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Not only are there many more things you can do with an item, but when it is eventually sold for gold, that gold can be used to continue feeding the economy, or even better, sunk into one of the many gold sinks, removing it from the game and delaying the build up of gold in the economy. In Diablo III this is the ideal life cycle of an item: Drop > Wear> Trade > Eventually Salvaged > Crafted into new item > Eventually Sold. This wouldn't be so terrible if gold had any true value in the game, a purpose. That's about as far as it went in the best case scenario. In Diablo II the ideal life cycle of an item was as follows: Drop > Wear > Trade > Eventually Sold. Whereas in Diablo II items more or less drifted around from player to player endlessly rotating, in Diablo III these items can be transformed into many forms. With the introduction of the Auction House, comes a new level of item recycling that had never been seen in a Diablo game. Items of common, magic, rare, legendary and set quality can all be crafted by the blacksmith. Magic items of an equal level are generally weak however, and common items are always trumped by the other tiers. Rare items are in theory the best, provided they drop with favorable properties, while legendary and set items provide solid and consistent bonuses. Note that rare, legendary and set items can all be viable the most powerful depending on where in the game the player is and how rich the player. Some set items can be crafted by an Artisan after finding corresponding recipes or dropped as regular loot at end-game. Set: Set items are similar to legendary items except they also provide additional properties if you equip items of the same set.They are powerful items with many preset properties that always appear on the same legendary items, though they also come with a few random properties that differ between items. Legendary: Legendary items replace Unique Items from Diablo II.Blizzard has stated that they want rare items to have a chance to be better than legendary items because of the random modifiers. Rare: Rare items are better magic items, spawning with more random properties.For example, on the boots pictured at right, "Ornate" applies a +150% gold sell value to vendors and "of Accuracy" gives the boots an additional dexterity modifier. Magic: Magic items have a few affixes on them that are reflected in the name of the item.They are the base item to be modified by other qualities. Common: Most normal items have no attributes associated with them unless they are of superior quality.In Diablo III these items are close to worthless in terms of gold value and as such they mostly serve as filler-items that may drop from monsters. Inferior: These items are intended to be sell-able items and are not normally worn by the player.In the strict sense these refer to the six quality levels of equipment players can find: An example is the maxroll.gg recommended Scoundrel for the Shadow Impale speed GR build.The concept of quality levels is important in the Diablo games and has existed since Diablo I. Even if stacking magic find isn't normal, that doesn't normally matter.įinally, I'll just add that usually anywhere that could have magic find benefits more from stacking bonus experience instead. I will say, it's weird to me that D3Planner doesn't include the sub-60 sets. Note that you have to give up at least one ring slot, and three of gloves, helm, pants, and feet (or two with RoRG).
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I'm pretty sure that the only remaining sources of magic find (other than legacy gear) are Nagelring and the low-level Cain's set, with a maximum possible 60%. Again, I can't find a confirmation of this, so take that with a grain of salt. So at T16, a 5% bonus would bring you from 1221% to 1226%. So if your follower has 50% MF, then you get 10% MF, which means only a 1% increased chance of a legendary.Īlso, I can't find a confirmation of this, but I seem to recall that the magic find bonus is additive with the Torment difficulty bonus. Secondly, you only get 20% of your follower's MF. So if you have +50% MF, that's only 5% increased chance of a legendary. They mostly stem from the Loot 2.0 rework where MF was too important of a stat.įirst, only 10% of MF contributes to your legendary chance rate. There's a few things to know about Magic Find in D3.