

This item they drop has a minimum quality of magic. These monster types always drop 1 item, and thier loot table are then filled with gold/potions. These drop the same stuff regardless of Player lobby size (except a packs minions, as they count as a white monster). Now to drops on packs (boss packs and champions). Note that this is a very TL:DR version of MF. Meaning a serpent skin armor would drop regardless, and your MF increases the chance for rolling either magic, rare, set, unique. MF has no affect on what drops, but only the quality of the rarity of what drops. MF has a hard diminishing returns on uniques, a little lesson sets, even lesser on rares, and have linear effect on magic items. Now let's look a little into the surface of MF: Now let's narrow it down to what us possible in SP:Īs you can see here no-drop only gets affected by uneven player lobby size. Where pX are the player lobby size and X are the player in game size. To determine the no-drop chance of white monsters, you can use this chart: That leaves the white monsters left to be affected by players settings (players lobby). The bosses are individually capped and are monster types Anderiel, Duriel, Mephisto, Diablo and Baal. With that said, player settings affect 2 types of monsters in the game. This makes the no-drop chance lower, but it can never be as low as it is online with multiple players in the game. While playing SP you can ONLY change the size of the player lobby. No-drop chance is calculated with 2 factors, 1. First of the game doesn't calculate how good of a drop rate you have according to players in the game, it calculates the chance of nothing to drop, also called no-drop chance. It is not that simple and really depends on your goal of farming.
