It also means HF rushing should be dead too. Can I just get an estimate of how rare runes around Ber and Jah are in 1.13b, compared to the rare uniques? Are Zods more common than Tyraels now?I doubt jjscud will even bother doing the research (and I hope he doesn't, just to make things a little more fun), as the drop rates are so high now, you can just play the game to get runes. Cows and Travincal most likely blow LK out of the water when it comes to high runes in 1.13b anyways.
For anyone who does want the LK patterns, maybe just research the old fashioned way ^^
It also means HF rushing should be dead too. Can I just get an estimate of how rare runes around Ber and Jah are in 1.13b, compared to the rare uniques? Are Zods more common than Tyraels now?
Alright, thanks. Maybe this means it'll be worth remaking a cow runner.The odds are still a bit worse from uniques:
1 : 436058 Tyrael's Might - {qlvl 87} Throne of Destruction - {mlvl 88}
1 : 744254 Zod Rune - {qlvl 69} Throne of Destruction - {mlvl 88}
but all monsters in areas that can drop tyrael's can drop a zod it technically it will be a good bit more common
Alright, thanks. Maybe this means it'll be worth remaking a cow runner.
Are Zods more common than Tyraels now?
I'm still playing 1.11 I think. But hey, in ten years of playing this game I've gotten one Vex and a couple of Guls at Hellforge drops. So ten times zero rune drops equals no difference to me.
I will probably never move more than my sorceress to 1.12a+ versions. The big chance of getting HR's doesn't (atm) feel completely right. In 1.12a and lower versions we had to fight for runes even in LK (1:65536 (11k runs, 3k for Lo, Sur or Ber)) but in 1.13a+ the special feeling of finding a HR will probably fade.
Does this mean that you can expect at least ~lem from every cow run?The rune drop changes are cool and the 4x decrease in the number of rolls to drop to a lower rune tier has interesting effects.
1.13b Rune drop odds when rolling from a [highlight]Zod capable monster[/highlight].
Those are some significant improvements for high runes. I think I will actually get to make a Beast rather than quitting in the attempt.Code:Rune 1.13b Chance (1 in X) 1.10 Chance (1 in X) Zod 5171.0 82722.0 Cham 1981.4 23637.3 Jah 1320.9 15758.2 Ber 1475.8 13510.7 Sur 983.9 9007.1 Lo 1091.4 7723.0 Ohm 727.6 5148.6 Vex 766.5 4415.6 Gul 511.0 2943.7 Ist 540.4 2525.7 Mal 360.3 1683.8 Um 367.6 1445.8 Pul 245.0 963.8 Lem 186.3 725.4 Fal 124.2 483.6 Ko 95.8 365.2 Lum 63.8 243.5 Io 50.5 185.1 Hel 33.7 123.4 Dol 28.1 95.1 Shael 18.7 63.4 Sol 16.8 50.2 Amn 11.2 33.5 Thul 13.0 30.7 Ort 8.7 20.5 Ral 13.0 21.5 Tal 8.7 14.3 Ith 18.6 17.9 Eth 12.4 11.9 Nef 26.0 12.5 Tir 17.4 8.4 Eld 65.1 7.0 El 43.4 4.6
Woohoo! I can do more crafting because Ral's are more common.
Even with these chances for El runes my 1300 or whatever El runes stashed away are still useless.
I believe these higher rune drops make all sense in Single Player. However it will turn battle.net silly.
I believe these higher rune drops make all sense in Single Player. However it will turn battle.net silly.
Has anyone tried running the new patch with a modified d2gfx.dll yet? I'm getting an "UNHANDLED EXCEPTION: ACCESS_VIOLATION (c0000005)" when I use the .dll from the 1.13a beta.
@mattinm: Thanks! I knew it was a simple change and I remember reading a post somewhere on this forum that explained where to change what for each patch version. If I had bookmarked it, I probably could've done it myself .