Well, factoring magic find and players is simple, I mean it's already done. Just that it is annoying to do the math and put it into the docs and think of how many items there are, possibly thousands being that the files of median xl v005 showed little over 1 thousand results. But as it is possible, I will show an example and the formula used. Here's how it goes. Take the total amount after you find the players X version of the rarity and multiply the chance with the MF. As an example, let's say a sash has a 1% chance to drop, and the factor of let say the reduction was reduced by 50%, that makes 2% then whatever MF you have multiply by the decimal. So if we have 100% Rarity, it becomes 4% Rarity and for whatever MF we have it will be changed. Basically showing C=(r/P)m. C = Chance of drop (P1 no MF and totals results), r = rarity of the item, p = players (reduction percent), and m = magic find in decimal. Thus this meaning Rarity divided by the reduction equals the amount without the current reduction, and multiplied by the percent added (so +100%=x2 because you normally have 100% Magic chance as default). Plug them in and you have your answer. It would be plugged in like this, 0.4=((0.01)/(0.5))2. The 0.01 meaning 1% in the R divided by 0.5 multiplied by 2. So we rid ourselves of the players factor and then calculate the total chance to attain the sash on a monster capable of dropping it so.