Question on full party IIQ bonus and it's effects on item drops compared to the solo player
Now let me preface this by saying I fully understand about the +50% IIQ bonus per player upto the +250% IIQ bonus for a full party. I also understand all the talk about how each player in a full group actually gets less loot then the solo player on paper.
What I'm actually asking is what effect does the increased IIQ have on item drops themselves. There are folks on here that have a far better grasp on the mechanics of the game and a lot better math skills then I do so I'm hoping to gain more knowledge on what is actually happening with loot. Now I'm going to give a basic example of my question using my made up numbers and poor math skills in hopes of making my question more clearly understood. This example is based off of 0% increased IIQ and 0% increased IIR from gear for both the party and for the soloer. Also this is for a non map zone and both the party and the soloer are within the 2 level range so there is no modifier to currency drops. So this means that only the party bonus of +250% is the only factor that can affect the loot drops. For the soloer when a white mob is killed it has a 50% chance to drop 1-2 items each item that drops has a 50% chance to drop as a normal white item each item that drops has a 40% chance to drop as a blue magic item each item that drops has a 9.5% chance to drop as a yellow rare item each item that drops has a 0.5% chance to drop as a orange unique item if a normal white item drops the item has a 20% chance to drop as a currency item For a full party with the +250% increase item quantity bonus when a white mob is killed it has a 50% chance to drop 2.5-5 items each item that drops has a 50% chance to drop as a normal white item each item that drops has a 40% chance to drop as a blue magic item each item that drops has a 9.5% chance to drop as a yellow rare item each item that drops has a 0.5% chance to drop as a orange unique item if a normal white item drops the item has a 20% chance to drop as a currency item Now in my mind and from what I have experienced in my limited grouping experience it appears to me that because of such a large bonus to increased item quantity for parties it causes parties to also gain a bonus to increased item rarity. It always appears to me when I'm grouped that many more rares,uniques and higher tiered orbs drop and by putting my thoughts down on paper it appears my observations are backed up by the math as well. So am I correct in that not only does a party get a bonus to IIQ but also IIR? If so what is the percentage increase to IIR does a party gain? To me it seems as a 5% bonus IIR per player is this correct? Now to me this seems to be one of the issues leading to such a apparent loot gap between parties vs solers. Especially when you start multiplying these numbers by adding in IIQ and IIR bonuses from gear since the solo player can not get anywhere close to the max IIQ bonus along with my perceived bonus to IIR that a group can obtain. As I have stated in the beginning of the post my grasp of the game mechanics is not as good as it should be and my math skills suck which when combined together makes this appear in my mind as such a larger issue then it actually is and hopefully I'm proven wrong. Thoughts Comments Schooling of game mechanics and math All are welcome Luke: Sorry we have to leave you here, but it just ain't right to eat your wife's and daughter's brains. Plus you're really disgusting and I don't want to spend anymore time with you.
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While I'm no expert this is how I see it, and I hope it helps somehow. Item quantity is so important because it gives a chance for a higher amount of items to drop right? With IIR, each of those items has a chance to be a rare item.
So no matter what numbers you look at the more items that drop = more chances for rare/whatever loot. Hence why you see more rares (relatively) in groups. There is just simply more chances for it to happen. " I do believe the answer is no, parties receive no bonus to IIR (inherently from party size, not counting individual IIR bonuses from the person who landed the killing blow). Dernière édition par toazd#3533, le 21 mars 2013 à 09:09:03
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The real benefit comes when you combine it with IIR.
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" Its only IIQ, what you think is IIR is caused of multiple items dropping and rolling un/rare/blue/white. And btw. its not 250% 50% IIQ per player in party. Count to six. Path of Exile > Diablo II > TorchLight 2 > Diablo I > Hello Kitty Online > Diablo III
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A good question velrac and explained well... looking forward to reading
the feedback. I'll include the obvious: higher chance of rare etc in a party, however the choice gear is isolated to the designated player during the timer so functionally that affects the odds of aquireing the rare that dropped. Party IIQ bonus helps everyone but the item allotments are roughly even so that gets divided among party members. not sure how severely this negates functional IIQ in parties, or if the negation is total. Should the negation be substantial enough to lead to equal rares as when soloing or near so, then AT LEAST: partying inreases your farming rate of specific white gear (for ex: I hunt for white arcanist / occultist / vaal armor with which to craft) Also one could farm blues for whatever reason (they don't really get picked up by most) |
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" +1 |
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" So with the increased amount of items dropping giving more chances for magic/rares/uniques because of the increased amount of items dropping doesn't that inherently increase the IIR because of an increased IIQ? Luke: Sorry we have to leave you here, but it just ain't right to eat your wife's and daughter's brains. Plus you're really disgusting and I don't want to spend anymore time with you.
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" The 50% IIQ bonus is added per party member added into the party after the 1st player which is why the max bonus is 250% not 300% Luke: Sorry we have to leave you here, but it just ain't right to eat your wife's and daughter's brains. Plus you're really disgusting and I don't want to spend anymore time with you.
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" From what you are saying with what I have bolded it seems you also agree that there is a inherent bonus to IR because of the increase number of items dropping. Now even though magic/rare/uniques are allocated to specific party members which should in theory makes the drop rate of magic/rare/unique equal per party member to the soloer this does not appear to be the case since there are so many more chances for those items to be rolled. Luke: Sorry we have to leave you here, but it just ain't right to eat your wife's and daughter's brains. Plus you're really disgusting and I don't want to spend anymore time with you.
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" No, not at all. Dernière édition par toazd#3533, le 21 mars 2013 à 13:15:51
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