1.07 News, Info and Gossip

@Tenecabo @pharphis @DiabloTwoinDC
Multiply... I think you guys are onto something..
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Soon, the only language left known to man is Diablo Code! Mahaha!





Right. :cool:
To add to my prior post, armor stands are no different from weapon racks in 1.07, with the exception of the bitfield check. This is why items like Cap, Shako or whatever can all drop from armor stands, while weapon racks are restricted to metal. No surprises there I suppose.

And since this was for 1.07 versus 1.14 comparison, in 1.14 this loop is only done 6 times. After the sixth time, it just rolls with whatever item was picked last, allowing items like Bows to drop. No limit in 1.07, so I doubt we'll ever see invalid items. Give up your Windforce dreams!
 
F

Also, I guess since it keeps rerolling things that's why it is hard to consistently get the forbidden drops, even though it is possible in later versions. I know people have had the most success i tower cellar in normal.
 
Well I've wiped hours worth of nerdy Diablo notes because I overwrote the text file I had them stored in. Perhaps that backups aren't such a bad idea after all. :p

But now that I'm going over a few functions again to get some stuff back, I thought it would be good to share a little bit of craft-related affix stuff. I remember there being a bunch of talk about it earlier in the thread, but I can't recall anyone posting the complete/correct thing. (Not that there's much to it.)

As usual I've failed to keep it short, so I'll spoiler it up, but I did want to point out to those who didn't know, that the ilvl thing is actually a bug. The new_ilvl = (clvl*66/100) thing is known, but it is supposed to be new_ilvl = (clvl*66/100) + (ilvl*66/100). The problem is that the rune bugs things out and ends up overwriting the "current ilvl" with 1, so you get (1*66/100), which ends up 0. So our juicy crafts were actually supposed to be much better, but this bug cripples them.

After the ilvl has been set to (clvl*66/100), the minimum number of affixes will be determined. The very minimum is 1, while the very maximum is 4. The minimum is bumped up at these breakpoints:
Code:
ilvl 31: 2 affixes
ilvl 61: 3 affixes
ilvl 91: 4 affixes
Because of the rune bug, 91 is impossible to reach for crafts. The random roll is done before the minimum is evaluated. There is a 40% chance for 1, and 20% for 2, 3 and 4. If the result of the random roll is less than the minimum, only then is the value bumped up to the minimum. This means that regardless of ilvl (because it's always less than 91), the chance for 4 affixes is always 20%.

Then, a few small formulas generate a value that will be used to evaluate which affixes are included in the (list for a) random roll. First, there's a temporary value, I'll just it temp, and I'll just call the level of the item_base qlvl, as I believe that's the norm. Initially, temp is simply set to the highest of ilvl and qlvl.

Then, if magic_level > 0, then this is already the final step:
Code:
eval_value = temp + magic_level
Otherwise, if magic_level = 0, then:
Code:
temp = temp - ( qlvl / 2 )
Lastly, if qlvl > 45 & magic_level = 0:
Code:
eval_value = temp + qlvl - 45
If qlvl is 45 or below, then the final step is skipped, and eval_value is set to whatever temp is at the time. The final eval_value gets low-capped to 1, or high-capped to 99.


This eval_value is then used to compare the affix_level to when making a list for the random roll. The evaluation is simply: if affix_level > eval_value, and when true then that affix is not added to the list.


Well, I think that should be the relevant stuff already. Hopefully my explanation wasn't too vague. Or too long. :p (Or too wrong!)
 
Items have been known to get ilvl 99 or sometimes high 80's though. Perhaps some other bug can sometimes cancel out the rune bug?
 
Damn, completely forgotten about that one, I guess I'll go back and see if I can see anything. I even had these printouts saved from others:
Stone Turn
Ring
Required Level: 59
Item Version: Expansion
Item Level: 99
Fingerprint: 0x24bc09c8
+13 to Strength
+13 to Life
+6 to Maximum Stamina
Lightning Resist +27%
21% Life stolen per hit

Viper Band
Ring
Required Level: 43
Item Version: Expansion
Item Level: 98
Fingerprint: 0x69ba5a64
+13 to Strength
+18 to Life
+99 to Mana
+98 to Attack Rating
5% Life stolen per hit
+1 to Mana After Each Kill
Level 2 Attract (20/25 Charges)

Hailstone Hold
Vampirebone Gloves
Defense: 72
Durability: 11 of 14
Required Strength: 50
Required Level: 51
Item Version: Expansion
Item Level: 80
Fingerprint: 0x561c9bc3
+1 Dexterity
+18 Life
+10% Enhanced Defense
14% Cold Resist
6% Life Steal
20% Increased Attack Speed
14% Crushing Blow

Beast Touch
Heavy Gloves
Defense: 11
Durability: 14 of 14
Required Level: 67
Fingerprint: 0x747d3084
Item Level: 99
Version: Expansion
+3 to Javelin and Spear Skills (Amazon Only)
+20% Increased Attack Speed
3% Life stolen per hit
7% Chance of Crushing Blow
+63% Enhanced Defense
+18 to Life
11% Better Chance of Getting Magic Items

Bramble Knuckle
Heavy Gloves
Defense: 5
Durability: 14 of 14
Required Level: 50
Item Version: Expansion
Item Level: 99
Fingerprint: 0x833d6d0
+13 to Dexterity
+16 to Life
1% Life stolen per hit
Replenish Life +5
6% Chance of Crushing Blow
+3 to Passive and Magic Skills (Amazon Only)
12% Chance to cast Level 4 Charged Bolt when struck

Not quite sure what to look for. Can't imagine that only specific runes are (un)affected, and it also doesn't look like it only affects specific bases or recipes.

Edit: As "simple items", runes don't really have/save an ilvl, but I wonder if they do have a "proper ilvl" in the game they were found in, which is then wiped when leaving the game? Or maybe the bug is that in some circumstances it's the qlvl of the rune that's used, rather than its ilvl. Hm. :D
 
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Both. I'd need to keep the remaining ingredients in stash or inventory, in case I find a craft rune. This would drastically reduce available space for picking up charms and gems.

EDIT: Can't hotmule stuff on anyway, only off.
 
Sorry @helvete I wasn’t clear, it was a question to @Fruit

Edit: As "simple items", runes don't really have/save an ilvl, but I wonder if they do have a "proper ilvl" in the game they were found in, which is then wiped when leaving the game? Or maybe the bug is that in some circumstances it's the qlvl of the rune that's used, rather than its ilvl. Hm. :D

If this wiping mechanism / bug is present, could it be ATMA related?
 
This should be very quick to test, but I assume the item level wipe is upon saving. Same as for items with ilvl > 99 which is capped to 99.
 
!!!!!
Same as for items with ilvl > 99 which is capped to 99.
Didn't even know that. But after a quick test, it does actually look like this is what's happening here as well. (Truth hurts, gentlemen.)

I got myself a rune from a monster, crafted an item, and hey... the ilvl of the rune is 28, equal to the monster (cow) that had just dropped it. Thus, final ilvl became (50*66/100) + (28*66/100) = 51, as my character was level 50. Maybe this is premature, but I already feel like I've wasted the majority of my crafts with ilvl 1 runes. :p
If this wiping mechanism / bug is present, could it be ATMA related?
The ilvl dropping to 1 is intentional, and not related to ATMA. I don't have ATMA or GoMule installed to test, but it's possible that transferring an item with these programs may prevent this from happening.

I wouldn't be surprised if transferring a rune with one of these muling programs keeps the ilvl intact, otherwise it might mean that all those ilvl 66+ items were crafted in the game that the rune was found in. Not impossible of course, but I think most of us first bank materials, to then later do a batch of crafts, rather than just one craft at a time.

- Do ATMA and GoMule show the ilvl of runes at all? I figured they might not, since runes are "simple" items.
- What happens to the ilvl of items with one of 100+, when transferred with these muling programs? Did I correctly understand that they stay at 100+?


Well, might as well start narrowing down. I'll find out if runes dropped from chests as well as from monsters get a "normal" ilvl initially, but I suspect there is no difference. I'll also check if the ilvl of a rune drops to 1 when saving the character, or when joining a game. Because if it's when joining, then GoMule or ATMA should not be able to affect things. Though I bet it's at saving, not joining. :p
 
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Due to rune and jewel scarcity, I assume very few people got good enough results from their relatively few crafts which were done as soon as the rune dropped. Likely, many of the items from unbugged recipes were never checked for ilvl.

Can we try to pinpoint the exact moment rune ilvl gets zapped? Only when leaving game, or when an ongoing game saves?

In my crystal ball, I see an increase in 1.07 crafts in the IFT...
 
If crafting needs to be done in the same game a rune is found for the ilvl boost...

1) we've discovered a new way to maximize 1.07 crafts
2) any hoarding of runes specifically has been useless for these higher-level crafts, therefore trading materials is nerfed.
3) high lvl runes like ko, lum, etc. are rare enough that one could easily keep materials in-stash for each craft and not miss out.

Question: How does this affect 'Deadly' crafts and other more useful crafts in 1.08? I don't know if ilvl is bugged for those (I do have ~100-200 screenshots of deadly craft results, but not readouts... I've posted them before)
 
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