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Talk:Magic Find

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[edit] Double-chance of lockpicks

One of the things that bugged me in GW1 was ANet offering us a double-chance of lockpicks. Since the drop rate of lockpicks (in that game) is horribly low...and subject to be changed on a whim by ANet, it's not really meaningful to be told we have "double odds." Similarly, in this game, we need some idea of the base chance of "magic find" to know if it's worth forgoing combat-helpful stats in favor of boosting this. Short of someone hacking the game engine or ANet telling us, I'm not sure how we will be able to find out any details, but here are some things we might want to know:

  • What determines the quality of magic find? The foe? The character's actual level? Or the localized level?
  • Does magic find affect only foe drops? or also chance of something interesting from gathering or opening bags?
  • What's the base rate for magic find?
  • Does a 5% boost mean base +5% or base *1.05?
  • Does magic find stack?

As noted above, I doubt we'll have answers to any of this soon (if ever). – Tennessee Ernie Ford (TEF) 23:46, 15 June 2012 (UTC)

I have rarely if ever noticed an increase in lockpick drop during those weekends, the only time I can think of would have been while I was rinse and repeat farming. Anyone remember Diablo II MF? Once you got most of the gear it was very noticable, I would say it would have to stack or, what's the point? --Skekzyz 13:18, 5 July 2012 (UTC)
as far as forgoing other stats go, the better way to view it is replacing useless and overkill stats with MF. As long as I can kill stuff reasonably fast, I will add as much MF as humanly possible. Furthermore it's base*1.05 evidently, all other questions answer themselves too.
A better question might be whether trophies drops are influenced. I hope so62.159.14.62 12:36, 17 August 2012 (UTC)
And what about the mechanics question that seems to have been completely overlooked so far -- when is magic find actually taken into consideration? Is it when you kill an enemy or is it when you loot an enemy? This is important because if for instance you consider the consumable food item that gives you greater magic find only when under an active boon, you would have to make clever use of your boons to actually achieve the effect. So it's very important to know whether your magic find is calculated upon killing an enemy or upon looting it. Boons typically last only a matter of seconds. 174.35.247.117 20:37, 18 August 2012 (UTC)
Since it is possible to have well over +100% magic find, I think it is safe to assume that it is not additive, but rather multiplicative. So, with 100% magic find, your chance of a specific drop should be twice what it was without. Granted, I have know way of testing this, but it seems the most likely. 192.168.104.82 21:06, 13 September 2012 (UTC)

[edit] Sigil of Luck

Sigil of Luck increases Magic Find with each kill, but I'm not sure where to put it on the page. --Ph03n1x 19:57, 4 August 2012 (UTC)

Sigil of Luck does not double stack if you use two weapons, but instead give you two stacks per kill. I haven't tested this with a minor and a major sigil, I'd assume they are different buffs, also, the sigils don't seem to stack with other types IE sigil of might is supposed to give power per kill up to 25 stacks, but does not if you have, for example, a sigil of luck stack already. [sknnbones] September 7th, 2012

So, is it more desirable for it to stack, or for there to be two stacks per kill? Maybe I'm not understanding the math right (it's been a long time since I've had to do anything more complicated than tip calculation...), but if it's the case of two stacks per kill, could that mean that it essentially rolls twice to determine whether or not a rare item is found? That has potential to be sweet... Maybe. Wait... Or does it? Because we're then talking about a 1-in-10 vs two 1-in-20's... I think I confused myself. Dash-X 03:19, 8 October 2012 (UTC)
Basically, what he is saying is we need to do more research before we can answer that. -- Armond WarbladeUser Armond sig image.png 23:36, 8 October 2012 (UTC)

[edit] Category:Attributes

At the moment Magic Find doesn't have a propper category. Since Magic find is an invisible attribut, I would like it to this category. Your thoughts? - Yandere Talk to me... 11:45, 5 August 2012 (UTC)

What's your suggested category? Gnarf 12:03, 5 August 2012 (UTC)
Well, Category:Attributes like the headline says, but perhaps I didn't make it clear enough. - Yandere Talk to me... 12:14, 5 August 2012 (UTC)
Oh, I was blinded. Even if it's an "invisible" attribute, I think it fits into the category. Gnarf 12:18, 5 August 2012 (UTC)

[edit] Cinnamon Apples

these seem to offer 4%, not 2%, although i can;t verify that it's not just an in-game typo. Is this how they functioned in beta? 79.123.72.4 17:04, 30 August 2012 (UTC)

It is more likely the in game is correct and the wiki is wrong. Feel free to update it if that is what it says in game. Anzenketh 03:00, 13 September 2012 (UTC)

[edit] Additional Items

I added the Superior Sigil of Luck but wasn't sure about how to format the food - specifically that it didn't have the images associated with the items available and didn't feel comfortable taking resources. If anyone want to add that stuff through the proper means, be my guest the items are as shown:

  • Omnomberry Bars 30% MF and 40% gold from monsters. Level 80
  • Chocolate Omnomberry Cream 40% MF under the effects of a boon and 20% boon duration. Level 80
  • Omnomberry Tart 30% MF and 70 power. Level 80
  • Raspberry Peach Bars 26% MF and 30% gold from monsters. Level 70
  • Eggplant Fritters 26% MF and 60 condition damage. Level 60

All buffs last for 30 minutes and add 10 experience per kill.

Added Gold Doubloon.

[edit] "Basic" gear bonuses

Any chance of collecting all the prefixes that give magic find as a basic bonus? Eg. the "Traveller's" gear

There's a table at the bottom of the Inscriptions page that seems to cover those prefixes; the only ones it lists with magic find are Traveler's and Explorer's. --Felbryn 01:06, 23 October 2012 (UTC)
Upon further wiki exploration, it turns out the place to go for this is the well-hidden but highly useful page Item nomenclature. --Felbryn 18:54, 26 October 2012 (PDT)

[edit] Placed Consumables in a table

I placed consumables in table to make them a bit easier to read. I'm not sure how to do the sortable tables or I would have done it that way. Wynterarwynrose 18:19, 19 September 2012 (UTC)

Added Omnomberry Tart to the consumables table, was missing before :P Darth Cupcake 17:44, 2 October 2012 (UTC)

[edit] Does Magic Find affect Salvage or container items?

Has any one done any research on wether magic find affects opening contains (heavy moldy sack, loot bag etc) or salvage item?

I've noticed that I get more / better salvage and collection (from harvesting specifically) when I wear my MF gear (not near my home PC but if memory serves me well I have full 80 Masquerade, with 5 pirate runes and 1 traveler. and my accessories give me +18% MF, also add in another 10% from food I was eating.) Not a perfect study, but I was getting more than prior to getting gear / items / food and more than guild-mates who are gathering along side of me, but with less MF and same level. 198.242.212.87 15:33, 24 September 2012 (UTC)
Someone did something like 500 salvage trials on Reddit, with no significant difference between lots of MF and no MF. It's extremely unlikely that it affects opening bags, most of the items from those don't even have tiers to upgrade to. Manifold User Manifold Neptune.jpg 01:03, 6 October 2012 (UTC)
Me and my brother did research with 5000 low level bags. We opened 2500 each, me with 144% MF and him with 0. I got about 150 more blue items than him, while he got 150 more whites than me. In total, i earned 22 silver more than him. This proved that MF DOES have an effect on opening bags. I'm not sure if this affects mystif forge or salvage as well though. 85.165.20.229 18:13, 9 October 2012 (UTC)
Could you post your full results, please? Manifold User Manifold Neptune.jpg 18:30, 9 October 2012 (UTC)
I was just going to say the same thing - if you recorded every result from those 5,000 bags, that would be awesome data! — snogratUser Snograt signature.png 18:41, 9 October 2012 (UTC)
What's the link to that page on reddit? -CrazyRabidSquirrel 21:02, 18 October 2012 (UTC)
Salvaging Analysis: Magic Find Manifold User Manifold Neptune.jpg 21:05, 18 October 2012 (UTC)
Awesome, Thanks! -CrazyRabidSquirrel 15:55, 19 October 2012 (UTC)

[edit] Affects only "rare" items?

In the main article it says "Magic find is an attribute that increases a player's chance to receive rare loot from drops." but does the 'rare' refer to rare quality (gold) items, or rare items in general, including exotics? The word 'rare' is linked to the item quality article, which made me question the mechanics of magic find. --Teisei Page Board 10:46, 1 October 2012 (UTC)

A similar mechanic from Guild Wars (Hard mode) specifically increased the drop rate of gold coins and rare or rarer items (gold and up). So, intuitively, magic find would increase the drop rate of rare, exotic, and legendary items (if those have a drop chance in the first place)... but I have no hard proof of that. -- Armond WarbladeUser Armond sig image.png 19:25, 1 October 2012 (UTC)
Well, the reference cited for the sentence that links to "rare" (the item quality) doesn't actually provide any indication that it's linked to rare quality (as far as I can see), and the quote in the following paragraph seems to suggest that it's not, so I'm removing the link until someone can provide a source justifying it. --Felbryn 00:32, 16 November 2012 (UTC)

[edit] Magic Find while using weapon kit

I have no clue about this but think it is worth discussing. Is there any information on whether or not +MF%'s from weapons are still calculated while using a weapon kit? Ie: travelers pistols x2 equipped but using flamethrower, grenades, elixir gun etc. --The preceding unsigned comment was added by 166.147.121.143 (talk).

Please sign your comments. I think it's very unlikely that magic find would be the exception, since other weapon stats are ignored when using a kit. Manifold User Manifold Neptune.jpg 17:19, 10 October 2012 (UTC)

No, engineers get screwed with weapons right now. There's almost no point in having a weapon equipped.131.202.216.134 22:27, 21 October 2012 (UTC)

[edit] "Official" Information

There is one dev post about magic find, however, it's not very detailed. I'm just gonna leave this here:

They only work on creature kills, chests however have a better table then normal kills. We wanted to avoid the game play of killing a boss and then having to equip your whole Magic Find set before opening the chest. Also magic find is calculated from when the creature is killed so it’s also not viable to use your normal gear set kill a boss then switch to magic find.[1]

--178.27.122.242 14:08, 5 November 2012 (UTC)

If its izzy like the latest page addition, it probably needs a {{verify}} tag. (recall some bad explanations by him in the past ;) .. ) --Chieftain Alex 23:48, 15 November 2012 (UTC)

[edit] About my editing of the first line of the notes

Hi everyone,

I'm going to edit the first line of the notes on this page because, after talking to our developers, I found out that this statement is NOT true. There is currently NO issue with magic find that is causing any kind of "reversed effects". Let me know if you have questions or comments!

Thanks. --Stephane Lo Presti talk 18:48, 3 January 2013 (UTC)

Thank you.
There's a lot of misinformation posted on the official forums, reddit, and guru about MF. I think, like everything else posted on the wiki, notes about issues need some level of confirmation before they are included in the main article. MF is misunderstood by a lot of players, especially those who spend 3-10g on gear expecting to see tons of rares or exotics. They forget that emphasis on MF can reduce your drops, since it often makes you less effective in tagging foes for loot.
In other words, we should discuss discrepancies on the talk page, at least until someone posts some hard data comparing at least 1,000s of drops. 75.37.20.28 19:10, 3 January 2013 (UTC)

[edit] Gear?

There is a lot of gear with the base stat of magic find. Can this gear list be added to this page? I know meny people would like something to reference to for anything magic find. Specifically the armor. Really have you tried looking at the trading post for the best magic find armor without knowing were to start. Help please

Try Item nomenclature (at least for now). 75.37.20.28 09:08, 4 January 2013 (UTC)

[edit] Cheap(ish) way to get permanent +40% MF ... And a couple of other tips

Superior runes are appropriately expensive on the TP 3x major pirate runes and 3x Major traveller runes will give you +40% MF for a fraction of the cost

MF not worth bothering with for low level (first three tiers) jewelry ... You can't get better than +2% per item even for masterwork/ rare gold, then it ramps up rapidly when you get to platinum - masterwork platinum items are relatively cheap to get and a full set is worth +30%. Then there's no improvement until you get to orichalcum, which is punitively costly and only marginally more effective so probably not worth it. I suspect ANet missed a trick here and high level (masterwork/rare) gold items should carry a +4% bonus ... The scaling as it stands looks odd.

For Mesmers: signet of inspiration places you permanently under the effect of a random boon For Engineers: standing next to a healing turret gives permanent regeneration

Both allow you to take full advantage of food that provides high +MF whilst under the effect of a boon

It's really not that expensive to work superior runes into your build. Superior Rune of the Pirate can be crafted with Platinum Doubloons, which are relatively cheap on the TP (currently 5 Silver coin), so buy 5 doubloons and craft 5 runes for 50%. Then run Caudecus's Manor twice for 120 tokens and buy yourself a Superior Rune of the Noble and you'll have 60% from runes instead of 40%. —Dr Ishmael User Dr ishmael Diablo the chicken.png 15:31, 9 January 2013 (UTC)

[edit] Theorie how the loot system works

It is known, that every type of loot you can get from a certain monster type, is stored in it's own table. That means, if the table has been chosen (i will specify what that means later), the items in that table will be sorted by grade. The RNG starts at the rarest item, and checks if a random number is smaller than a certain threshold which reflects the rarity of the loot. The threshold is multiplied with the magic find value for monster loot and can be adjusted by other factors, e.g. by the level in the FOTM[1]. The first item in the list, where the test succeeds, becomes the loot from that certain table. In most (or all?) tables, there is a "trash" item at the end which will be given if no item of higher rarity has been chosen. If the prescaler is to high, lower rarity items will become unlikely or even impossible to obtain.

Not every table will be used on every kill, though.[2]For every table, you have three more numbers, the first can be considered the size of the loot pool, the second one is a higher number and the third is a counter.[3] The chance for a certain table to get selected, is the size of the loot pool divided by the second number. Every time a table is used, a counter is increased and the size of the remaining loot pool is reduced by the same number. This is also known as "diminishing returns" for loot. The smaller the loot pool gets, the smaller are your chances of getting an item from that loot table. The loot pool appears to be restocked over time, but neither the size of the loot pool, nor the actual chance, nor the restock rate are known. On certain monsters, like veterans and champions, you get to roll multiple times for the same table. You won't get better loot, but instead you have a chance to get more items from your loot pool at once. Magic find has no effect on this.[4]

Other systems (like chests, daily rewards etc.) also use loot tables, but they don't make use of the "loot pool" system. Instead they use a fixed set of loot tables so they are never effected by any type of diminishing returns, except when the system is designed to have such mechanics.

Magic find therefor does increase the quality of loot from a certain table, but it does not increase the amount of drops you get.

In Guildwars 1, there was a system which made only use of the loot pool, but avoided the loot tables. Rare items were guaranteed by the loot pool, if you had emptied your loot pool, you would have gotten a fixed number of rare items. This isn't guaranteed in GW2 any more. You are only guaranteed a certain number of items from each table, but the quality / rarity of the item is pure RNG.

  1. ^ At higher difficulty levels, you will rarely drop any common items, instead most items are either uncommon, masterwork or even rare. This is most likely due to the fact, that the chance on uncommon items became close to 1 due to prescalers. Users who managed to beat FOTM at level 80 even reported, that they ONLY got rare and exotic items and only few green "trash" items.
  2. ^ If every table was used on every kill, you would get tons of common trash along with rarer items, but you don't. This leads to the conclusion, that not getting a certain item class on a kill does not mean that you have reached the end of the loot table, but rather that the loot table wasn't used at all.
  3. ^ This is only a guess, but from a software engineers point of view, this is the most forward approach. The actual system might be slightly complexer, but will be based on the same mechanics.
  4. ^ This is based on my own observation. Bosses and veterans in PvE usually give the same type of loot as their "regular" counterparts, except that they tend to give multiple items. Only exception are named items which are exclusive to a certain boss, but this doesn't contradict the observations.

188.110.3.131 22:47, 18 January 2013 (UTC)

[edit] Gathering

The page doesn't mention gathering nodes. Does Magic Find affect them (for instance, your chances of getting orbs from an orichalcum node)? --Ph03n1x 04:54, 4 February 2013 (UTC)

The way Izzy explained it, it only affects loot drops when you kill a monster. I would assume that gathering "drops" are different, but we don't know for sure - he did specify that it doesn't affect chests, though. —Dr Ishmael User Dr ishmael Diablo the chicken.png 05:16, 4 February 2013 (UTC)
If that was the case the Surveying Banner from the guild for +10% chance on rare materials when gathering would be useless, as you just could use the MF+ to get rare loot from gathering. I'd say it is safe to assume that MF does NOT affect gathering at any point due to that. Magistrella 05:29, 4 February 2013 (UTC)
ANet has confirmed more than once that this only affects drops from kills. It does not affect anything else in the game, including event-end chests and gathering. 75.37.20.148 05:49, 4 February 2013 (UTC)


[edit] Tests

Ran a level 80 character in a level 40 area on a fixed route for an hour; one time with magic find and one time without. had 18 MF from armor, 3 from weopon, 25 from Luck, 28 from food, and 50 from booster for +124 magic find. Each run took exactly 1 hour with exactly 200 foes; I suppose half were neutral animals. With MF I got 91 drops; without I got 102. The only real difference was a single Rare drop with MF that was worth 36s; and surprisingly without MF I got a higher percentage of level 76+ drops. Got 2 dyes and 3 chests with, 1 of each without (these items are not desirable). I think the crafting was better quality but maybe not. The overall gold increase was the same, excepting the Rare that sold dearly. I think we need more of this to get a better idea on the increase in Rare loot.108.198.205.192 00:15, 10 February 2013 (UTC)

Please have a look on the data i put up on the main page of magic find. Maybe is should be here in the discussion about magic find. If so please let me know and i'll move it here. Thissleknot 08:21, 31 March 2013 (UTC)
Think of nodes as chests with their own loot tables and where the banner modifier only applies. Yumiko ^,~ (talk) 21:49, 20 May 2013 (UTC)

[edit] Loot Chests from the [Game updates|Jan. 28 update]

As of January 28, PvE loot awards from slain mobs spawn a chest when the loot is of uncommon rarity or higher. This makes me wonder why they put in such a loot animation/mechanic, especially if it's related to Magic Find. If this does affect MF, you got to ask how. --Messenger 06:55, 13 February 2013 (UTC)

The MF applies to the loot from the slain mob, as always -- if it's "uncommon" enough, the image shown is a chest instead of a shimmer of light; the mob doesn't drop a chest. In theory, people killing the same number of foes with high MF should see more of those "chests" than people who lack any MF. Still, it's a confusing choice by ANet -- they could have used a unique image instead of one that is already associated with things unaffected by MF, maybe an orb. 75.36.181.195 01:13, 25 February 2013 (UTC)

[edit] Limit cap

Is there a maximum cap limit for magic find's percentage? The preceding unsigned comment was added by 93.148.60.10 (talkcontribs).

We don't even know precisely what benefits you get from magic find when it's working (a dev said it improves odds of pulling loot from a better table, but that could mean literally anything at all in practical terms, depending on the tables' contents); identifying a point beyond which it stops working would be nearly impossible. But other stats don't seem to have a cap (at least not one you can reach under normal circumstances), so odds are that you don't need to worry about one for MF either. --Felbryn 23:13, 14 February 2013 (UTC)

[edit] max possible MF

I just reverted an edit that added There with Yakkington: A Traveler's Tale and increased the number of Magical Infusions to the "Max MF" note because TwY has a defensive infusion slot, while Magical Infusion is a utility infusion, thus they are incompatible and you can't have both at the same time.

I then went looking to see how the other ascended trinkets can combine with Magical Infusions, and discovered that the only trinkets with utility slots, currently, are amulets. (Assuming that all new items have been added to List of ascended equipment, which Felbryn's edit summaries seem to indicate.) So currently, you can only use a maximum of 1 Magical Infusion because there's only have 1 amulet slot.

Someone check me on this, but I'm pretty sure I got it right. —Dr Ishmael User Dr ishmael Diablo the chicken.png 21:15, 1 March 2013 (UTC)

Yes, as far as I know, utility infusion slots currently exist only on amulets (and I would guess it's likely to stay that way for awhile). This has been discussed on the talk page of pretty much every single utility infusion in the game as various users wander in to ask whether it "stacks".
The example also had the wrong MF on the amulet, a suboptimal choice of back item, and no mention of universal upgrades. Clearly we need to form a committee to get the right answer. --Felbryn 21:47, 1 March 2013 (UTC)

I think the old format for this section was much clearer; listing the items without the slots makes it harder to see the patterns, and technically there are multiple options for ascended MF rings because each of those rings comes in both "regular" and "infused" versions. Also, there are quite a few options for magic find weapons, but Giver's is not one of them, and Crest of the Traveler is not the only option for universal upgrade (opal orb, opal crystal, and medallion of the traveler all have the same MF). --Felbryn 04:54, 10 March 2013 (UTC)

[edit] Data on drops with and without Magic Find

moved from Magic find

There has been a lot of talk if magic find helps since the introduction of diminishing returns and the alteration of loot tables. Since i couldn't find a definitive awnser to the question if magic find helps at all i decided to put some effort into getting some data.

What did i do?

The first thing i did was farm for one week in southsun cove without any magic find gear so i would have a baseline. I ignored diminishing returns because it's not known how it exactly works and what affects it.

I was in a party most of the time.

The spot i farmed was just south of Point Pride where most of the day there is a Karka Train.

This is the table of drops i got in the first week farming for a total of 38 hours and 10 minutes. of that 38:10 hours 16:45 was fast (<3 minutes per round) 18:55 was medium( >3 but <4) and 2:30 slow (>4) Please note that Blue items is gear and not crafting materials wich is also blue!

White Blue Green Yellow Karka Shell Powerful Blood Potent Blood Spinal Shell Crab Meat Black Lion Chest Unidentified Dye Total number of items
541 351 150 25 1207 244 1067 3263 2002 33 35 8918

After that first week i crafted myself a magic find set that based on the information on this wiki.

Armour set + 5 pirate runes + 1 traveler = 78%
2 pistols + 2 sup sigil of luck = 21% (did this on purpose of faster stack buildup)
Full opal jewel set + back item = 42%
Omnomnom Bar = 30%
Guild Banner = 10%
Guild 10% for 3 day's = 10%
For a total of 191% magic find

I did not use any laurel items because i first wanted to know if magic find even helped at all and you need a large amount of laurels and globs of ectoplasm that i didn't have at the time.

This is the table of drops i got in the second week farming for a total of 38 hours and 10 minutes. of that 38:10 hours 12:30 was fast (<3 minutes per round) 12:05 was medium( >3 but <4) and 13:35 slow (>4)

White Blue Green Yellow Karka Shell Powerful Blood Potent Blood Spinal Shell Crab Meat Black Lion Chest Unidentified Dye Total number of items
453 366 284 70 1693 350 1317 3025 1791 34 49 9432

Okay now let's put the two week right below eachother.

week White Blue Green Yellow Karka Shell Powerful Blood Potent Blood Spinal Shell Crab Meat Black Lion Chest Unidentified Dye Total number of items
1 541 351 150 25 1207 244 1067 3263 2002 33 35 8918
2 453 366 284 70 1693 350 1317 3025 1791 34 49 9432

Okay now let's compare some numbers, i viewed the numbers from week 1 as 100%.

Total number of items goes up by 5.7636% (it's not really a big difference and could be RNG but i still find it strange magic find should not affect number of items dropped)
Number of white items goes down by 16.27% (this seems logical because magic find should only impact quality from what i could find)
Number of blue items (not crafting mats) goes up by 4.27%(this a nice increase and seems to confirm that magic find increases quality)
Number of green items goes up by 89.33%(an even better increase in quality)
Number of yellow items goes up by 180% (did not expect this much of a difference)
Number of Karka shells goes up by 40.27%
Number of Powerful blood goes up by 43.442%
Number of Potent blood goes up by 23.43%
Number of Spinal shell goes down by 7.294%
Number of Crab meat goes down by 10.5%
Number of Chests goes up by 3.03%
Number of Dye goes up by 40%

And if you put all the blue items together (gear and crafting) you still have an increase in blue items of 29.57%

Closing thoughts

Does magic find help?
Yes it definitely does.

Is it worth the loss in your primary stat?
Depends, i think if you are a farmer and do that in a group or zerg yes because you won't notice the loss in damage and survivability. If you don't farm in groups or at all for that matter you are basicly making it harder for yourself or your group in a dungeon or WvWvW wich i think is a no go.

Did you notice any diminishing returns?
Hard to say, i think i would have to add another week (or more) of testing to switch farming locations to circumvent diminishing returns to see if it really does impact farming for long periods in the same place and the same mobs (sorry karka's) but after farming for 2 weeks straight i want to go back to simply enjoying the rest of the game.

Why are there no orange items in the tables?
I didn't have any exotic drop in the two weeks of farming.

Thanks to all the regular farmers running the Karka Train on Far Shiverpeaks for making this possible!
I couldn't have done it without you. The preceding unsigned comment was added by Thissleknot (talk • contribs) at 08:16, 31 March 2013 (UTC).

Impressive work! I would particularly note fact that the relative increase in yellow drops is very close to your total magic find. I don't think I follow the fast/medium/slow part, though. --Felbryn 16:53, 31 March 2013 (UTC)
Hi Felbryn. What i meant is the following, there is a certain route the Karka Train follows and from start to finish it takes a full party more then 4 minutes to do it one time wich i see as "slow" but most of the time during the first week we had 2 or more full groups so the time one round took less time wich also means more karka killed and more chance for a drop of x quality.
What i did while farming was keeping an eye on the clock to see how much time it took to do one round and put that in my excel sheet when the time was less then 3 minutes i labeled it fast, between 3 and 4 minutes medium and more then 4 slow.
As you can see the second week was a lot slower then the first week wich might have had something to do with the WvWvW matchup we had that week, it was the first week in tier 4 again since i think 16 weeks and we had the release of the march patch so a lot of players went to farm WXP to get their ranks up in WvWvW so there where lesss people on the karka train.
And even tho the second week was slower i still managed to get an increase in droprate wich still has me stumped altho it might be RNG like i said in the test results.
The only way of getting better results i guess would be if you could get a fixed group of dedicated players/farmers to farm x amount of time every day for one week while no one else farms in that spot so you would have the same amount of damage and time per round during the whole period with no interference from other players but i don't think that is possible :(
If you have other things you or others would like me to test please say so and i will see what i can do.--Thissleknot 21:26, 31 March 2013 (UTC)
One thing to keep in mind is that being in a party may increase your magic find as well. This could have a number of implications if true. From the official strategy guide: http://i.imgur.com/wMSpi.png Manifold User Manifold Neptune.jpg 22:16, 31 March 2013 (UTC)
I thought the only advantage to being in a party was you get credit for kills by other teammates even if you don't contribute yourself.--Relyk ~ talk > 22:21, 31 March 2013 (UTC)
@Manifold, If i read that page correctly is says you kill mobs faster and thus increase your chance to find more "magical" items and this of course is true and basicly what i said to Felbryn in the comment above. but my second week was slower then the first and i still had an increase in drops and qualty of items. No where on that page it is stated that while in a party your magic find goes up :) @Relyk from what i found on the party subject was that while in a group the tagging of a mob gets easier and i can seem to confirm that while i was in a goup i would get XP for every kill but if i was following the party's solo because they were full i would only get XP once every few kills the post i'm reffering to is this one http://www.guildwars2guru.com/topic/78935-magic-find-and-party-loot-tables/#entry2140866 Thissleknot 22:56, 31 March 2013 (UTC)
The strategy guide pic says several things, but if you read the far right-hand column it claims "parties have a hidden bonus to their drop rates." I've seen a lot of strategy guides for various games with wrong or misleading info, though, so I remain skeptical; I wouldn't be surprised if that was a misunderstanding or speculation on the writers' part. Plus, strategy guides for online games are generally out-of-date before they're published. But if guild groups get bonus influence, I suppose it's vaguely plausible that groups would get improved drops...
I've seen at least one thread on the official forums where someone was complaining about needing to make sure that everyone in their group tagged monsters if they wanted everyone to finish a renown heart at the same time, which suggests to me that you probably can't get kill credit for group kills unless you do something to participate. If I were designing the system, the tag requirements would be identical whether you were in a group or not, because I don't see why people who work together without forming an official group should be at a disadvantage, but that's just me. --Felbryn 23:07, 31 March 2013 (UTC)
(Edit conflict) It says twice that being in a party leads to better drops, not related to quantity. On the left is "you get a higher percentage of magical treasure", which is somewhat vague but definitely isn't talking about a higher quantity. The right excerpt says "In addition, parties have a hidden bonus to their drop rates" after discussing that groups can kill things faster and get more drops, indicating that it's talking about something else. The middle segment is included because it talks about the same subject without mentioning a bonus. That said, the strategy guide was largely written months before release, but did get this kind of information directly from ANet. Things may have changed before release. Manifold User Manifold Neptune.jpg 23:13, 31 March 2013 (UTC)
Okay let's assume you get x% of magic find for being in a party then that would be the same in both weeks because both weeks most of the time i was in a full party. Same as with diminishing returns it would cancel eachother out because i did the exact same thing for two weeks only variable was the magic find gear and the speed.And i farmed on the same days and the same amount of time each day as much as was possible. -Thissleknot 23:32, 31 March 2013 (UTC)

[edit] Rumor

Any truth to the rumor that MF is being fazed out in October? Just wondering if I need to change all my stuff. Yoe Dude (talk) 11:40, 5 August 2013 (UTC)

Magic Find is being pushed to an account wide effect. equipment and related items that provides magic find bonus will be phased out and consumable items will provide an account wide effect. Or something.--Relyk ~ talk < 12:09, 5 August 2013 (UTC)
I don't think consumables or guild banners are being affected at all - they'll still provide buffs to a single character. But overall, yes, MF is being converted from a character statistic to an account statistic that you can increase through achievement rewards and some new consumable items that you can craft or find as drops in the new champion loot bags. Equipment with MF stats will be converted to something else, but they haven't mentioned any details at all about how that will work yet; probably they'll just replace that stat with something else, so we'd still have Explorer's/Traveler's/Wayfarer's prefixes, but they'll mean something different. —Dr Ishmael User Dr ishmael Diablo the chicken.png 12:34, 5 August 2013 (UTC)
Great, my war has 167% equipment, at some cost I might add... and here I was hoping they'd do some thing "special" for International Talk Like a Pirate Day as some reward for my rune set. Instead it's more like my R/L b-day present in GW1, namely removing underworld easy ecto farm. Why do they hate me so? Could some-one link me on my talk page a good replacement set up? Yeah I know, I'm clueless. Glad I have tons of karma to buy new armor.Yoe Dude (talk) 16:55, 5 August 2013 (UTC)
Like I said, we don't know how they're going to handle existing MF equipment yet. The obvious easy solution is to straight-up replace the MF stat with a different attribute, e.g. convert Explorer's from the current MF/Power/Precision to some combination that doesn't exist yet like Condition Damage/Power/Precision. (They'll pretty much have to do this for Explorer's and Pillaging in any case since they have to maintain a usage for Claws in crafting.) A much more complicated solution would be to institute a sort of "recall" for MF equipment: you exchange the MF gear at a special vendor for a voucher item, which you then exchange at a different vendor for an equivalent piece of equipment with your choice of stats.
Bottom line: until we know how they're going to handle it, don't panic. —Dr Ishmael User Dr ishmael Diablo the chicken.png 17:26, 5 August 2013 (UTC)
Don't Panic?? Glad I know where my towel is! =) Yoe Dude (talk) 19:00, 5 August 2013 (UTC)
Could they just make it into increased gold drops? XD 99.255.68.40 03:37, 28 August 2013 (UTC)

[edit] draft version for next week's update

I've written a draft version at User:Dr ishmael/Magic Find for after next week's update. The main difference is the removal of the "Related equipment" section, obviously. I also added a section about the account bonus aspect.

Other changes:

  • Tabulated the "Related effects" section (merging the Magical Infusion here, since it's the only equipment left).
  • Reswizzled the food table for visual processing efficiency.
  • Removed equipment from the maximum MF table and updated the leftovers.

The part about Essences of Luck will obviously need updating after we learn more about how they work, but I think this pretty much covers how MF will work in the future. —Dr Ishmael User Dr ishmael Diablo the chicken.png 20:43, 28 August 2013 (UTC)

[edit] Luck Total per MF Increase

Does anybody know how much more luck you need per each level of Magic Find?

Is there then any way of calculating the total amount of luck needed to reach certain values of MF (100, 200, 300)? The preceding unsigned comment was added by SweatyPyro (talkcontribs) at 02:00, 14 November 2013 (UTC).

Luck. —Dr Ishmael User Dr ishmael Diablo the chicken.png 02:04, 14 November 2013 (UTC)
There is a page in the Wiki by now. The preceding unsigned comment was added by 62.227.196.168 (talkcontribs) at 12:38, 9 March 2014‎ (UTC).
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