Drop rate: Difference between revisions

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>Aezlo
(Created page with "There is a penalty to the chance of currency items (scrolls, orbs, etc.) dropping in areas with a monster level more than two levels lower than your character level. For each ...")
>Mr cee
m (patched the Currency drop penalty to level 63)
Line 7: Line 7:
A level 30 character in a level 28 area will see no penalty.
A level 30 character in a level 28 area will see no penalty.


Currency item Drops are not increased or decreased in this way when fighting in areas above your level.
Currency item drops are not increased or decreased in this way when fighting in areas above your level.


For the purposes of this penalty, your level is never considered to be higher than 58. Therefore a level 70 character receives no penalty in a level 56 area.
For the purposes of this penalty, your level is never considered to be higher than 63. Therefore a level 70 character receives no penalty in a level 61 area.


There are two modifiers that affect drop rates in the game, increased item rarity, and increased item quantity.
There are two modifiers that affect drop rates in the game, increased item rarity, and increased item quantity.

Revision as of 08:05, 17 October 2012

There is a penalty to the chance of currency items (scrolls, orbs, etc.) dropping in areas with a monster level more than two levels lower than your character level. For each additional level that you have compared to the area's monster level+2, the chance of a currency item drop is reduced by 2.5%.

So if you are level 30 in a level 20 area, you will see 20% less currency item drops on average:

2.5*(30-(20+2))=20

A level 30 character in a level 28 area will see no penalty.

Currency item drops are not increased or decreased in this way when fighting in areas above your level.

For the purposes of this penalty, your level is never considered to be higher than 63. Therefore a level 70 character receives no penalty in a level 61 area.

There are two modifiers that affect drop rates in the game, increased item rarity, and increased item quantity.

There are three potential sources of these modifiers:

  • the player (skills, passives, gear etc.)
  • monsters (such as bosses and champions)
  • Party bonuses

Modifiers from the player stack additively with each other, and are subject to diminishing returns. Modifiers from the party bonus and monsters stack additively with each other, and are not subject to diminishing returns. The total player bonus stacks multiplicatively with the total party & monster bonus.

Increased Item Rarity

Increased Item Rarity % modifiers increase the chances of an item being magic, rare, or unique. For example with a total of +100% increased item rarity, you'd get twice as many magic items, twice as many rares and twice as many uniques from normal enemies.

This modifier has no effect on the number or type of currency items, scrolls, or gems that drop.

When in a party, only the modifier from the player who lands the killing blow on an enemy is counted.

If one of your minions gets a kill, the minion's IIR is added to yours and the total is used.

Magic, rare, and unique monsters have an Increased item rarity modifier for drops.

Increased Item Quantity

This modifier increases the average number of items that drop from monsters and chests. It does not affect the type, quality, or rarity of item dropped, only the chance that something will drop. There is no cap on the usefulness of this modifier, as monsters can drop more than one item at a time.

The base chance for an item to drop from a normal monster is 16%. This varies between monster types, and special monsters have higher drop chances.

When in a party, each player in the party after the first gives the equivalent of +50% item quantity modifier on drops.