1.07 News, Info and Gossip

Mmh, i can't kill the council because it's lightning immune so i can't static and my LFzone has a hard time too, and my barb isnt geared good :( How can i kill these freaks?

Also i like your avatar Fruit^^
 
Just a small question,

is it true that magical items when brought to Larzuk get randomly 1-4 sockets?
So it is not guaranteed to get the maximum number, right?
In particular I´m looking for a shield (PerfDiamond-Base) with nice presets like resist or life.
At the moment I´m checking Gheed in Hell for a Tower-Shield with three sockets and high
resists. Is this combination possible in patch 1.07?

Regards, Tom
 
is it true that magical items when brought to Larzuk get randomly 1-4 sockets?
Meant to post this almost a year ago, but forgot to so here goes.

There are actually two functions in the code responsible for adding sockets to an item per Larzuk. One is in the client (D2Client) and the other is the server (D2Game). First the client function is called and says "determine if this item can be socketed, if so, roll a random number of sockets". After which, the item quality and random socket # is passed to the server which then does basically the same thing again. Now, this is where things get interesting...
1.08 Patch Notes said:
- Fixed a bug where quests and horadric cube recipes could generate items with too many sockets.
"quests" is obviously referring to Larzuk. Specifically though, the first function (Client) was bugged. In 1.07, the function checks if the item can have zero sockets (<1) instead of at least one (>=1) like in 1.08. This allowed some items to be socketed client-side when they shouldn't have been, at the usual 3-sockets for crafts and 1-4 for magics. Problem was that some items couldn't get that many sockets, but it would try to do so anyway.

In 1.08 this bug was fixed, however a new bug was created as a side effect. They broke the client function which then ends up passing the wrong arguments to the server. What does this mean?

It means that ever since 1.08 the socket quest has been broken, and the server still tries to give 3 sockets to crafts and 1-4 to magic. As a matter of fact, when 1.10 allowed 2 sockets on rares, they even added that to larzuk's quest! Larzuk is supposed to give 1-2 sockets, AS PER THE SERVER CODE, but the code is always skipped thanks to the broken client, and thus they end up getting 1. Thanks Blizzard :P

If anyone doesn't believe me, check the server function in a decompiler (1.08 or 1.14) and you'll see something like this:
Code:
        case QUALITY_NORMAL:
            nSockets = random(1, 6);
        case QUALITY_MAGIC:
            nSockets = random(1, 4);
        case QUALITY_RARE:
            nSockets = random(1, 2);
        case QUALITY_UNIQUE:
        case QUALITY_SET:
            nSockets = 1;
        case QUALITY_CRAFTED:
            nSockets = 3;
 
It means that ever since 1.08 the socket quest has been broken, and the server still tries to give 3 sockets to crafts and 1-4 to magic. As a matter of fact, when 1.10 allowed 2 sockets on rares, they even added that to larzuk's quest! Larzuk is supposed to give 1-2 sockets, AS PER THE SERVER CODE, but the code is always skipped thanks to the broken client, and thus they end up getting 1. Thanks Blizzard :p

great find! just think of all those thousands of items that never received the correct number of sockets..
too bad it wasn't found and reported in 2001 when they might've tried to fix it. :P i bet it's not the only bug that has gone completely under the radar all this time. makes you wonder!
 
Just a short question about Baal/Hell.

My HC-Sorc has all the quests/waypoints and just wants to level a bit (at the moment 77)
before she gets to Baal. I read a lot in this forum and found different sayings about his
ridiculous attack that 1-hits you in non-of-a time.

"He has one helluva strong attack that is close to impossible to survive: that short range mana burning fire based tentacle thingy. The only way to protect yourself from it is by equipping a Laying of Hands that provides 50% fire absorb -> fire immunity..."
https://www.purediablo.com/forums/threads/repuszs-1-07-guide-repost.472485/
"Conquering Hell Baal with his dreaded Manaflame (doing up to 2200 magic damage in 1 attack) will require 2500+ life through Battle Orders and +skills gear, along with CB and hopefully some poison/OW/hit slows target goodness as well."
https://www.purediablo.com/forums/threads/1-07-build-guides.678857/

I´m a bit unsure/confused about these informations. Could someone tell what is his real
dangerous attack and how to come over it? In other posts I read that you need a 4-frame
hit recovery but what does this mean in amounts of faster hit recovery?

I would appreciate if you could tell me all the secrets of surviving ;-)

Regards Tom
 
I don't think that really matters, tbh. It would be weird if it did but the most important thing is +life. Enough that your sorc maybe can just barely reach with arkaine's + shako (maybe baranar's wep as well for more +life, or gerke's or whichever shield also helps a lot)

That said, I simply don't even try with my sorc unless I have BO from self-MP. This would be my recommendation if playing HC. If playing SC, just keep at it until he's dead... you won't lose all that much.

I believe @helvete or someone has suggested that energy shield is sufficient to survive at much lower HP (which I also use) but it's too scary to risk in HC without 100% confidence.

That said, the first time I beat him was solo and it was just luck to some extent as I tried to space myself far enough away to avoid his spell, but also to be able to hit him with static field. This is the best strategy (need lvl 20 + a few more points, maybe). Just be wary that he can always teleport on you and then cast it.

If his attack is truly split into 4 different hits, then each piece of MDR acts as 4 MDR, if I understand correctly. So skullder's would reduce damage by 100 (!). Of course arkaine's gives like 700 life, so...
 
Well I know it's way more powerful with ES as well but even on it's own I was just pointing out that since the attack isn't just one hit that does 2200 dmg but split into 4 pieces it should make a much bigger difference.

The order of dmg calculation in 1.07 is very nice for ES + mdr as well, especially since resistances are calculated before mdr!

BTW, do we KNOW that TK synergizes in 1.07? I asked about this ~1-3 years ago but I don't recall anyone giving a definitive answer. I suppose @Fruit would know
 
wait I'm not sure prayer synergises like that. Has that been proven?

and is that based on hard-points normally? I have no idea
 
Prayer, Cleansing and Meditation are not synergized. The only synergies are the 3 Druid summons (and they do include softpoints).
Telekinesis also is not a synergy: Energy Shield takes 2 mana for every point of life it absorbs.

Baal's beam is a single missile that deals 512-544 magic damage on Hell. But since your Magic Resist is -100 there (caused by the difficulty penalty), it will deal 1024-1088 magic damage. Like anything else, this missile can crit for 2048-2176.
MDR will reduce its damage, but since it is only one missile, MDR gets applied only once to this massive damage.
After MDR has been applied, ES will reduce the remainder of the damage (but not before the beam takes 50% of your current mana!).

The stuff about Laying of Hands and 4-frame hit recovery were all myths unfortunately, none of that will help you.


The conclusion.. Avoid that beam. :p
Otherwise, your only options for protection, like pharphis and zemaj suggested, are high life, MDR, and ES.

And a quick note on ES: Whenever incoming damage "activates" it, it uses your current skill level, not the skill level from when you cast it. So if you cast ES with a +3 ES staff, and then switch away from that staff (or remove it), ES will lose those 3 levels. If ES is level 0, it will still display, but not actually do anything.
 
Many thanks to all of you, especially Fruit!

Now it is absolutely clear what could happen. Hmmm, …
my Sorc ist Level 77 at the moment and has, including shako,
1360 Life and 650 Mana. Arky is awaiting on a mule. Same
like Skullders. Whizzy aswell but I doubt that I can manage
to reach the 105FC-Cap.

Ok, first comes leveling until she´s 85 and then she will prepare
her gear for the final fight.

Regards, Tom
 
I’m missing a few items for characters in 1.07, especially jewellery:
Cat’s Eye
Ravenfrost
Tiamat’s
Tal’s Amulet
Highlord’s

What should I run? How much MF, if any? At the moment I’m just hitting the council.
 
Hell act bosses for jewelry. Got to drop mf down to about 120ish iirc for sets, or do 556 for uniques with no chance for tals. Tiamat is better farmed at council with all the mf you can muster, or possibly hell baal if sc. Cant remember if he drops dragon shields.
 
I’m racking Greater Talons at the moment, so once I’m done I guess it is off to Meph as the first two are the priority. Thanks @helvete
 
So I finally found a 100% stable rack for Balrog Skins. I'm going to want to keep for future use to find more 07 valors. But I don't really want to make a new character to rack the other 07 items. Is it considered kosher to make a backup of my character to go back to this map or do I need to make a new sorc if I want to get other rack targets?

*edit* That didn't take too long to get the first one.
LPx5viH.jpg
 
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