The Questions Thread

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Re: The Questions Thread

Alecz said:
S

"The number of sockets from the socket quest is not affected by the difficulty level, only by the qlvl of the item, which is based on the mlvl of the monster that drops it... On top of this, the number of sockets is semi-random. Testing in single player (where the same item can be used multiple times, by exiting the game without saving) has yielded varying numbers of sockets, using the exact same item and quest reward. The number you get seems to be +/- 1 from what you'd expect the max to be for that item. "

How can this be exaplained?

It is wrong, simple. That's why I was against the idea of free editing without review.

For your question about MDR, it apply before resist. I had done test for lightning damage, and it was answered by RTB (you can trust him for anyting about D2), and by the test number.
 
Re: The Questions Thread

Thanks for the info.

I have another question. The necromancer has many magic attacks (teeth, bonespear, bone spirit), and the Lower Resist curse.

Is Lower resist lowering magic resistance, or only the four (3 x elemental + poison)?
 
Re: The Questions Thread

Thanks for the info.

I have another question. The necromancer has many magic attacks (teeth, bonespear, bone spirit), and the Lower Resist curse.

Is Lower resist lowering magic resistance, or only the four (3 x elemental + poison)?

Only the four .



 
Re: The Questions Thread

I think upto 1.09, LR used to be able to lower magic resistant (could be a bug). I remember the old days, when bonemancer caste LR to help bone spear/spirit damage.

Since 1.10, LR no longer works for magic resistant.
 
Re: The Questions Thread

It is wrong, simple. That's why I was against the idea of free editing without review.

Well, if its free editing, then its easily fixed ... there much better. Though the article is still quite lacking, it only mentions 2 of the 7 socketing recipes.



 
Re: The Questions Thread

I have been trying to run Hell Baal, but when I do, my load times are massive, anywhere between 15 to 30 seconds between hitting "Hell" and entering the game. It seems to be my normal 3-5 seconds if I wait out his death scene and TP to town and mess with my stash, although I would prefer to not have to mess around for those ~15 seconds either. I also tried TPing and WPing to act4 and that didn't help at all. I don't have this problem running anything else. My load times for running normal/nightmare Baal do not suffer from this, nor do my AT/Pit/Pindle/LK runners. I have never run Hell Baal, so this is the first time I have noticed it and man is that much dead time between runs frustrating.
I am running in windowed mode with sound. I would prefer to keep sound on, but if turning it off would help, I would consider that.

Anyone got any ideas?
 
Re: The Questions Thread

I want to find a list of the runewords in 1.10s beta. I've been looking around and can't find it. Has this (and maybe for other old versions too) been compiled somewhere convenient? Thanks.

I'm going to shamelessly bump this question because I'd really like to find something like this. If anyone knows anything I'd definitely appreciate it.


 
Re: The Questions Thread

@fabian: I believe that the recipes are the same, but some mods are different eg beta CtA

And now for a random qu

Reading pharoah's Infinity, I see it has cyclone armour charges. If you threw infinity on a sorc and cast cyclone armour and energy shield, which would absorb first?
 
Re: The Questions Thread

Reading pharoah's Infinity, I see it has cyclone armour charges. If you threw infinity on a sorc and cast cyclone armour and energy shield, which would absorb first?

I think ES comes first. I know it comes before bonearmor, tried that.



 
Re: The Questions Thread

^ Yup.

From Arreat Summit:
The complete list of all damage modifications are calculated in this order:
Energy Shield
Bone Armor and Cyclone Armor
DR and MDR (damage reduction and magic damage reduction)
Resistances
% Absorb
Direct Absorb
 
Re: The Questions Thread

Do Oak Sage and Spirit of the Barbs work on Creepers, and does Heart of Wolverine increase the damage of Ravens?
 
Re: The Questions Thread

Anyone heard of Mermans Sprocket, unique boots? I saw them in the new D2 Wiki. Can't say I have ever seen these or seen anyone post them in the IFT.
 
Re: The Questions Thread

Anyone heard of Mermans Sprocket, unique boots? I saw them in the new D2 Wiki. Can't say I have ever seen these or seen anyone post them in the IFT.

They don't exist ingame and never have. I believe the stats were in the 1.10 files, but the item was never enabled to drop. I can understand why, those things are damn broken.


 
Re: The Questions Thread

^^
I remember reading a beta list of unique items somewhere on this site (well the old one). Had a few unreleased uniques like the Mermans speed/sprocket, Sigurd's staunch and a lot of them were mismatched current uniques. Like griffons eye was a weapon etc.

Is this list still existent?
 
Re: The Questions Thread

I have a question, has anyone here paid attention to how many mistakes/incorrect information this new D2 wiki has? Anyone to correct them?

The reason I ask is that, from my experience, data quality is far more important than many people would think. It is pointless to have a database, if the quality of data is rubbish. The whole "free editing" is really worry.
 
Re: The Questions Thread

There seems to be alot of mistakes in it. By the looks of it, the stuff on it is written somewhere around late 1.09 and early 1.10. Lot of outdated stuff and lot of speculation later proved wrong.

The problem isnt as much the "free editing" but that fact that nobody hasn't edited the damn thing in ages.
 
Re: The Questions Thread

The problem isnt as much the "free editing" but that fact that nobody hasn't edited the damn thing in ages.

Yeah, the problem is that majority of material is in the forum stickies and Strategy Compendium. The wiki was pretty marginalized until it was pimped out with this new Quick Nav thingy on the left :rolleyes:


 
Re: The Questions Thread

Quick question:

I brought an etheral 1.07 armor forward to 1.10s and socketed it with the cube, but it didnt't get the extra defense bonus like I thought it would. Is it because it's an 1.07 armor? Or because the cube bug isn't there in 1.10s? Or something else? Thanks.
 
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