Does item rarity have an impact on elder/shaper item drop?

I have seen that all elder/shaper items only drop as a rare base. This got me thinking, that if you have less item rarity (like from ventors gamble), does that have an impact on how many elder/shaper items you get? Or does only the item quantity have an impact on that.

Thanks again.
Dernier bump le 13 févr. 2018 à 09:09:37
More IIR means more rare items, which means more chances to get elder/shaper items as a proportion of all drops in total.

It does not increase the chance of a given rare item to become elder/shaper touched. So the ratio of elder/shaper items out of all rare items will stay the same.
Dernière édition par Abdiel_Kavash#5296, le 26 déc. 2017 à 22:47:02
So if I have 100% decreased rarity, can I still find elder/shaper items? (because elder/shaper items only come in rare form)
If you, theoretically, had -100% increased item rarity, you would find no magic/rare/unique items period. Shaper or not.

As I understand it, an item when dropped is first rolled to see if it is a unique item, rare item and magic item. and Item rarity have an affect on this.
The thing I dont understand, does Item rarity have any impact on shaped/elder item. If I get more item rarity, does that give me more chance of elder/shaped item?
Dernière édition par bunnyoncrack#1351, le 27 déc. 2017 à 00:00:04
This is just a guess, that it would be that the item is first determined whether it's rare, then whether it's shaper or elder or regular, then base type. So theoretically IIR should improve the odds of influenced drops, as the more rare items you get, the more cracks at shaper/elder you get.

It could, however, be shaper/elder/normal, then just apply "rare" if it's shaper or elder, assuming shaper/elder is treated as uniques are. I see this as unlikely, however.

So, educated conclusion here is that yes, more IIR should theoretically see more influenced items.

This is possibly reflected in my anecdotal evidence of higher-rolled rarity on maps seeing more influenced drops, but that could also be the IIQ of the map.

Unfortunately my MF chars are all in Standard, with no influence present, so I cannot test this out at this time.
Jul 27, 2011 - Sept 30, 2018.
just so you know, IIR isn't all that great, you can hit a strong box with near 2000% increased rarity and still end up with nothing but blues.
Ancestral Bond. It's a thing that does stuff. -Vipermagi

He who controls the pants controls the galaxy. - Rick & Morty S3E1
You haven't MF'd for 2.5 years like I did. Speaking in terms of strictly mapping (no Uber Atziri, Shaper, Izaro, no selling challenges, no crafting for profit, etc., JUST mapping), 20/300 MF will make approximately 30% more currency per hour due to the increased amount of items found that are worth selling.

If you're going to MF, the key is to find a balance between clear speed and MF. If your build sacrifices too much dps compared to a clear speed build, your reduced effective IIQ (a function of killing less shit per minute) will diminish if not cancel out the MF values.

The way IIR works is that if an item has a 0.1% chance to be rare on drop (arbitrary number, btw, not actual statistic), with 2000% IIR, that will become 3% chance to become rare. This is why strongboxes are a bad example. Each of those 10 or whatever items you'd get from a strongbox only has a small percentage chance, each, to become rare.

It's not about 2000% IIR on 10 items. It's about 300% IIR on hundreds of thousands of items, over time.
Jul 27, 2011 - Sept 30, 2018.
Dernière édition par Serleth#4392, le 27 déc. 2017 à 03:18:50
The problem is that we assume to much here. is there maybe a GGG member that can clarify it?
just been googling hard to try and find any clear answer to if IIR and IIQ effects your chances of getting Shaper/Elder rares. I've seen 5 or 6 people say that GGG answered this, and one person saying that Beaclast got an answer from GGG but I can't find that.

Long story short: has GGG actually answered this or not? If you don't have a link or a time stamp please don't add to the uncertainty by saying "yah GGG said no it doesn't somewhere" :)
Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years.

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