniques, Set Items, etc.
The easiest way to add it
is by socketing perfect topazes into Armor or Helm.
Getting a hold of 4 socket armor and a 3 socket helm
shouldn't be too hard, and that's 168% right there.
There is no cap on magic
find, but there are diminishing returns as of v1.09,
see the table below for the actual stats. You'll start
to notice improvements at around 100% Magic Find, and
by 200-300% it will start to get very addictive.
Characters who can kill with
their skills, especially Sorcs, are the best at going
to a very high Magic Find, since they don't need equipment
for their offense. Barbarians are very good also, since
they get huge hit points and resistance bonuses form
their skills and stats, so need less good equipment
to survive, and can dual wield Gulls or Ali Babas for
a huge MF bonus from the weapon slots.
It can be a lot of fun to
load up all your best +MF stuff and do item runs on
normal or Nightmare where you don't really need much
good gear to survive. Killing the bosses, Mephisto,
Diablo, and Baal are the best drops and they can can
all be reached pretty quickly, especially Meph. You
won't get the best stuff, Elite set or unique items
on Nightmare (some of the lowest elite item types can
drop from Baal or Diablo, but your odds aren't good)
but there are lots of very good Exceptional items that
can be found there.
For obvious reasons, Hardcore
characters have to be more careful about going all out
on +MF stuff. Usually resistances drop very low when
switching to the magic find equipment, and one Lightning
Enchanted boss that you would normally tear right through
can be suddenly deadly if your Lightning Resistance
is -22%, rather than your normal 65%. For example.
Magic
Find Percentages
Magic Find doesn't boost
your odds of finding everything equally. It's all the
same up to 100%, but after that your odds of finding
Rares, Sets, and Uniques drop steeply. Blizzard added
this in since it's possible to get such huge Magic Find
numbers in the Expansion, and they didn't want it to
be so easy to find the really good/scarce stuff.
You can see exactly how much
in the table below.
| Magic
Find |
Magical* |
Rares
* |
Set
Items * |
Uniques
* |
| 0% |
0% |
0% |
0% |
0% |
| 100% |
100% |
100% |
100% |
100% |
| 150% |
150% |
146% |
145% |
141% |
| 200% |
200% |
185% |
183% |
171% |
| 250% |
250% |
220% |
215% |
193% |
| 300% |
300% |
250% |
242% |
211% |
| 400% |
400% |
300% |
287% |
236% |
| 500% |
500% |
340% |
322% |
253% |
| 750% |
750% |
412% |
382% |
280% |
| 1000% |
1000% |
460% |
421% |
295% |
| 1200% |
1200% |
494% |
448% |
305% |
| 1500% |
1500% |
494% |
448% |
305% |
* The actual % that is applied
towards finding each type of item. Magical is full,
Rare/Set/Uniques are less.
How much you want to wear
should be based largely on these percentages. More always
helps for magical items, so if you have 1000% MF you'll
get incredible amounts of blue items. The weapons might
be useful, but the odds aren't good. Charms and Jewels
are not boosted by your +MF%, so this doesn't help with
those. Best way to find more of those is to kill more
things. Rares increase pretty well up to 600% MF or
so, but Set items really slow down past 400 or 500%.
Uniques are much the same, but even worse in the diminishing
returns. Notice that from 300% to 1500% only increases
your Uniques MF% by 101%.
If you can get to 250-350%
that's really all you need, in terms of finding Sets
and Uniques at an increased rate. More after that generally
doesn't make enough of a difference to be worth the
equipment sacrifices, especially if you are playing
Hardcore.
In addition to this, many
monsters have unequal odds to drop the various qualities
of items. Act Bosses have better odds to drop Uniques
than anything else does.
Magic
Find FAQ
Recently-updated questions
have the date they were modified listed.
What
are the "Magic Items" that this finds more
of?
MF doesn't make more items drop. It makes the ones that
do drop be higher quality. This means normal items will
more often be magical or better, and items that are
always at least magical (jewelry, charms, jewels, etc)
more often be "higher quality", meaning Rare,
Set, or Unique.
What
things doesn't MF help with?
Magic Find helps you get more magical, set, rare, and
unique items.
Magic Find % does not make:
More total items drop.
Higher level items drop.
More of a particular type of item (such as rings/amulets)
drop.
More Exceptional or Elite Items drop. More of the ones
that do drop will be magical or better, though.
More Charms drop.
More Jewels drop. It does make more of the Jewels that
do drop be Rare, instead of magical.
The rarer Unique rings and amulets drop. It does increase
the chances of a ring/amulet being better than magical
though.
More or less Runes drop. MF has no effect either way.
It has no factor on gambling, that's all just luck.
When is MF calculated? Feb 14, 2002
The MF on the character getting the kill, at the instant
the monster dies, is what's checked. This means you
can fire an arrow or cast a spell, then switch to bigger
MF weapon/shield, and get the MF bonus from it. For
example an Assassin or Sorceress can cast traps or spells
with +skills weapons, then quickly switch to a Gull/Rhyme
and get the bigger MF from that when the monster actually
dies. This even works with arrows, you can fire Guided
Arrows with your Buriza, and switch weapons to a sword/shield
before the arrow hits the target, and get the MF credit
as long as you switch in time.
Does
more MF help find more Charms and Jewels?
No, this is a common misconception. Charms and Jewels
are magical (or sometimes rare with Jewels) but since
there aren't non-magical charms and jewels MF does nothing
for them. It does help you get more Rare jewels, instead
of magical ones, but the total number found shouldn't
change.
What
exactly does +MF do?
Basically, Magic Find makes more of the items that drop
be magical or better (Rare/Set/Unique). If you have
100% +MF, if an item dropped normally had a 10% chance
to be magical, it will now have a 20% chance. You won't
get more items dropping, but the ones that do drop will
be better items. More players in a game = more item
drops, so you want to try and combine the +MF with a
big MP game for the best results.
For a hypothetical example,
say normally out of 100 item drops, you would get 20
magic, 2 rare, 2 set, and 1 unique. With 100% +MF you'd
expect 40 magic, 4 Rare, 4 Set, and 2 Uniques. It's
never exactly like this, but that's about how much it
should increase.
How
much Magic Find do I need?
There is no answer to this, but the more you have the
better. Noticeably better results start around 80-100%,
you'll really start to like it by 200-300%. By 500%
or more virtually everything that drops is magical.
Since v1.09 introduced diminishing returns, it's not
especially useful to get higher than 350% or so, in
terms of finding more Uniques and Sets, but the higher
the better for normal play.
What
are the drawbacks of high Magic Find?
The most obvious is the equipment trade off. You'll
lose many +skills, but the biggest changes are generally
resistances and defense, and killing power if you are
doing an MF weapon and aren't a Sorceress. The Hardcore
character has to carefully evaluate their equipment
changes, since death is a bad thing.
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 bosses?
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, with some MF you'll expect a couple
of Rares, and maybe a Set or Unique as well.
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 one exception,
they drop one magical or better item every time, whether
there are 8 players or just you in the game. Same with
SuperUniques, though they often drop more than 1 item.
So in terms of just killing the bosses, the number of
players in a game doesn't matter for your +MF bonus,
though all of the other monsters you have to kill on
the way to the bosses will be much less item-rich in
a solo game.
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.
Does
Magic Find work in v1.00 to 1.07 D2X?
No, it's quite screwed up there, and was during most
of the beta also. V1.08 fixes the problems. You'll need
to patch to at least v1.07 when you first get the Expansion
to have Magic Find work at all.
Can
I find only Sets and Uniques and Rares if I get my MF
high enough?
No. Some time ago in Diablo II it was possible to get
only Sets and Uniques with high enough Magic Find, but
this has been fixed now. In addition the whole item
dropping system is totally redone for the Expansion,
and Hell monsters can drop normal items, socketed items,
low quality items, etc. Not just superior or magic as
in Diablo II pre v1.07.
Does
MF work in single player?
Yes, in v1.08 and v1.09 D2X it works just the same on
and off the Realms.
Best
Places to Item Hunt
While playing just anywhere
will get you more nice drops, you want to concentrate
on bosses and SuperUniques to really up your chances
of Uniques/Sets/Rares. Levels with lots of random bosses
are good, and places where they aren't are bad. The
very popular (since they are so easy) Act Five areas
the Bloody Foothills and Halls of Valor are easy even
in your +MF gear (beware the one Evil Urn in the Halls
of Valor), but are terrible for item finding, since
there aren't any bosses there, other than Dac and Shenk
in the Bloody Foothills.
However the best thing to
do to find items is to kill Act Bosses. Mephisto is
the quickest to reach and relatively easy to kill one
on one, so he's the most popular item run spot. Andariel
can be good but her drops are very inconsistent. Duriel
is slow to reach and usually drops very poorly. Diablo
is hard to reach and hard to kill, but can drop better
than Meph. Baal is the second most popular boss to run,
but he takes much longer than Meph and can only drop
a few things Meph can't.
Many players do the easy
areas over and over again to level up, never doing any
of the more difficulty areas of Act Five other than
one time to finish the Quests. Then they take their
higher level character and do Meph runs to find their
items. This way of playing tends to get pretty boring
over time, but it's very easy and is effective.
Highest Possible Magic Find
Mercs MF counts for things
they kill, and adds to your own. So if you have 300%
and your merc has 200%, for merc kills you'll have 500%
effective MF. Your kills will just be your MF though,
so there's no point in putting MF on your merc unless
you let them kill things.
A Merc's maximum MF is: The
Act Three Mercs can have the highest MF. Six socketed
sword (180%), shield (75%), helm (80%), and armor (147%)
on an Act Three Merc for another 482% at most, and for
things the Merc killed that would add to your total.
Act Three mercs can't get enough strength to equip 4-socket
shields (156 Str Monarch is the lightest) without adding
Str from other equipment. So while 100% from 4 Ists
in a shield is possible, they can't equip that with
the other max MF stuff.
A more realistic and easily-obtained
total for a Merc is a168%. This is just a 4topaz armor
and 3topaz helm, with their normal weapon.
These items are basically
impossible to get a hold of, especially the quantity
of Ist Runes (#24) needed, but it's a dream list. Don't
even consider putting an Ist into Helm or Armor. Perfect
Topazes are far far more common, and only 1% less than
an Ist. If you get an Ist, save it for a Shield or weapon,
or RuneWords, where there is no other way to add MF
other than jewels, which add 15% at most.
Thanks to Blizzard for putting
together the initial list that our list here elaborates
on. This list is current for v1.09. Many of the maximum
figures changed (increased), due to changing Unique
stats in that patch.
Helm (80%) - All figures
with a socketed item use Ist for 25%. Substitute a perfect
topaz at 24% in all cases for actual use, you'll never
have so many Ist that you use one for just 1% more MF,
when Ist are so valuable to trade and are the only way
to add MF to shields or weapons. MF Jewels are much
harder to find than perfect topaz, and add less, so
they aren't options for headgear.
80%: Griswold's Valor (20-30%)
+ two sockets. (Item has sockets inherently.)
75%: Harlequin Crest (50%),
or Tarnhelm (25-50%), or Stealskull (30-50%) + 1 socket.
75%: Magical Fortuitous Circlet
of Luck (50%) + 1 socket.
75%: 3 Socketed Helm with
3 Perfect Topaz or Ist Runes. You can use a plain helm
with 3 sockets and possibly bonus skills for a Druid
or Barbarian. Another option is to find a magical one,
"Artisan's" is a prefix that gives 3 sockets,
but it can't occur on Circlets, and no +MF suffixes
are found on normal helms, or this would be the highest
possible. However if you can find an Artisan's with
a nice suffix (of the whale?) it would be 3 sockets
with a big suffix bonus.
Armor (149%) - All figures
with socketed armor use an Ist Rune for 25% for the
maximum possible value. Substitute a perfect topaz at
24% in all cases for actual use, you'll never have so
many Ist that you use one for just 1% more MF, when
Ist are so valuable to trade and are the only way to
add MF to shields or weapons. MF Jewels are much harder
to find than perfect topaz, and add less, so they aren't
options for armor.
149%: Skullder's Ire (52.5-124%,
1.25% per Clvl, 42 minimum) +1 socket, at Clvl 99. 147%
for Mercs, since they max at lvl 98.
113%: Tal Rasha's Guardianship
(88%) +1 socket. The best bonuses of any MF armor, but
extremely hard to find.
100%: Wealth Rune Word Armor
(Beats 4[s] armor due to other bonuses, mainly 300%
gold.)
100%-96%: Four-socketed Armor
with 4 Ist Runes or perfect Topazes. The best possible
would be a Jeweler's Armor of the ________. Four sockets,
and pick a suffix, such as whale.
Weapon (180% x 2) - Barbarians
can dual wield, so count this twice in that case. Ist
and jewels are the only ways to add MF to a weapon with
sockets.
Ist is 30% in weapons, the
best possible jewel is 17%, both are very hard to find.
In most cases you'll be able to find 10% or so MF jewels,
and it's generally better to just use one of these rather
than wait forever hoping to find an Ist, unless you
are going to trade for it, or play a lot in hell.
The Blade of Ali Baba and
the Gull aren't useful to kill with, unless you are
using skills (like a Sorceress or Necromancer) since
they don't do enough damage, other than saving them
for just the last hit or two. A Barbarian can dual wield
with a big damage sword or blunt, using just their normal
weapon until the boss is almost dead, then running away
to quickly switch to dual wield. Big MF weapons are
nice to have for a Barb on the weapon switch also, for
better luck when using Find Item.
180%: Six-Socketed Weapon
with 6 Ist Runes. Crystal swords can have 6 sockets,
and low reqs to equip.
159%: Blade of Ali Baba (99%,
1% MF per Clvl) item comes with two sockets.
130%: Gull (100%) + 1 Socket.
102%: Six-Socketed Weapon
with 6 Emerald of Prosperity Jewels (17%) is the best
possible without any Ist Runes.
90%: Langer Briser (30-60%)
+ 1 socket. The best MF with a bow/xbow that doesn't
require 6 Ist or MF jewels. (Best used as a weapon switch,
to get the killing shot after doing most of the damage
with your main bow.)
80%: The Oculus (50%) + 1
socket. This is probably the best Sorceress Orb in the
game, so kill the fastest and MF as well.
Shield (100%) - As with other
items, Ist Runes are the best, and give 25% MF in shields,
but you'll have better luck finding MF jewels. Rhyme
is the easiest way to add MF on a shield, and the runes
in it are much easier to find than an Ist. The socketed
shields are reasonable mix and match, you could put
2 perfect diamonds and 2 Ist into a 4 socket shield,
for example, and get good resistance (especially with
a Paladin shield that had resistance inherently), while
still having 50% MF.
100%: Four-Socket Shield
with 4 Ist Runes. (Paladin shields all have up to four
sockets, other characters will need a lot of Strength
to use the Elite Kite, Tower, or Gothic shields, which
can have four sockets also.)
75%: 3 Socket Shield with
3 Ist Runes.
45%: Milabrega's Orb (20%)
+ 1 socket.
25%: Rhyme Rune Word Shield.
Belts (30%)
30%: Goldwrap, Unique Heavy
Belt.
10-15%: Tal Rasha's Fine-Spun
Cloth. Other items from the set are useful here, since
when wearing any three items from the set you get a
65% MF bonus. That on top of the 88% on the armor with
one other item can beat out some other item combos,
with nice bonuses too. Since only the belt and armor
have MF on them, you are wasting either helm, orb, or
amulet with 0% MF to do this (though you can socket
the helm).
Boots (50%)
50%: War Traveler (30-50%)
Unique Battle Boots.
35%: Magic Boots of Luck
34%: Magic Find Rare Boots
(No longer possible, only on boots created pre v1.08.)
Gloves (40%)
40%: Chance Guards, Unique
Chain Gloves. These are very nice for getting rich,
with the MF and also 200% more gold.
34%: Rare Magic Find Gloves
(No longer possible, only from pre-v1.08 gloves.)
25%: Magic/Rare Gloves
Amulets (50%)
50%: Magic Fortuitous Amulet
of Luck
48%: Rare Amulet (No longer
possible, only from pre v1.08.)
40%: Rare Amulet, with good
other bonuses this would be the best all around.
78%: Tancred's Weird, with
any other 1 item from the set (weapon, armor, helm,
boots) the amulet gets a 78% MF bonus. This isn't better
than the best possible amulet with the best possible
other item of those types, but two items from Tancred's
Set is an option. Consider your other equipment options
carefully, but keep an eye out for this item and set.
The Amulet and boots would give 78%, compared to 75%
maximum possible with a v1.09 Rare amulet and Rare boots.
You can beat that with older items or unique boots,
but those are hard to come by.
Ring (40%) - Feel free to
wear two of these.
100%: Constricting Ring (Still
not enabled in v1.09.)
40%: Fortuitous Ring of Luck.
32%: Rare Rings (No longer
possible, only from v1.08 rings.)
30%: Naglering (15-30%).
25%: Rare Rings.
Charms (280%)
7%: Small Charms. Equip up
to 40 of them, but you'd be unable to pick anything
up. 36 (252%) you would have room for a Cube to put
things into. 35 (245%) for a cube and keys for locked
chests. 30 (210%) for a Cube and space for one 3x2 item.
If you are going this into +MF, probably easier to have
a friend play and pick stuff up for both of you while
you kill. It's better to have a 5% mf charm with hps
or resistance, etc than a 7% with no other bonus, in
most cases.
Maximum possible Magic Find
as of v1.09.
180% Weapon
+ 180% Weapon
+ 149% Armor
+ 80% Helm
+ 30% Belt
+ 50% Boots
+ 40% Gloves
+ 40% Ring
+ 40% Ring
+ 50% Amulet
+ 280% Charms = 1124%.
This is Barbarian only, due
to the dual wielding weapons. The best for any other
character must substitute a 100% shield for the 180%
weapon, so 80% less and a total of 1044%. When/if Constricting
Rings are ever enabled by Blizzard, you could add 60%
per ring for 120% more possible MF or 1244% at most.
Realistic Magic Find Gear
A realistic set up. This
doesn't assume any maximum possible values, these are
amounts on Rares you can expect to gamble with other
good mods, and doesn't require any Ist Runes, and no
very hard to find Uniques or Set Items.
100% Armor (Wealth) or 96%
4T Armor
+ 72% Helm (3T or good Tarnhelm + Topaz)
+ 30% Belt (Goldwrap)
+ 15% Ring (Rare with good mods, just one ring counted)
+ 15% Amulet (Rare)
+ 20% Boots (Rare)
+ 30% Gloves (Chance Guards)
+ 19% Charms = 300%
This can be done with just
3 or 4 small Charms, or a couple and 10% Grand, etc.
Note that nothing is counted from weapon or shield,
since most characters have those all for damage and
resistance. Rhyme (25% MF) is a nice shield if you are
using a one-handed weapon, and with this set up you
can be still nearly full killing power, with good resistances
and hit points, etc. You can easily add 10% or more
per item with slightly better Rares, so do your own
math. Around 300% is a nice number, due to the steep
diminishing returns you get as you move up past 200%,
though the increase is still good up to 500% or so.
Information Extracted from
diabloii.net
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