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'''Magic Find''' is the common term for items that possess the "% Better Chance Of Getting Magic Items" ([[Diablo II]]) or "% Better Chance of Finding Magical Items" ([[Diablo III]]). It is a magical effect that increases the likelihood that a [[Magic Items|magic]], [[Rare Items|rare]], [[Set Items|set]], or [[Unique Items|unique item]] will drop. Before high magic find penalties, it will scale up the chance for an enemy to drop a magical item linearly based on their drop rate. Magic Find is added across all items for your character.
+
'''Magic Find''' is the common term for items that possess the "% Better Chance Of Getting Magic Items" ([[Diablo II]]) or "% Better Chance of Finding Magical Items" ([[Diablo III]]). It is a magical effect that increases the likelihood that a [[Magic Items|Magic]], [[Rare Items|Rare]], [[Set Items|Set]], [[Unique Items|Unique]], or [[Legendary Items]] will drop. Before high magic find penalties, it will scale up the chance for an enemy to drop a magical item linearly based on their drop rate. Magic Find is added across all items for your character.
   
 
==Diablo II==
 
==Diablo II==
If you find an item that gives 20% Better Chance of Getting a Magic Item, and a Monster has a 2% chance to drop a Magic Item, you will now have 2.4% Chance of getting that Magic Item.
+
Note that this is based upon the monsters' chance to drop an item. If you find an item that gives 20% Better Chance of Getting a Magic Item, and a Monster has a 2% chance to drop a Magic Item, you will now have 2.4% chance of getting that Magic Item. So having 100% Magic Find does not guarantee a Unique/Rare/Set drops.
 
An example is below. This shows the chance to find a [[Pelta Lunata]] when you kill the [[Super Unique]] zombie [[Corpsefire]] in the [[Den of Evil]].
 
 
'''Corpsefire'''<br />
 
0% Magic Find Pelta Lunata 0.1487448% (regular drop rate)<br />
 
10% Magic Find Pelta Lunata 0.1636105% (10% bonus)<br />
 
100% Magic Find Pelta Lunata 0.2543374% (71% bonus)<br />
 
 
Note that this is based upon the monsters chance to drop an item. With a 100% better chance of getting a magic item, a monster with a 1% chance of dropping a magical item would have that random chance go up to 2%. So having 100% Magic Find does not guarantee a Unique/Rare/Set drops.
 
   
 
Magic Find can provide a significant increase in the number of [[Unique Items|Unique]], [[Rare Items| Rare]], and [[Set Items]] you find. Players that wish to find "good" Rare Items, and more Set and Unique Items will want to invest heavy in this magical bonus. Just remember, you can never have enough % Magic Find. Increasing your Magic Find Percentage will always help you.
 
Magic Find can provide a significant increase in the number of [[Unique Items|Unique]], [[Rare Items| Rare]], and [[Set Items]] you find. Players that wish to find "good" Rare Items, and more Set and Unique Items will want to invest heavy in this magical bonus. Just remember, you can never have enough % Magic Find. Increasing your Magic Find Percentage will always help you.
   
 
===Additional Information===
 
===Additional Information===
*"% Better Chance of Getting Magic Item" does not increase the Chances of getting an Exceptional Item but if you do roll an Exceptional Item the chance of that being Magical/Rare will increase.
+
*"% Better Chance of Getting Magic Item" does not increase the Chances of getting an [[Exceptional Items|Exceptional]] or [[Elite Items|Elite]] Item, but if you do get an Exceptional/Elite, the chance of that being Magical/Rare will increase.
 
*There is no cap on Magic Find. This means that the more you can get, the better is gets. As listed below, the maximum amount a character can obtain is around 1167%.
 
*There is no cap on Magic Find. This means that the more you can get, the better is gets. As listed below, the maximum amount a character can obtain is around 1167%.
*Magic Find works on Barrels, Chests, or any other [[Containers|Container]] that drops items.
+
*Magic Find works on Barrels, Chests, or other [[Containers]] that drop items.
 
*Magic Find works on [[Act Boss]]es.
 
*Magic Find works on [[Act Boss]]es.
 
*Magic Find also increases the chance of finding Magic Items with the Barbarian's [[Find Item]] Skill.
 
*Magic Find also works in conjunction with [[Hirelings]]. When you make a kill, you get the Magic Find % of yourself only. When a Hireling gets a kill, it uses the combined Magic Find of the Hireling and you.
 
*When in a party, the chance to get a Magic Item will be determined on the player who makes the killing blow. For the best results, have the player in the party with the best Chance of Getting a Magic Item finish off all the monsters.
 
*Magic Find does not influence the drop rate or item level of [[Runes]] you come across.
 
*Magic Find does not influence the drop rate or item level of [[Runes]] you come across.
*Magic Find also increases the chance of finding Magic Items with the Barbarian's [[Find Item]] Skill.
 
 
*Magic Find does not increase the chance of obtaining better magic items through [[Gamble|Gambling]].
 
*Magic Find does not increase the chance of obtaining better magic items through [[Gamble|Gambling]].
 
*While there is no cap on Magic Find, there is a diminishing return formula (that is not available) which becomes active over 10% Magic Find for Rare, Set, and Unique Items (but not regular Magic Items). This does not mean that it's useless to get over 10%, but it does mean that the benefits drop off as you get higher Magic Find. The most Magic Find is still better than less Magic Find.
*Magic Find also works in conjunction with [[Hirelings]]. When you make a kill, you get the Magic Find % of yourself only. When a Hireling gets a kill, it uses the combined Magic Find of the Hireling and you.
 
*Magic Find works different when in a party. The chance to get a Magic Item will be determined on the player that makes the killing blow on the monster. If the party has several items that give a Better Chance of Getting Magic Item, they are not added together, whichever party member makes the killing blow will determine the chance of getting a Magic Item. For the best results, have the player in the party that has the best Chance of Getting a Magic Item finish off all the monsters.
 
*While there is no cap on Magic Find there is a diminishing return formula (that is not available) that becomes active over 10% Magic Find for Rare, Set, and Unique Items (But Not Regular Violet (Blue) Magic Items). This does not mean that it's useless to get over 10% but it does mean that the benefits drop off as you get higher and higher Magic Find. The most Magic Find is still better than less Magic Find.
 
   
===Maxing Magic Find===
+
===Maximizing Magic Find===
A common comment is with a lot of Magic Find you'll not be able to kill anything. Some classes such as spell casters (Sorceress, Necromancer, Elemental Druid) are more capable of sacrificing all equipment for Magic Find. You may wish to create "Magic Find Characters" to "farm" or find items then use those items on other characters. Still, melee classes (the Barbarian in particular due to the Find Item skill) can be very successful at treasure hunting.
+
A common comment is that with a lot of Magic Find, you won't be able to kill anything. Some classes such as spell casters (Sorceress, Necromancer, Elemental Druid) are more capable of sacrificing all equipment for Magic Find. You may wish to create "Magic Find Characters" to "farm" or find items then use those items on other characters. Still, melee classes (the Barbarian in particular due to the Find Item skill) can be very successful at treasure hunting.
   
Here's how to get the most (1167%) out of Magic Find for yourself. This does not count the maximum possible with Hirelings but you only receive that bonus when Hirelings make a kill. Add Magic Find to Hirelings to increase Magic Find even more. Some items are pretty rare making it difficult but not impossible (especially with time and trading) to obtain the most Magic Find. Alternative "poor man" items are suggested.
+
Here's how to get the most (1167%) out of Magic Find for yourself. This does not count the maximum possible with Hirelings, but you only receive that bonus when Hirelings make a kill. Add Magic Find to Hirelings to increase Magic Find even more. Some items are pretty rare making it difficult, but not impossible (especially with time and trading), to obtain the most Magic Find. Alternative "poor man" items are suggested.
   
  +
[[Ist Rune]]s are generally socketed for maximum potential with +25% each, or +30% in weapons. Since acquiring many Ist Runes can be very difficult, perfect [[Topaz]] gems can be substituted in helms or body armor with a minor loss at +24% each. Although much more rare than topazes and not as powerful, [[Jewel]]s with the {{2|prefix}} {{mp|Emerald}} (+3-7%) and {{2|suffix}} [[Prosperity]] (+5-10%) may also be used; with both affixes, an ''Emerald Jewel of Prosperity'' could be worth a maximum of +17%. You can add sockets via [[Siege on Harrogath (Quest)|a quest]] or [[Horadric Cube#Diablo II 1.10 recipes|Horadric Cube recipe]].
'''Helm (110%)'''
 
110% Artisan's/Jeweler's Tiara/Diadem of Luck (35% + socketed with Three Ist Runes for 75%). You can add sockets via a quest or Hordric Cube recipe.
 
or 90% Rare Circlet with 2 Sockets (40% + socketed with Two Ist Runes for 50%)
 
or 90% Set Avenger Guard: Immortal King's Will (Barbarian Only) (40% Socketed with Two 24% Perfect Topazes or Two 25% Ist Runes)
 
or 80% Set Corona: Griswold's Valor (30%) Socketed with Two 24% Perfect Topazes or Two 25% Ist Runes
 
or 74-75% Harlequin Crest (50% + Socketed with One 24% Perfect Topaz or a 25% Ist Rune)
 
or 74-75% Tarnhelm (Perfect 50% Tarnhelm + Socketed with One 24% Perfect Topaz or 25% Ist Rune)
 
or 74-75% Stealskull (Perfect 50% Stealskull + Socketed with One 24% Perfect Topaz or 25% Ist Rune)
 
or 72% 3 Socketed Helm with 3 Perfect Topazes.
 
   
  +
{| class="mw-collapsible mw-collapsed" width="600px"
'''Armor (148%)'''
 
  +
!Item shopping list for maximizing Magic Find
148% Skullder's Ire (1.25-123% + Socketed with 24% Perfect Topaz or 25% Ist Rune)
 
  +
|-
or 112-113% Tal Rasha's Guardianship (88% + Socketed with 24% Perfect Topaz or 25% Ist Rune)
 
  +
|'''Helms'''
or 100% Wealth Rune Word Armor
 
  +
|-
or 1-99% Enigma Rune Word Armor
 
  +
|
or 96% 4 Socketed Armor with 4 Perfect Topazes.
 
  +
*'''110%:''' [[Jeweler's]] Tiara/Diadem of [[Luck]] (26-35% + three Ist Runes)
 
*'''90%:''' [[Immortal King's Will]] (Barbarian Only) (25-40% + two Ist Runes)
  +
*'''85%:''' [[Mechanic's]] Tiara/Diadem of [[Luck]] (26-35% + two Ist Runes)
  +
*'''80%:''' [[Griswold's Valor]] (20-30% + two Ist Runes)
  +
*'''75%:''' {{2|Harlequin Crest}} (50% + one Ist Rune)
  +
*'''75%:''' [[Stealskull]] (30-50% + one Ist Rune)
  +
*'''75%:''' [[Tarnhelm]] (25-50% + one Ist Rune)
  +
*'''75%:''' 3-Socket Helm with three Ist Runes
  +
|-
 
|'''Armor'''
  +
|-
  +
|
  +
*'''148%:''' [[Skullder's Ire]] (based on character level) (1.25-123% + one Ist Rune)
 
*'''113%:''' [[Tal Rasha's Guardianship]] (88% + one Ist Rune)
 
*'''100%:''' [[Wealth Rune Word]]
  +
*'''100%:''' 4-Socket Armor with four Ist Runes
  +
*'''99%:''' [[Enigma Rune Word]] (based on character level) (1-99%)
  +
|-
 
|'''Weapon'''
  +
|-
  +
|
  +
*'''180%:''' 6-Socket Weapon with six Ist Runes
  +
*'''159%:''' [[Blade of Ali Baba]] (based on character level) (1-99% + two Ist Runes)
  +
*'''130%:''' [[Gull]] (100% + one Ist Rune)
   
  +
Barbarians and Assassins can hold an additional weapon instead of a shield. Only Barbarians can hold a weapon big enough to have a higher potential magic find than a shield however, but a 3-socket off-hand claw filled with Ist Runes (90%) would be stronger than a 3-socket shield filled with Ist Runes (75%).
'''Weapon 1 (180%)'''
 
  +
|-
180% 6 Socketed Weapon with 6 Ist Runes (180%, very hard to do based on Rune Availability)
 
 
|'''Shield'''
or 159% Unique Sword: Blade of Ali Baba 99% with 2 30% Ist Runes Socketed
 
  +
|-
or 117-130% Unique Dagger: Gull (100% + Socketed with 5-17% Magic Find Jewel or 30% Ist Rune) or 6 Socketed Weapon with Several Magic Find Jewels (30-102%, somewhat hard to do based on Jewel Availability)
 
  +
|
 
*'''100%:''' 4-Socket Shield with four Ist Runes
 
*'''75%:''' 3-Socket Shield with three Ist Runes
 
*'''50%:''' [[Moser's Blessed Circle]] with two Ist Runes
 
*'''45%:''' [[Milabrega's Orb]] (20% + one Ist Rune)
  +
*'''25%:''' [[Rhyme Rune Word]]
  +
*'''25%:''' [[Exile Rune Word]] (Paladin only)
  +
|-
  +
|'''Belt'''
  +
|-
  +
|
  +
*'''30%:''' {{2|Goldwrap}}
  +
*'''15%:''' [[Tal Rasha's Fine Spun Cloth]] (10-15%); with 3 pieces of [[Tal Rasha's Wrappings]], you'll receive +65% Magic Find, but this will use armor slots that could have higher potentials
  +
|-
 
|'''Boots'''
  +
|-
  +
|
  +
*'''50%:''' [[War Traveler]] (30-50%)
 
*'''35%:''' Boots of [[Luck]] (26-35%)
  +
|-
 
|'''Gloves'''
  +
|-
  +
|
  +
*'''40%:''' [[Chance Guards]] (25-40%)
  +
*'''25%:''' Gloves of [[Fortune]] (16-25%)
  +
|-
  +
|'''Amulet'''
  +
|-
  +
|
 
*'''50%:''' [[Fortuitous]] Amulet of [[Luck]] (11-15% + 26-35%)
  +
|-
 
|'''Rings'''
  +
|-
  +
|
  +
*'''40%:''' [[Fortuitous]] Ring of [[Fortune]] (11-15% + 16-25%)
  +
*'''30%:''' {{2|Nagelring}}
   
  +
You can, of course, wear two rings.
'''Weapon 2 (180%)(Barbarians/Assassins)'''
 
  +
|-
180% 6 Socketed Weapon with 6 Ist Runes (180%, very hard to do based on Rune Availability)
 
 
|'''Charms'''
or 159% Unique Sword: Blade of Ali Baba 99% with 2 30% Ist Runes Socketed
 
  +
|-
or 117-130% Unique Dagger: Gull (100% + Socketed with 5-17% Magic Find Jewel or 30% Ist Rune) or 6 Socketed Weapon with Several Magic Find Jewels (30-102%, somewhat hard to do based on Jewel Availability)
 
  +
|
'':Note: Assassins could use a 3 socket claw with 3 30% Ist Runes.''
 
  +
*'''40%:''' [[Gheed's Fortune]] (20-40%)
  +
*'''7%:''' Small Charm of [[Good Luck]] (6-7%)
   
 
One perfect Gheed's Fortune and 37 small charms at 7% each = 299%, although you would have to drop Charms to pick up items. 27 7% Charms is ideal, as this leaves room for a 3x2 item and the [[Horadric Cube]]. You can place your keys and tomes in the Horadric Cube then move them out into the open to use them. This can be frustrating to do and is only recommended for extreme players.
'''Shield (100%)'''
 
  +
|}
4 Socket Shield with 4 Ist Runes (100%, very hard to do)
 
or 3 Socket Shield with 3 Ist Runes (75%, very hard to do)
 
or 3 or 4 Socket Shield with 3-4 Jewels of 5-17% Magic Find (15-68%)
 
or Moser's Blessed Circle with 2 Ist Runes (50%)
 
or Milabrega's Orb socketed with an Ist Rune (45%)
 
or Rhyme Rune Word Shield (25%) or Splendor Rune Word Shield (20%) or Dream Rune Word Shield (12-25%) or Exile Rune Word Shield (25%) (Paladin Only)
 
   
 
==Diablo III==
'''Belts (30%)'''
 
  +
Magic Find was relatively prominent in the initial release of the third game, similar to its predecessor. Since release, significant patch changes have shifted the focus from being based on items to being based on [[difficulty]] tiers and [[Greater Rift]] levels. Higher difficulty increases the chance to find higher quality items, to the point where numerous {{LoSitem|and}}s drop on each Greater Rift run of higher levels. Outside of Greater Rifts, [[Nephalem Rift]]s double Magic Find, and some levels of a [[Vision of Enmity]] have significantly increased Magic Find.
30% Unique Goldwrap Heavy Belt
 
or 15% Tal Rasha's Fine-Spun Cloth - Combined with Tal Rasha's Adjudication (Amulet) and Tal Rasha's Guardianship (Armor) you'll receive +65% Magic Find which will be equal or greater than a 48% Amulet and 30% Goldwrap. An alternative is the 100% Wealth Rune Word, 30% Goldwrap and 48% Amulet.
 
   
  +
Magic Find cannot appear as a random [[affix|item attribute]] any more, so the {{Set|[[Cain's Fate]]}} item [[Set Items|set]] and the [[Legendary Items|legendary]] {{Legendary|[[Nagelring]]}} are the only sources that can still drop. Their bonuses, and even a maxed-out set of Magic Find gear from the earlier patches, are insignificant compared to the bonuses from current high level play, especially given the added combat power of newer gear.
'''Boots (50%)'''
 
50% War Traveler (Unique Battle Boots)
 
or Magic Boots of Luck (35%)
 
or 34% Magic Find Rare Boots (can only be found by trading for Pre 1.08 Patch boots)
 
   
  +
===Development===
'''Gloves (40%)'''
 
  +
Magic Find initially worked similarly to ''Diablo II''. It could appear as an [[Affix|item attribute]] on many equipment types. Each [[Paragon]] level increased Magic Find by 3%. 20% of any [[Follower]]'s Magic Find bonus applied to the player. A [[Topaz]] socketed into a Helm provided increased Magic find. All of these combined had a hard cap of 300% increased Magic Find chance.
40% Unique Chain Gloves: Chance Guards
 
or Rare 34% Magic Find Gloves (can only be found by trading for Pre 1.08 Patch Gloves)
 
or 25% Magic/Rare Gloves
 
   
  +
When in a party, the Magic Find chance improved by 10% for all players with each party member beyond the first. Before Patch 1.0.4, Magic Find was averaged among all party members, for example one member wearing gear granting 100% Magic Find chance and the other wearing no Magic Find gear would result in both having 50% bonus to Magic Find.
'''Amulets (50%)'''
 
50% Magic Fortuitous Amulet of Luck
 
or 48% Rare Amulet (only found by trading for Amulets before 1.08 Patch)
 
or 35% Rare Amulet
 
   
  +
Patch 2.0 preceding the release of ''[[Diablo III: Reaper of Souls]]'' altered much of the game, including the loot system and Magic Find:
'''Rings (80%)'''
 
  +
* Random Magic Find bonuses were removed as a possible attribute for new item drops.
(2) 40% Magic Fortuitous Rings of Fortune
 
  +
* Paragon level bonuses to Magic Find were removed.
or (2) 30% Nagelrings
 
  +
* The effectiveness of Magic Find toward Rare and {{LoSitem}}s was penalized to 30% and 10% respectively. These were not hard caps, but multipliers on the overall Magic Find increase, for example +50% to Magic Find would be .3x50% = +15% chance to find Rare items and .1x50% = +5% chance to find Legendary items. With the hard cap to overall Magic Find, this means a +30% maximum to Legendary chance, a disincentive to prioritizing the stat at all compared to combat-oriented items.
or (2) 32% Magic Find Rare Rings (Only found Trading for items before 1.08 Patch)
 
  +
* The increases to Magic Find based on difficulty were implemented in this patch, granting approximately 15% higher chance for each new level, stacking multiplicatively, without the penalties to Rares and Legendaries which applied to item-based Magic Find.
or (2) 25% Magic Find Rare Rings
 
  +
* [[Nephalem Rift]]s were added, doubling Magic Find while inside.
   
  +
Patch 2.1 added [[Greater Rift]]s with their accompanying level system, allowing access to even higher difficulties of play, with the accompanying bonuses to Magic Find.
'''Charms (299%)'''
 
1 perfect Gheed's Fortune Grand Charm (%40) and 7% Small Charms (37 of them at 7% = 259%, you would have to drop Charms to pick up items) which is equal to %299. 27 7% Charms is ideal. This leaves room for a 3x2 item and the Horadric Cube. You can place your keys and Tomes in the Horadric Cube then move them out into the open space to use them. This can be frustrating to do and is only recommended for extreme players.
 
   
  +
Patch 2.4.2 changed [[Topaz]]es to grant [[Resource Cost Reduction]] instead of Magic Find when [[socket]]ed into [[Helms]].
==Diablo III==
 
*(Before Patch 1.0.4) Magic Find works different when in a party. The chance to get a magic item is averaged among all party members. So if there are 2 people in a party and one member has 100% magic find and the other has 0% you have an average of 50% to find a magic item. This makes it best if all party members have around the same magic find to avoid reducing the percentage of magic items found.
 
*Before patch 2.0, each Paragon level used to increase Magic Find by 3% (up to 300% total).
 
*Magic Find % has a hard cap of +300% from all sources.
 
*Joining to a group multiplicatively boosts the Magic Find of all members by +10% of existing amount (minimum 10%) per player beyond the first.
 
*20% (one fifth) of the Magic Find from follower's items is applied to player.
 
*As of patch 2.0, Magic Find can no longer roll on an item as a random affix. The only ways to increase this stat are pre-patch items, Fortune Shrine (+25%) or some legendary items that have either a guaranteed bonus (for example, Aughild's Peak set helmet for +11-12%) or set bonus (for example, Legacy of Nightmares set of two rings giving +15%).
 
*Bonus legendary find for each slide of Torment difficulty (approximately 1.15^N, N being the number of Torment N) stacks with Magic Find multiplicatively. While in [[Neplalem Rift]], the chance is further boosted by additional 100% (also multiplicatively).
 
   
 
==External Links==
 
==External Links==
 
* [http://classic.battle.net/diablo2exp/items/magic/magicfind.shtml The Arreat Summit on Magic Find].
 
* [http://classic.battle.net/diablo2exp/items/magic/magicfind.shtml The Arreat Summit on Magic Find].
  +
 
[[Category:Magical attribute]]
 
[[Category:Magical attribute]]
  +
[[Category:Character stats]]

Latest revision as of 03:35, 5 February 2024

Magic Find is the common term for items that possess the "% Better Chance Of Getting Magic Items" (Diablo II) or "% Better Chance of Finding Magical Items" (Diablo III). It is a magical effect that increases the likelihood that a Magic, Rare, Set, Unique, or Legendary Items will drop. Before high magic find penalties, it will scale up the chance for an enemy to drop a magical item linearly based on their drop rate. Magic Find is added across all items for your character.

Diablo II

Note that this is based upon the monsters' chance to drop an item. If you find an item that gives 20% Better Chance of Getting a Magic Item, and a Monster has a 2% chance to drop a Magic Item, you will now have 2.4% chance of getting that Magic Item. So having 100% Magic Find does not guarantee a Unique/Rare/Set drops.

Magic Find can provide a significant increase in the number of Unique, Rare, and Set Items you find. Players that wish to find "good" Rare Items, and more Set and Unique Items will want to invest heavy in this magical bonus. Just remember, you can never have enough % Magic Find. Increasing your Magic Find Percentage will always help you.

Additional Information

  • "% Better Chance of Getting Magic Item" does not increase the Chances of getting an Exceptional or Elite Item, but if you do get an Exceptional/Elite, the chance of that being Magical/Rare will increase.
  • There is no cap on Magic Find. This means that the more you can get, the better is gets. As listed below, the maximum amount a character can obtain is around 1167%.
  • Magic Find works on Barrels, Chests, or other Containers that drop items.
  • Magic Find works on Act Bosses.
  • Magic Find also increases the chance of finding Magic Items with the Barbarian's Find Item Skill.
  • Magic Find also works in conjunction with Hirelings. When you make a kill, you get the Magic Find % of yourself only. When a Hireling gets a kill, it uses the combined Magic Find of the Hireling and you.
  • When in a party, the chance to get a Magic Item will be determined on the player who makes the killing blow. For the best results, have the player in the party with the best Chance of Getting a Magic Item finish off all the monsters.
  • Magic Find does not influence the drop rate or item level of Runes you come across.
  • Magic Find does not increase the chance of obtaining better magic items through Gambling.
  • While there is no cap on Magic Find, there is a diminishing return formula (that is not available) which becomes active over 10% Magic Find for Rare, Set, and Unique Items (but not regular Magic Items). This does not mean that it's useless to get over 10%, but it does mean that the benefits drop off as you get higher Magic Find. The most Magic Find is still better than less Magic Find.

Maximizing Magic Find

A common comment is that with a lot of Magic Find, you won't be able to kill anything. Some classes such as spell casters (Sorceress, Necromancer, Elemental Druid) are more capable of sacrificing all equipment for Magic Find. You may wish to create "Magic Find Characters" to "farm" or find items then use those items on other characters. Still, melee classes (the Barbarian in particular due to the Find Item skill) can be very successful at treasure hunting.

Here's how to get the most (1167%) out of Magic Find for yourself. This does not count the maximum possible with Hirelings, but you only receive that bonus when Hirelings make a kill. Add Magic Find to Hirelings to increase Magic Find even more. Some items are pretty rare making it difficult, but not impossible (especially with time and trading), to obtain the most Magic Find. Alternative "poor man" items are suggested.

Ist Runes are generally socketed for maximum potential with +25% each, or +30% in weapons. Since acquiring many Ist Runes can be very difficult, perfect Topaz gems can be substituted in helms or body armor with a minor loss at +24% each. Although much more rare than topazes and not as powerful, Jewels with the prefix Emerald (+3-7%) and suffix Prosperity (+5-10%) may also be used; with both affixes, an Emerald Jewel of Prosperity could be worth a maximum of +17%. You can add sockets via a quest or Horadric Cube recipe.

Item shopping list for maximizing Magic Find
Helms
Armor
Weapon
  • 180%: 6-Socket Weapon with six Ist Runes
  • 159%: Blade of Ali Baba (based on character level) (1-99% + two Ist Runes)
  • 130%: Gull (100% + one Ist Rune)

Barbarians and Assassins can hold an additional weapon instead of a shield. Only Barbarians can hold a weapon big enough to have a higher potential magic find than a shield however, but a 3-socket off-hand claw filled with Ist Runes (90%) would be stronger than a 3-socket shield filled with Ist Runes (75%).

Shield
Belt
Boots
Gloves
Amulet
Rings

You can, of course, wear two rings.

Charms

One perfect Gheed's Fortune and 37 small charms at 7% each = 299%, although you would have to drop Charms to pick up items. 27 7% Charms is ideal, as this leaves room for a 3x2 item and the Horadric Cube. You can place your keys and tomes in the Horadric Cube then move them out into the open to use them. This can be frustrating to do and is only recommended for extreme players.

Diablo III

Magic Find was relatively prominent in the initial release of the third game, similar to its predecessor. Since release, significant patch changes have shifted the focus from being based on items to being based on difficulty tiers and Greater Rift levels. Higher difficulty increases the chance to find higher quality items, to the point where numerous Legendary and Set items drop on each Greater Rift run of higher levels. Outside of Greater Rifts, Nephalem Rifts double Magic Find, and some levels of a Vision of Enmity have significantly increased Magic Find.

Magic Find cannot appear as a random item attribute any more, so the Cain's Fate item set and the legendary Nagelring are the only sources that can still drop. Their bonuses, and even a maxed-out set of Magic Find gear from the earlier patches, are insignificant compared to the bonuses from current high level play, especially given the added combat power of newer gear.

Development

Magic Find initially worked similarly to Diablo II. It could appear as an item attribute on many equipment types. Each Paragon level increased Magic Find by 3%. 20% of any Follower's Magic Find bonus applied to the player. A Topaz socketed into a Helm provided increased Magic find. All of these combined had a hard cap of 300% increased Magic Find chance.

When in a party, the Magic Find chance improved by 10% for all players with each party member beyond the first. Before Patch 1.0.4, Magic Find was averaged among all party members, for example one member wearing gear granting 100% Magic Find chance and the other wearing no Magic Find gear would result in both having 50% bonus to Magic Find.

Patch 2.0 preceding the release of Diablo III: Reaper of Souls altered much of the game, including the loot system and Magic Find:

  • Random Magic Find bonuses were removed as a possible attribute for new item drops.
  • Paragon level bonuses to Magic Find were removed.
  • The effectiveness of Magic Find toward Rare and Legendary or Set items was penalized to 30% and 10% respectively. These were not hard caps, but multipliers on the overall Magic Find increase, for example +50% to Magic Find would be .3x50% = +15% chance to find Rare items and .1x50% = +5% chance to find Legendary items. With the hard cap to overall Magic Find, this means a +30% maximum to Legendary chance, a disincentive to prioritizing the stat at all compared to combat-oriented items.
  • The increases to Magic Find based on difficulty were implemented in this patch, granting approximately 15% higher chance for each new level, stacking multiplicatively, without the penalties to Rares and Legendaries which applied to item-based Magic Find.
  • Nephalem Rifts were added, doubling Magic Find while inside.

Patch 2.1 added Greater Rifts with their accompanying level system, allowing access to even higher difficulties of play, with the accompanying bonuses to Magic Find.

Patch 2.4.2 changed Topazes to grant Resource Cost Reduction instead of Magic Find when socketed into Helms.

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