I don’t want to gdstash stuff. I want to play the game as intended. Don’t want to mod either as is the most likely solution. I dunno, my suggestions are biased but I do t feel they wouldn’t break the game. Just hard to keep riding the grind train and want to really play one build where it has been envisioned and completed front to back and is of my own design.
Edit:
And to be clear this isn’t about green MIs this is about badges and rings. As stated Green MIs are fine with the component changes to allow for more crafting to get you covered until the mi drops.
I’ve found at least 1 Legendary for Tawrot, Anubar, Khonsar, Basti and Prime Morgoneth legit. They do drop, albeit with some of the lowest drop rates for roguelike items if you are gunning for a specific ring (due to only fighting 2 out of 7 Magis per run) but they do certainly drop. If you think otherwise, you’re being impatient.
Last I checked, each Magi has a 15% chance of equipping either an Epic or Legendary ring. Within this 15% chance, 80% of the time it’s the Epic, 20% of the time it’s the Legendary, so ultimately 12% and 3% on drop rates respectively.
If you’re going after a specific one like Sethris though, then you also have to factor in the 2 in 7 chance of facing Magi Sethris per Tomb run.
Bumrushing alkamos and magis respectively has an approximate hard limit around 3:30 for alk and 2:30 for magis, accounting for travel from nearest rift gate. Almost all that time was spent skating on a vanquisher Templar. While load times will tack on extra to each, this will be mitigated by any other build being slower on the walk. Even with this you’re still looking at an effective relative droprate of 1.4% vs alkamos 2%
Alternatively, I though, was to add convert x into y to the prefix pool on base crafted rings. Again biased as I am just after the conversion in those slots. With certain suffixes this might help to contribute to non orthodox builds like acid doom bolt, the possibility of cold doom bolt, etc.
A lot of modern games already have ways to deal with RNG screwing you over 1000 times via the usage of currency, pity systems (each kill with no drop increases the chance to drop some until you get a drop then it resets), guaranteed drops after x kills, etc. So you can’t “win” for everyone but there’s definitely things you can do to mitigate the damage, none which exist in GD other than using external tools.
Getting lucky in a few runs is cool and fine until you’re stuck doing hundreds of runs of target farming with nothing to show for it and nothing in place to reward the time spent.
I suppose at some point soon someone will point out its my fault for farming 800 hrs for +2 to one skill or the innumerable runs for magi rings. Oh well
I see no problem with drop rates and tho I find it impossable to get somethings like the alkamos ring I do nnot see the point in changing the drop rates. They will drop and when they do you hang on to them! If they drop all the time then everyone will just sell them and then they are worth nothing.
I don’t think any droprates need to be changed for targetfarmable legendary MIs as they don’t have affix rng on top. Some of them are very hard to get (alkamos rings, Magi rings, etc.) and while they are BiS for some builds, they are in no way mandatory. People need to stop think that builds can only be made with those items and that their build would be garbage without them. That is simply not true in Grim Dawn. Almost every hard to get (legendary) item has very good alternatives. Maybe people should just post more builds using the good and easier to get alternatives instead. However if you do finally get that rare legendary item, it should feel rewarding and not like “heh, this was easy to get”.
For green MIs however, I do very much apprechiate crate increasing the drop chance of rare affixes as imo a good one right now is a little too hard to get. This is especially true for green boss MIs dropping from bosses with no other drops. Bosses with only a green MI drop and no blue or purple MI drop (such as steward or kra’vall) should have their chance to drop a green MI increased to 100%. You still need to get fitting affixes on top and affix rng can be brutal sometimes. Also the rare affix chance increase will not always mean that you get better items on next patch than now, as some triple rare combinations are worse than some magic+MI+rare combinations.
Side note: You don’t have to GD:stash for triple rares or magi rings to make meme builds or meta builds work, look for the alternatives the game presents to you instead.
About people spreading misinformation (probably because they, no offense, don’t know how to properly use grimtools): Soulrend has 5% droprate, which translates to 1 soulrend every 20 runs on average, which I would honestly consider “relatively easy to get”. Alkamos rings and Magi rings are on a completely different level.
Unfortunately a small part of your post isn’t as easy as you make it sound, especially when you are trying to convert a damage type to another and the slots you have open for it don’t contain the conversion you need or have conversion at all. While trying to use other pieces because if you don’t, you can expect to live in MC forever. That might be okay for some but not for all.
In this case, ring slots.
I believe you in saying the drop rates were fine if
A) no one gdstashed anything
B) other alternatives existed on ring slots that had an array of damage conversion
C) all drop rates are fine if you only look at MC as the end goal
I literally don’t care what stats are in the magi rings with the exception of the conversion. As stated before the ring could look like:
30% x damage converted to y damage
Requires level 94
And I would be fine and would use it in a heart beat as it would still be better then running the “alternative” you are recommending per all the testing we’ve done.
As for the badge, well as with everything else I stated, biased and sucks to be me I guess
Again, greens are fine.
Edit: in fact a lot of the alternatives require greens to fill in slots because the alternatives are lacking stats. An example are mi legs and shoulders.
That’s not how probability works, you have a 99% chance of getting 1 every 90 runs @ 5% drop chance. The way you described it is how people think probability works, not how it actually works
what are the actual droprates for vq hat? I did enough runs to get sick for the rest of the day several times over, even checking the assetmanager (the internal weight is 6 but I can’t quite trace it to the actual droprate), but no hat drop.
I generally agree with this sentiment, but there may be a small nuance to consider here, which is that it may be undesirable to create a situation where double yellow affixes become completely unavailable for certain items. The big example of a desirable yellow suffix that comes to mind for me is “of Thorns,” and if, for example, you wanted to pair this up with, say, a high-rolled yellow resistance prefix to patch up a super-specific defensive need, it’d be a little weird to have such an item be technically unobtainable beyond a certain patch. I realize I’m describing a super-niche situation here where the coveted item is probably GDstashed anyway (and hey, what are the odds of you needing that kind of resistance remedy and not being able to rework your other gear so that you’d get more out of a fantasy green prefix instead, right?), but I figured I’d point out that there’s something to address here.
There’s also the matter of consistency across patches-- If a pair of affixes is going to be phased out from one patch to the next, do you leave it in the game, or do you go to a potentially moderate amount of trouble to re-roll all of the affected items? I think both options represent minor negative QoL outcomes for the player; the first FORCES you to GDstash if you want such an item, while the second can turn an item that may be in-use into a relatively useless item. If I had to choose, I’d take the latter, though, since the former feels like a bit of a transgression of game design to me. Anyway, just a thought I had.
EDIT: I’m an idiot. I misread and thought you meant MI with guaranteed green affix. Please excuse the above wall of text. I should add as well that I’m fully into your idea above, even if it’s not implemented on a totally universal scope. I really like the idea of at least some of these MIs becoming a guaranteed resource.