The Pits MF Magic FindingAs the new patch rolled in, many realised that some of the high hell bossesor superunqiues they used to run for hours on end have become less rewarding.Either Mephisto was too hard to find, Pindleskin was to hard to fight, or Shenkor Eldritch just didn't drop the new elites they wanted. To add to that, most ofthe new ladder characters could not just jump up and go MFing in act5 of hellwearing minimal gear and having minimal magic find.Yes the patch may have destroyed these places, but at the same time, it gavebirth to a selection of new magic-finding areas in hell.
These new areas coulddrop every single item in the game, and some of the better ones were located inact 1, of all places. One of these areas is The Pit.For those of you who don't know where the pits are, what they are, why they arebeing talked about, and anything else you can think of, I hope to have it allsummed up here. This guide can also be applied to most of the other new patchareas found through acts 1-3. I wouldn't go so far as to say that it is fit foracts 4&5, as they are noticeably harder than the first 3 acts and require somedifferent strategies.
Diablo II Classic & LoD - que es imbuir y como se hace. ATHILA22 - 20 Feb, 2007 - 06:08 PM Asunto: que es imbuir y como se hace. No tengo idea que es lo que es imbuir ni como se hace me imagino que es algo que sirve y si resulta ser bueno me gustaria imbuir alguna armilla.
You can find the other high level areas listed in AppendixA. In Appendix B, you can find some information on the other favourite areasbesides the pit.This guide can also be used to enhance your knowledge about how item generationworks in the new patch. Discussion of magic-find in this guide does not solelyapply to the pit, but rather, it is specific to the 1.10 patch as a whole. Mostquestions on item generation are answered in the below sections.An added bonus, a collection of five popular pit runner guides have beenincluded in this guide - Meteorb, Hammerdin, Strafezon, Wind Druid, WW Barb.These guides can be found in Appendix C.
Most of these builds can be usedthroughout the game, especially in the other, new patch areas. This guide shouldhopefully prove to be extremely useful, and should clear up any unansweredquestions anyone may have about the new 1.10 MF goldmines - namely, The Pit.Where/What are the pits?The pits, officially 'The Pit', is located in act 1. Contrary to what some seemto think, when people say 'The Pit' they are actually not referring to the 'Pitof Acheron' or 'Infernal Pit', both located in act 5. If you were hoping for aguide on either of these areas, you will be disappointed to hear that this isnot that guide.
You will be further disappointed to hear that, to my knowledge,one does not exist, and that everyday I pray that such a guide will never beseen to the light of these forums.Pressing on. The pit is located in act 1, more specifically, in the TamoeHighlands - the area before the Monastery Gate. There is no waypoint for theTamoe Highlands, so most pit runners will take the Outer Cloister waypoint andmake their way from there to the Highlands. Take the Outer Cloister waypoint,exit the monastery, and follow the road. The road eventually splits, one pathleads to the pit the other leads to the Black Marsh. Without going into to muchdetail, the best path to take is the one that splits the furthest to the left.The exact percentages, and the places to go are in a small 'pit find guide', butit was lost when the forums were corrupted.The pit consists of two levels - Level 1, and Level 2.
On level 2 of the pitsthere is an uber chest (Chest that appears on the mini-map and drops manyitems). The pits have become a very popular location for Magic Finding (MF)since the release of 1.10.Why are the pits so good for MFing?The pits are one of several locations that have the highest area level (areaLvl)in the game, with an areaLvl of 85 in hell. The Worldstone Keep, The Mausoleumand The Ancient Tunnels all share this areaLvl of 85, along with a few selectothers. These other areas are listed in Appendix A, and some are covered withslight depth.The pits are only truly popular in hell. In nightmare and normal, the areaLvlof the pit is too low to hope for many good drops.
The reason the pit is popularin hell is because it has the same areaLvl as the Worldstone, but is much, mucheasier. There are very few elemental monsters, only one comes to mind, soresists are not as critical here as in other areas. This means that it is easierto focus on MF.The pit is not the only popular location to MF in. The Mausoleum and AncientTunnels are other relatively easy areas, with that high area level. The downfallof these areas is that they are filled with undead. Undead means no leeching forphysical damage builds, which automatically voids several characters.
On theplus side, the Mausoleum has no normal fire or cold immunes, and the ancienttunnels have no normal cold immunes. This means that a single element sorceresscould clear the appropriate area with ease, where clearing the entire pit wouldbe near impossible without a means to defeat immunes.The pit, although having each regular monster immune to a single element (savepoison) is often preferred. Some 1.10 builds run dual element, or have a way todefeat immunes so immunities are not always a problem. A mercenary, lower resistcharges or -enemy resistance mods can all be used if in immunity trouble. Thepit is preferred because of it's size - not only is it reasonably large, but ithas two levels.
The uber-chest and it's numerous packs of uniques/champions areother reasons it is preferred, and regarded as the new MF hot spot. Not only isthe pit a hot spot for MF, but it also provides excellent XP. Pit runs canprovide quick levels, so they are best started as soon as you reach hell andhave sufficient equipment to withstand the run. Even at high levels, pit runscan make a slight dent in your XP bar, an added bonus to the MFing.Which factors other than MF affect my ability to find uber-leet items?mLvls, qLvls and TCsFirst note that your character level (cLvl) has no effect on any monster drops.It is a monster's level (mLvl) that defines which items it can drop.
Monstersdrop weapons and armour from specific treasure classes (TC). TCs make upgroupings of items with similar levels. A monster chooses a TC to drop from, andthen an item in that TC to drop. In 1.09 weapon90 and armor90 were in thehighest TC, now in 1.10, that TC has been dropped, and all weapon90 and armor90items have been bumped down to weapon87 and armor87.Sacred armour is in armor87, because of this, only monsters that can drop fromarmor87 can drop sacred armour. To get even more picky, set and uniques havequality levels (qLvl). If a monster wants to have any hope of dropping a uniquesacred armour, they must be able to drop from armor87, and have an mLvl equal toor greater than the qLvl of unique sacred armour. The highest qLvl for a setitem is only 55 - all hell monsters meet that requirement - but the highest qLvlfor uniques is 87, not easily attainable.Lucky for us, every monster in an area with areaLevel 83+ can drop from armor87and weapon87.
The pit is areaLevel 85, so it meets this requirement.Unfortunately, only champions and random unique bosses in the pit have a highenough mLvl to drop every unique item in the game. This means that while everymonster in the pit can drop every base item, some very high qLvl items can neverbe unique if dropped by normal monsters with an mLvl lower than the qLvl of theitem.Monsters in the pit have high mLvls because of their area level. Severalformulas exist relating areaLvl to the mLvl of different monster types and todifferent props.Normal Monsters (NOT champion, unique, etc.) mLvl = areaLvlChampion Monsters (Fanatic, Ghostly, etc.) mLvl = areaLvl + 2Random Uniques and their minions ('Arzahd The Violent' - not Pindleskin) mLvl =areaLvl + 3Super Uniques (SU) are monsters that have a set spawning place and their owndrop tables (Pindleskin). We don't need to worry about super uniques as thereare none in the pit.These formulas tell us that any normal monster in the pits will have a mLvl of85, any champions will have mLvls of 87, and random uniques will have mLvls of88.Let's finish off with an example. We have a normal Dark Archer in the pits. ThemLvl of this normal monster, according to the areaLvl of the pits must be 85.Because the mLvl of the monster is only 85, the highest qLvl item that can bedropped is of qLvl 85.
Again, take note that only champions, and random uniquesand their minions can achieve drops of qLvl 86 or 87.Prop DropsProps are various things that will spew out items when clicked. In the pit, themost prominent props are the dead rogues that scatter the floors and the uberchest on level 2. Props are affected by areaLvl, but not in the same way asmonsters. We know that all monsters in the pit can drop from the highest TC.Props do not share this property.The TC that props are able to drop from are not affected by areaLvl. TCselections for props are hardcoded into the game.
The highest TC that the chestin level 2 of the pit can drop from is TC 66 - specifically armor66 andweapon66.Although TC selection is not affected, areaLvl does affect the item level (iLvl)of the items that can be dropped from props. ILvl is important because it canaffect modifiers that spawn on that item (such as enhanced damage or increasedattack speed). Most people will take items of high iLvl to craft with or imbue,as the potential for good mods is there.A monster or prop’s level decides the iLvl. The formula we use to assign an iLvlto an item is very simple.iLvl = mLvl (or prop level in the case of a chest)Chests get their prop level from the area they are located in.
There is aformula we use to give a prop a level.prop level = areaLvlIn the case of the pit, because our areaLvl is 85, the prop level of the cheston level 2 is 85. This means that the chest will drop items of iLvl 85. Thehighest iLvl items in the game have iLvl 99. Our iLvl 85 items that drop fromthe chest are not so far off from the highest iLvl items. Items that drop fromthe chest, or anywhere else in the pit for that matter are very good tocraft/imbue with.Summing up, although the chest on level 2 can only drop from up to TC66, itemsthat drop from it will have high iLvls.
And although TC66 may not sound like thegreatest, keep in mind that runes up to vex can drop, along with shakos,oculuses, and a handful of other uniques. The chances to get a decent item fromthis chest are very slim. Don't expect your haul to come from here. You shouldrun the pit to kill the monsters, NOT to pop the chest. Saying that, if you'rethere, you may as well give the chest a click - luck may drift your way. Plentyof keys drop on the way to level 2, so picking one up shouldn't be too much of ahassle.Number of Players In GameBluntly put, the number of players in the game increases your chances to findthose uber items.
Although it does not directly give you an increased chance tofind a set or unique, the number of players in the game regulates the number ofitems dropped. More items will drop in an 8-player game than in a solo game. Thechances are increased because more items are dropping, and more quality levelrolls are being made to see if the dropped items will be set or unique.Taking an example. If one sacred armours drop in your solo pit run, the chanceof that sacred armour being unique is slim. If however, 5 sacred armours aredropped in one game the chances that one of them will be unique is greater. Youneed not be partied or within a certain radius of the other 7 players, so youcan solo the pit in, let's say, a baal run.
The downside to 8-player games isthat monsters become harder, and only top builds can handle them. If you canmanage the pit in an 8-player game do it.OtherThe same unique cannot be dropped twice in the same game. An exception to thisis that, luck permitting, a single monster drops two of the same unique. Thismeans that you cannot find two windforces in the same game unless they both camefrom the same monster/prop drop.The term failed unique refers to a time when an item is dropped, but the qLvl ofthe monster that dropped it is too low for it to be unique, or no unique forthat item exists.
This unique becomes a rare of the same type with 3x thedurability. For instance, if a normal monster wanted to drop unique sacredarmour, but could not because it's mLvl was not as high as the qLvl of the item,a rare sacred armour with triple durability would drop instead. Failed sets arenot an issue in hell, as every monster has a high enough qLvl.How does my MF affect my ability to find uber-leets?Magic find affects the quality of the items dropped by different monsters.
Theeasiest way to explain the effects of MF on monster drops is with an example,but first, there are some things relating to MF you should know.Our natural MF base is 100. All MF mods from equipment, or other items are addedto our base of 100 MF, and then are further calculated to fit the quality of theitem.When we have no MF in our equipment our total MF (base and equipment) is 100%,and our chance to find a set item is increased by 100%.
When our equipment MF is100%, our total MF is 200% and our chance to find a set item is increased by183%. When our equipment MF is 200%, our total MF is 300%, and our chance tofind a set item is increased by 242%. The more MF we get, the less we gain inour chance to find a set item. These are called diminishing returns.If you have a relatively new java platform installed, you can view a DiminishingReturns Calculator here. Use it to calculate exact percentages from yourequipment MF.
This calculator, along with a link to find the newest javaplatform is also available in the resource centre at the end of the guide.On to our example, let's say we are travelling through the pits, and we run intoa champion with mLvl 87. This champion decides he will drop sacred armour. OurMF does not change which item he will drop, it changes the quality of it.
Hewill drop sacred armour whether our MF is 1 or 400. MF decides the quality ofthe item (rare, unique, set).If the sacred armour normally has a 5% chance to be set (Immortal King Armour),and we have 100% MF in our equipment or 200% total MF, the chance that thesacred armour will be IK armour as opposed to just plain old sacred armour, hasincreased to 14.15%. (183% of 5 is 9.15, 5 + 9.15 = 14.15)So you can see, more MF equals better chance that the item is rare, unique orset. The above values are completely phoney by the way, so in no way take themseriously.Runes, jewels, charms, and moreIt should taken to note that in regard to rune, jewel and charm drops, MF has noeffect. Runes are purely your own luck in the pit, or anywhere else wheremonsters have not been given enhanced drops of one of the above types (TheCountess for example has enhanced rune drops).As we know, MF increases the chance that an item will be of a high quality.While increasing this chance, it decreases the chance that weapons or armourswill be other than magical, rare, set or unique.
This means that if you weresolely searching for a socketed colossus blade, it would be better to run thepit, or one of the other high level areas with no MF whatsoever. Your chances tosee uniques, rares, sets and magics would decrease, but you would see morenormal items, that could spawn with sockets or superior or ethereal mods. MF% Rare Set Unique0 0 0 010 0 5 103 100 83150 120 115 93175 135 129 102200 150 142 111250 176 166 125300 200 187 136350 221 205 145400 240 222 153450 257 236 160500 272 250 166600 300 272 176700 323 291 184750 333 300 187800 342 307 190900 360 3 375 3 405 3 428 375 214What is the best amount of MF to have?As was seen, as our MF increases, we slowly get less and less of our actual MFcounting towards sets.
This also applies to rares and uniques, but not magicals.MF is not the most important thing in the world of Diablo. First comes survival(especially if we are hardcore), then comes speed, and close behind should comeMF. If we sacrifice speed for MF, we lose efficiency. It would be better to do apit run in 5 minutes with 500MF, than to spend 10 minutes with 700MF. (These areonly examples).A good balance for me has been 500%.
The balance will change depending on thebuild we decide on, but very few builds are completely INdependant of items andcan use only MF items. 350% is a nice place to start, and stay for some, as thatis where the augmentations start to really get low.What is the best build for pit runs?This is probably the question seen the most, and the one without a perfectanswer. I have had a few experiences first hand with using different builds, butI have also grown accustomed to what others use.First thing to know is that each normal monster in the pits is immune to onesingle element (fire, lightning or cold). This means that elemental users eitherhave to run dual element, or get a mercenary or other means of physical damage.No normal monster in the pit spawns with a physical, magical or poison immunity.Although no normal monster in the pit can spawn with two immunities, know thatrandom unique bosses can spawn with these problematic immunities. Even twoelement casters will not defeat these foes without another means.Another important point to make is that crowd-control usually defines the bestPit runners.
If you can target hordes of monsters, you can make your way throughthe Pit quickly, and without harm. I will list all viable builds for the pitsthat have been played with and discussed since the realisation of the pit. A) It's only one level (thelast)b) Nobody likes the Maggot Lair(I often hear the M in Maggot replaced to form a not so pleasant word)c) It's noticeably harder than the other areas in that listAs for the act 3 locations, I don't believe any of them deserve as greatrecognition as the others. The temples are quite minuscule in size, you can onlysee 2 packs of uniques/champs at most in each one.
Don't get me started on thesewers level 2, not only are they extremely tiny, and hold hardly any packs,they are near impossible to find.To expand on the Big Three, I will go slightly more in depth with some briefinfo on each. Read the key at the beginning to know what you're looking for.Area NameLocationAdvantagesDisadvantagesNormal monster immunitiesNumber of champion/unique packsBest buildsThe Pit.
Act 2, The Lost City - Lookfor a trap door leading into the groundUber chest, many packsHard to find, many immunes, undead (but not all - bad for both pureclerics and those who need leech)Immune to one of fire, lightning, poison or magic (no cold)6-8 packsSingle element cold sorceress.Any dual element chars listed in the build sectionIf I had to assign a character to each area I would say:FireballMeteor sorc or Cleric for the MausoleumBlizzard or Frozen Orb sorc for the Ancient TunnelsAll other capable builds for the PitAs I said, very slight detail. Looking at the above, many are ranking the areasfrom best to least. There is no real rank that should be assigned.Yes, the Pits have the most unique/champ packs, but there are many immunes andranged attackersYes, the Mausoleum has only lightning immunes, but there are few unique/champpacks and undead all overYes, the Ancient Tunnels have a good number of packs and no cold immunes, but itis hard to findThe best idea is to try and fabricate one character that can run all three ofthese areas in one go. That way, you can keep yourself interested, and on yourfeet at all times. If you choose to only run one of these areas, pick the onethat will be easiest for your build. If you can do the pit as easily as theother two, I highly recommend it.
The pit can be located most easily, it has themost packs of uniques or champs (from 8-11 each game), and I find it to bereally quite easy.