Mechanics of Magic Find and Loot TablesDisclaimer: Everything in here is pure theorycrafting on my accord, based on different games andsome communication with devs. All values are only chosen to help demonstrate the examples. Loot Table Before you can understand Magic Find it's important to know how Loot Tables work. Many games use a very similar system, for example Diablo III. First the game checks if you are going to receive an item. Sometimes this guaranteed such as with chests, otherwise it's random like you'd have with mobs. Mobs that spawn infinitely such as you'll find at the start of the Ascalon Catacombs Explorables have their drops disabled to counter farming, also critters. There is a participation requirement such as two hits on a mob for each kill to count. A higher monster rank (veteran, champion, legendary) also slightly increases rewards. If an item will drop there is a series of choices that need to be determined. Step by step each property of the item is chosen. For example the first roll would be the type of item: Equipment or Materials. For example: Equipment 40% chance, Materials 30% chance, Junk 30% chance In order, a roll is made on equipment. A failure creates a second roll in this table for materials. A second failure here will default to generating junk. Each time a choice from one table is determined the next is pulled up and the next property is rolled for. More realistic tables would look like: Initial: [Special, Armor, Weapon, Crafting Material, Trophy, Coins, Junk]Armor: [Chest, Legs, Helm, Shoulder, Gloves, Boots, Trinket]Skin: [World type 1, type 2, .. Zone type 1, type 2, .., Creature type 1, type 2, .. ]HasUpgrade: [Yes, No]Upgrade: [sigil/rune 1, sigil/rune 2, ..] Now all that's left to be determined are the attributes: level, attribute set and rarity. The interesting part here is the rarity roll, as it starts by rolling the highest valued items first : Legendary1/100000Exotic1/1000Rare1/100Masterwork1/10Fine1/2Basicrest*Made-up numbers for demonstration purposes Each table is required to have a 'remainder' option. That's why plants sometimes drop a Dandelion Blossom upon gathering. This means the roll on a dye failed and resulted in junk. I'm not sure if this dye drop is related to the crafting critical chance or magic find. Many of these tables are rolled in parallel. The order in which these items are rolled is very important in our next chapter on Magic Find. Magic Find Each player has a base percentage of 100% magic find which acts as a multiplier of 1 toward each roll. Magic Find can be increased trough specific equipment, upgrade components, food and buffs. For example you equip an Explorer's Chestpiece of the Traveler with +3% (Explorer) and +7% (Rune) and eat Strawberries and Biscuits giving you an extra +10%. Your new magic find is now 120%. With nearly every roll in the loot table this multiplier is applied on the roll. If you would have 200% magic find an item with a chance of 1/1000 would increase to 2/1000. Because the rarest item is rolled first the relative chance of each tier stays the same, but you'd have a skewed increase in each chance in favor of the first items. Item A has 10% chance, item B has 20% chance. Because each roll is executed in sequence and dependent on the previous the global chance of rolling item A is 10%, but for item B it's 0.90 * 0.20 = 18% chance.Now we apply a magic find multiplier of 2 by equipping an extra 100% MF. Item A : 20%, Item B : 40%. Global chances still are the same for our first item in the row, but the second item becomes 0.80 * 0.40 = 32% chance. Instead of a 100% increase we now see an increase of 77% toward the global chance of item B. Another really important thing to note is that, because Magic Find is based on percentages you have diminishing returns: every extra MF you apply will be less efficient than the previous. Say you carry +90% MF for a total of 190%. If you want to double your magic find, a 380% total, it will require an extra +280% MF! Eventually Magic Find boils down to: how much are you willing to sacrifice to improve your drops? Keep in mind that less damage also means killing mobs slower.