Monster Power Works on Non-Monster Drops?

We’ve seen a bunch of details about how Monster Power interacts with beasties, but how does it work with item drops from barrels and chests and such? Lylirra continued her forum reign of terror with some details about that, earlier today.

I was just thinking about drops that arrive from barrels, chests, etc. and how the change to affixes will come into play.

For drops from monsters:

DMG and Armor will be based on the ilvl, period.
Affixes will be based on the monster level instead, unless the ilvl of the item happens to be higher than the monster level (in the case of MP0 A1+2 perhaps).

In MP1+, we can expect Affixes to be that of the level 63 mobs we’re fighting, regardless of item level. But what about items that fly out of regular chests and barrels? Is it safe to assume that the MP1+ factor of mlvl 63’s effect those objects as well? And if so, what happens in MP0?
Lylirra: So, two points:

  • Environment objects like chests, barrels, and loose tiles (we call them “gizmos) will all benefit from the iLevel/mLevel change. In patch 1.0.5, items you get from gizmos will now have their affix level determined by the gizmo’s level and not the item’s level.
  • In terms of Monster Power, gizmos will behave like monsters. At MP1+ in Inferno, gizmos in each act will be bumped up to level 63. (At MP0, nothing changes. They’ll just keep their normal level, like monsters do.)
  • What about crafting?
    Lylirra: Legendary items, vendor items, and crafted items from the Blacksmith will not be affected by the change. These items will have the same stats in 1.0.5 as they do currently in 1.0.4.

    Finally, I’ve seen people asking about upgrading crafting materials, so here are a couple of screenshots I took on the PTR the other night, showing how that works in the v1.0.5 Blacksmith interface. Easy peasy.


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    1. I’m glad to see them finally getting into the details and explaining exactly how this system works. It’s actually a fundamental shift in many ways, and is going to take A LOT of explaining to ensure that players truly grasp all the implications. Lylirra in particular seems to be very good at doing this kind of thing. I would still love to see it all laid out in one place, though (hopefully we’ll see that in the finalized Patch Notes).

      As I’ve said several times now, the way that things were being handled previously, i.e.- random little chunks of information being parceled out every few days or so, was actually making it more confusing for a lot of people. Trying to tie it all together in a way that made sense was starting to require VERY long explanations… after a certain point, people tire of that and just stop reading. Having it all laid out in blue posts will go a long way towards alleviating that.

      This is a tad OT, but I just went to log in to the PTR and noticed that a small patch downloaded. I know that’s completely normal and is to be expected, etc. … I was just curious if anyone knows what that might have been about? I know there are a fair amount of minor bugs to deal with right now; Has anyone come across any rumblings, or comments by blues that might clue us in as to which ones they are addressing this time around?


        Latest changes are in red.

        – Various Wizard spells had their proc co-efficients dropped
        – Set and legendary drop rates doubled
        – Unity and Nagelring legendaries can now drop
        – Elite monsters have increased resistance to stun, which with the CC changes means it’ll be harder to ‘stunlock’ them

        • Thanks Lanthanide. Should’ve thought to check first, but I was downloading the update as I typed that last post, I didn’t think anything would be in the notes yet. But then again… asking here rarely fails. That’s exactly why I always head here first.

          Anyway, I took a quick glance through the notes and saw that the DH’s Evasive Fire/Hardened got nerfed a bit as well (the Armor bonus got cut in half). That one is looking less appealing by the minute. Also, not terribly thrilled about the whole stun thing as I’m completely addicted to it. I can easily live with both of those, though.

          The Set & Legendary drop rate boost is one hell of a welcome sight. Here’s hoping that survives through the test. With that, plus all the new options for the DH, plus Monster Power and the Infernal Machine… this patch is getting better for me by the minute. Can’t wait ’til it goes live.

    2. People still play this?

      I come here for the lolz.

    3. Whats the point of upgrading crafting materials if they are still useless on all levels?

      • They’re actually getting more useless as they will still be stuck at ilvl 62 with lvl 62 affixes.

      • Hardly useless. It’s more difficult to get good items at higher levels simply because the affix pool increases but, at least whilst levelling characters, it’s much easier to make great items than to drop them. Especially if you’re not a fan of using the AH.

    4. Going offtopic, does anyone know the ‘spread’ that affixes at diff ilvls can roll? Like 100-200 vit on a ilvl63 shoulder or 50-200 vit? (numbers are random)

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