Increased Item Quantity and Rarity seem to work backwards

I used to think it's only my bad luck, and even posted that a while ago when I had a really bad experience with the IIR support gem - but a month later and after reading the posts here in the forum, the title is my conclusion.

IIQ does seem to make more items drop - but their quality is much much lower. 1-socket whites instead of occasional 3+ socket whites and blues without it. 2 Augmentation Orbs instead of an occasional Chaos, Glassblower's or even GCP.

IIR gives you increased chance to get blue and above, but seems to prefer very low-level and very worthless uniques, over quality multi-socket rares and "superior" or multi-socket whites.

combined, the result is mostly white and blue 1-socket trash, and lowest possible currency.
they should really be called "Decreased Item Quantity/Rarity".

worse - end game seems to actually lower your chances even further: my Witch in Act 2 Normal dropped 2 Chaos Orbs in the same area without any IIR or IIQ, while my Marauder got nothing worthwhile from 2 maps + 3 Docks runs + 1 Lunaris run including Piety and Kole. with ~40% IIR and ~20% IIQ.

something is clearly wrong. very wrong.

will I take my level 70 Marauder and go all the way back to Act 1 Normal? no.
why would I ever want to do that?
Alva: I'm sweating like a hog in heat
Shadow: That was fun
Dernière édition par johnKeys#6083, le 27 avr. 2013 à 03:49:03
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nope, I get these kind of drops pretty regularly with IIQ/IIR but not without



swimming in shitty uniques and unsellable rares YYYYEEEEEE HAAAAA
40% IR is nothing.
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dspair a écrit :
40% IR is nothing.


maybe, but the whole point is my Witch gets far better results with 0% IR.
it is as if IR seems to scale downward with difficulty, much like resistances do...

also, I play melee. so if I have to decide between HP mods on gear, resist mods, damage mods or IIR/IIQ - you know which ones I'll pick.

I got nothing in Merciless and maps without IIR/IIQ, and my drops actually got worse with IIR and IIQ - which is absolutely ridiculous.

the game just tells you, you'll never EVER drop that awesome unique you want, so you better create a bot and let if endlessly mine some area in Act 1 Normal, until you have enough currency to buy that unique from someone.

and I wrote Act 1 Normal for a reason. not Cruel or Merciless. again, ridiculous.
Alva: I'm sweating like a hog in heat
Shadow: That was fun
Dernière édition par johnKeys#6083, le 27 avr. 2013 à 05:16:32
I think that IIR/IIQ is not even working at all in the end game. When I kill low level bosses with my 150IIR/50IIQ, I usually get 5-7 rare item drops. When I kill end game map bosses with the same gear, I get 1-2 rare item drops. And it is like that 100% of the time, low level bosses drop more rare items, map bosses drop less rare items with increased rarity and quantity. Everyone can try it out themselves.
Dernière édition par koppees#0118, le 27 avr. 2013 à 07:44:24
yeah when doing normal merveil runs if I dont have my 200% IIR and 100% IIQ I only get whites.

But with that gear on I get almost all rares and uniques, you just really need a lot to make a difference.

R.I.P. my beloved P.o.E.
If the 55% IIR (mine actual amount) "is nothing", while means you have to get it on at least three items, than it means the game is poorly balanced.
Players should see results even witch like 11% IIR - which is a common ring % in act 3.
If not. Than there should be done something about that.
Stacking high amounts of it just to see the difference is not how it should work.
people are probably NOT understanding how MF in general works and why it's rubbish.

100% increase of a 1% drop item, is 2%

400% increase of a 1% drop item is 4%

all that increased RARITY will do is increase the chance that it will drop by a percentile of an unknown number and probably only if the BASE item rolls to drop (unless I'm mistaken, which I might be) so without increased QUANTITY in order to possibly cause more drops, the increased favorable RNG is missing a piece of the puzzle really.

Also, isn't there a minimum itemlevel which determines if a base item can roll a unique or not?
Dernière édition par Hellkaiser#0841, le 27 avr. 2013 à 12:41:31
You need hundreds of IIQ/IIR (but mostly IIQ) to notice changes. I think the set of gear with which I farmed 66s had 180/200 or something and there were a lot of very dry runs still (on a Witch, but that hardly matters). The only valuable gear I've found (2 white 5Ls and a Blue 5L Thicket Bow, plus 1 or 2 mid-tier uniques) were found in 70+ maps with normal gear (0/100 IIQ/IIR I believe). RNG is RNG. This is the actual problem.
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Undon3 a écrit :
You need hundreds of IIQ/IIR (but mostly IIQ) to notice changes. I think the set of gear with which I farmed 66s had 180/200 or something and there were a lot of very dry runs still (on a Witch, but that hardly matters). The only valuable gear I've found (2 white 5Ls and a Blue 5L Thicket Bow, plus 1 or 2 mid-tier uniques) were found in 70+ maps with normal gear (0/100 IIQ/IIR I believe). RNG is RNG. This is the actual problem.


pretty much... and you can still roll garbage due to luck xD the actual percentile increases often feel more like condom principle than anything

"I'd rather have it and not need it, than need it and not have it"

Although it does offset the reductions to farming lower level content somewhat.

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