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Just started an offline playthrough. I am curious, is there any tangible advantage to toggling /players 8 when farming say, Mephisto <insert act boss>? I understand /players 8 for high-density farming in say, the Secret Cow Level. Don't know what the advantage is for boss/superuniques.
Can be used to make Runewords:
Just started an offline playthrough. I am curious, is there any tangible advantage to toggling /players 8 when farming say, Mephisto <insert act boss>? I understand /players 8 for high-density farming in say, the Secret Cow Level. Don't know what the advantage is for boss/superuniques.
Answeredby Schnorki • 10 months ago•Go to post
In simplest terms, higher /players = better.
In less simple terms:
- Every player count increase ups the XP yield
- Every player count decreases nodrop, so long as those extra players are real, partied and nearby
- Should extra players not be real players, partied and nearby, nodrop only decreases for every other (odd) player count (so at 3, 5 and 7)
- /players X sets a simulated player count in the game overall, i.e. NOT real, partied and nearby. As such, /players X also only decreases nodrop at X = 3, 5 and 7
Nodrop (simplifying) effectively tells you the likelihood of something not dropping something. That is a higher nodrop means higher odds of not getting a drop (or at least not as many drops off the same kill). As higher player count decreases nodrop, it subsequently increases the odds of getting loot since lower odds of not getting something inherently means higher odds of getting something.
As such, higher player count effectively improves your drop count for all mobs/drop tables that are affected by nodrop.
There are exceptions to this as some mobs/mob types have a set number of things they drop (champs, Us, SUs, ubers, dclone) but specific to this topic, act bosses are NOT an exception so going to /p7 for meph and the like does benefit your drop count.
Mind you, that's all still kind of the semi-simple version. There's a few intricacies and 'exceptions' to the whole thing, as usual, especially when considering special drop table options (e.g. countess) where you may well actually be better off at lower counts.
In less simple terms:
- Every player count increase ups the XP yield
- Every player count decreases nodrop, so long as those extra players are real, partied and nearby
- Should extra players not be real players, partied and nearby, nodrop only decreases for every other (odd) player count (so at 3, 5 and 7)
- /players X sets a simulated player count in the game overall, i.e. NOT real, partied and nearby. As such, /players X also only decreases nodrop at X = 3, 5 and 7
Nodrop (simplifying) effectively tells you the likelihood of something not dropping something. That is a higher nodrop means higher odds of not getting a drop (or at least not as many drops off the same kill). As higher player count decreases nodrop, it subsequently increases the odds of getting loot since lower odds of not getting something inherently means higher odds of getting something.
As such, higher player count effectively improves your drop count for all mobs/drop tables that are affected by nodrop.
There are exceptions to this as some mobs/mob types have a set number of things they drop (champs, Us, SUs, ubers, dclone) but specific to this topic, act bosses are NOT an exception so going to /p7 for meph and the like does benefit your drop count.
Mind you, that's all still kind of the semi-simple version. There's a few intricacies and 'exceptions' to the whole thing, as usual, especially when considering special drop table options (e.g. countess) where you may well actually be better off at lower counts.
At least the XP bonus, I think. For the drops part, I let others talk, I am not sure enough.
Main: Necromancer / Second: Assassin / Third: Amazon / Check my stash, my crafts and my many cheap Annihilus
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True I omitted the additional XP apologies... I am referring to drops specifically in my question .Necrarch wrote: 10 months ago At least the XP bonus, I think. For the drops part, I let others talk, I am not sure enough.
It is said that at least rune drop chance increases for higher /players values: https://www.purediablo.com/diablo-2/dia ... %2029.5%25
EDIT: ahhh, sorry. I just noticed you are specifically asking about the boss-kills. Please ignore my post.
EDIT2: according to the "Best Single Sources to Find Specific Top 10 Runes" chapter on the linked site the /players number do affect the rune drop chance, including the boss kills.
EDIT: ahhh, sorry. I just noticed you are specifically asking about the boss-kills. Please ignore my post.
EDIT2: according to the "Best Single Sources to Find Specific Top 10 Runes" chapter on the linked site the /players number do affect the rune drop chance, including the boss kills.
i think drops increase on players 3, 5, & 7.
something about reducing chance of no-drop on each kill
something about reducing chance of no-drop on each kill
In simplest terms, higher /players = better.
In less simple terms:
- Every player count increase ups the XP yield
- Every player count decreases nodrop, so long as those extra players are real, partied and nearby
- Should extra players not be real players, partied and nearby, nodrop only decreases for every other (odd) player count (so at 3, 5 and 7)
- /players X sets a simulated player count in the game overall, i.e. NOT real, partied and nearby. As such, /players X also only decreases nodrop at X = 3, 5 and 7
Nodrop (simplifying) effectively tells you the likelihood of something not dropping something. That is a higher nodrop means higher odds of not getting a drop (or at least not as many drops off the same kill). As higher player count decreases nodrop, it subsequently increases the odds of getting loot since lower odds of not getting something inherently means higher odds of getting something.
As such, higher player count effectively improves your drop count for all mobs/drop tables that are affected by nodrop.
There are exceptions to this as some mobs/mob types have a set number of things they drop (champs, Us, SUs, ubers, dclone) but specific to this topic, act bosses are NOT an exception so going to /p7 for meph and the like does benefit your drop count.
Mind you, that's all still kind of the semi-simple version. There's a few intricacies and 'exceptions' to the whole thing, as usual, especially when considering special drop table options (e.g. countess) where you may well actually be better off at lower counts.
This post was marked as the best answer.In less simple terms:
- Every player count increase ups the XP yield
- Every player count decreases nodrop, so long as those extra players are real, partied and nearby
- Should extra players not be real players, partied and nearby, nodrop only decreases for every other (odd) player count (so at 3, 5 and 7)
- /players X sets a simulated player count in the game overall, i.e. NOT real, partied and nearby. As such, /players X also only decreases nodrop at X = 3, 5 and 7
Nodrop (simplifying) effectively tells you the likelihood of something not dropping something. That is a higher nodrop means higher odds of not getting a drop (or at least not as many drops off the same kill). As higher player count decreases nodrop, it subsequently increases the odds of getting loot since lower odds of not getting something inherently means higher odds of getting something.
As such, higher player count effectively improves your drop count for all mobs/drop tables that are affected by nodrop.
There are exceptions to this as some mobs/mob types have a set number of things they drop (champs, Us, SUs, ubers, dclone) but specific to this topic, act bosses are NOT an exception so going to /p7 for meph and the like does benefit your drop count.
Mind you, that's all still kind of the semi-simple version. There's a few intricacies and 'exceptions' to the whole thing, as usual, especially when considering special drop table options (e.g. countess) where you may well actually be better off at lower counts.
For XP gain, some bosses will not give extra XP after some /playersX
For Diablo Cap is 7 and Baal is 3
https://maxroll.gg/d2/resources/experience -> Experience Cap
For Diablo Cap is 7 and Baal is 3
https://maxroll.gg/d2/resources/experience -> Experience Cap
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