1.07 News, Info and Gossip

Just got one of these from the Council. Disappointed to find it doesn't have +1 Skills in 1.07
Code:
Suicide Branch
Burnt Wand
One-Hand Damage: 8 to 18
Durability: 10 of 15
Required Strength: 25
Required Level: 33
Staff Class - Normal Attack Speed
Item Version: Expansion
Item Level: 90
Fingerprint: 0x7aa19b0e
+40 to Life
All Resistances +10
Increase Maximum Mana 10%
Attacker Takes Damage of 25
50% Faster Cast Rate
150% Damage to Undead
 
@maxicek A lot of 'standard' caster gear is not up to par in 1.07...viperskin also lacks +skills and Lidless Wall has neither +skills or FCR

@ilumivari Fruit posted a list of 1.07 uniques that would work pretty well for a 1.07 grail list here

@Fruit wouldn't the +AR from the BK set bonus also apply? I guess that's another nod in favor of the BK set...like you, I can't abide the knockback, and I'd noticed the efficacy of +DtD, so I've been using an "insane craft" CB that rolled Celestial (BIG +DtD) with a couple Pul runes socketed in :p

My internet has been out at home, so I couldn't post this earlier this week, but I'll go ahead and add it now...1.07/1.08 are VERY straightforward about the runes needed for crafting:
Code:
Base                Lesser/Greater              1.07 enabled
                         Rune
Helm                   El / Amn                  None
Boots                 Eld / Sol                  b,c,B,C
Gloves                Tir / Shae                 b,c,B,C
Belt                  Nef / Dol                  b,H,B,C
Shield                Eth / Hel                  B,C
Body                  Ith / Po                   c,s,B,C,S
Amulet                Tal / Lum                  B,C
Ring                  Ral / Ko                   B,C
Weapon                Ort / Fal                  b,h,s,B,H,C,S

b/h/c/s=blood/hitpower/caster/safety, lowercase/uppercase=lesser/greater
all are enabled for 1.08, specific base item depends on formula,
anything equippable as a weapon can be used for weapon formulae
so yes, El, Eth, Tal, Ral, and Amn have no crafting use in 1.07, and Thul has no crafting use in either patch.

WoRG
 
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@WoRG thank's. Will make my own grail list with that.

can you repair ethereal items with cube somehow in 1.07?

Code:
Spirit Cord
Plated Belt
Defense: 25
Durability: 13 of 13
Required Strength: 50
Required Level: 11
Item Version: Expansion
Item Level: 93
Fingerprint: 0x5a4cb146
+28 to Life
+110% Enhanced Defense
Fire Resist +24%
Cold Resist +26%
Attacker Takes Damage of 3
17% Faster Hit Recovery
Ethereal (Cannot be Repaired)
 
Hi and hello. I was wondering what the max sockets are on a BA. I found a nice eth 6ed one.

So in any other patch its a decent find i guess. But in 1.07 you get 4os from larzuc right? such a shame.
 
Ilvl40+ Berserker Axe will get 6sox from Larzuk, even in 1.07...if you want less, you can forward it and try cubing for sockets. Screenshot is of Jeweler's Sacred Targe, though...only shields that can get 4sox in 1.07 are pally shields.

@ilumivari I don't believe there are any cube repair formulae in 1.07, much less for Eth items...

WoRG
 
I think for repair of eth you're stuck with personalizing (one-time), iirc. Not sure that works in 1.07 as well but probably?
 
(Wanted to post this in the Official 1.07 Superchest thread at first, but since there is still at least one bug somewhere, I'll hold off for now.)


I suppose this is pretty redundant a thing, but I've made a small program that generates superchest patterns. I wanted to learn some C & Assembly, so I figured I might as well use Diablo to give myself a project that is not too ambitious for a newbie. Once the bug is/bugs are fixed, it should be able to generate any superchest pattern for any area, difficulty, player number, and whether the chest is locked or not. I know, this is not very interesting for 1.07, especially since all the patterns are (probably) known already; I guess I'm mostly just sharing this because I'm excited that the thing works. :p

Proof of concept:

hYV4Doh.jpg


And the output from the program:
Code:
----------start_seed:     1
Gold
Gold
Gold
Flawless Amethyst
Key
Gold
Gold
Oil Potion
Arrows
Scroll of Identify
Gold
Gold
Ring


----------start_seed:     2
Heraldic Shield
Super Healing Potion



Edit: So right now I have a ~6MB text file with 65534 patterns for Hell Lower Kurast, but not every pattern is a 100% match. Hopefully I can get that fixed, and then I'll just upload the file.
 
It's still interesting for non-LK acts! Mostly RoF but if any HR is locked to enough patterns in A1,2 or 4 then it's worth considering.
 
OK, I think the bug is now fixed.

I don't have a "good list" yet, as in only HR patterns. But if you Ctrl+F, you can just see for yourself how many patterns of each rune there are. Let me know if you think something's off with the patterns from the program.

I've uploaded the file here to Google Drive. It has all 65534 patterns (Lower Kurast, Hell, p1, non-locked chests). Edit: If you want to search the file, you're better off downloading it or something, as the preview only shows a small part of the entire file.

From a glance:
  • 1 Lo
  • 2 Vex
  • 1 Gul
No Ist or Ohm.



Unfortunately the program has no GUI, otherwise I'd just release it. Because I don't really know which areas can have superchests, and it seems there are quite a few of them.
 
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That matches results from hundreds of thousands of runs in 1.07 LK.

Now do RoF :p

Also, I was under the impression that there were 2 major types of superchest patterns (A and B) which depend on location for a given act. IIRC sewers, mephisto and LK are all the same but some others may be different drops? Probably not but I recall reading posts about this idea.

Can't quite remember where I read this but I DID bring up an old BER pattern from sewers (when I played SC) and showed it was the same pattern as the LK one.
 
Also, I was under the impression that there were 2 major types of superchest patterns (A and B) which depend on location for a given act. IIRC sewers, mephisto and LK are all the same but some others may be different drops? Probably not but I recall reading posts about this idea.
Yea you're on the right track:

For each difficulty there are 3 "chest TCs" per act, so 45 chest TCs total, but these TCs are used by the vast majority of objects, not just (super) chests. Which chest TC is used is determined by a table and a formula. The table uses some questionable values however, and one of the causes is that all chests in act 5 on Normal and Nightmare use Chest C, while on Hell they all use Chest B. So in 1.07 it's simply impossible to get the best chest TC, which is "Act 5 (H) Chest C". Edit: I just noticed that "Act 5 (H) Chest B" and "Act 5 (H) Chest C" are actually exactly the same, so it's all good. No clue if that act has any superchests, though.

Here's a list that shows which areas share the same Chest TC:
Code:
Blood Moor
Cold Plains
Stony Field
Dark Wood
Black Marsh
Tamoe Highland
Den of Evil
Cave Level 1
Underground Passage Level 1
Hole Level 1
Pit Level 1
Cave Level 2
Underground Passage Level 2
Hole Level 2
Pit Level 2
Burial Grounds
Crypt
Mausoleum
Forgotten Tower
Tower Cellar Level 1
Tower Cellar Level 2
Tower Cellar Level 3
Tower Cellar Level 4
Tower Cellar Level 5
Monastery Gate
Outer Cloister
Barracks
Tristram

--------------------------------------------------

Jail Level 1
Jail Level 2
Jail Level 3
Inner Cloister
Cathedral
Catacombs Level 1
Catacombs Level 2
Catacombs Level 3
Catacombs Level 4

--------------------------------------------------

The Secret Cow Level

--------------------------------------------------

Rocky Waste
Sewers Level 1
Sewers Level 2
Sewers Level 3
Harem Level 1
Harem Level 2
Palace Cellar Level 1
Palace Cellar Level 2
Palace Cellar Level 3
Stony Tomb Level 1
Halls of the Dead Level 1
Halls of the Dead Level 2
Claw Viper Temple Level 1
Stony Tomb Level 2
Halls of the Dead Level 3
Claw Viper Temple Level 2
Arcane Sanctuary

--------------------------------------------------

Dry Hills

--------------------------------------------------

Far Oasis
Lost City
Valley of Snakes
Canyon of the Magi
Maggot Lair Level 1
Maggot Lair Level 2
Maggot Lair Level 3
Ancient Tunnels
Tal Rasha's Tomb
Tal Rasha's Tomb
Tal Rasha's Tomb
Tal Rasha's Tomb
Tal Rasha's Tomb
Tal Rasha's Tomb
Tal Rasha's Tomb
Tal Rasha's Chamber

--------------------------------------------------

Spider Forest
Great Marsh
Arachnid Lair
Spider Cavern
Swampy Pit Level 1
Swampy Pit Level 2
Swampy Pit Level 3

--------------------------------------------------

Flayer Jungle
Lower Kurast
Kurast Bazaar
Flayer Dungeon Level 1
Flayer Dungeon Level 2
Flayer Dungeon Level 3

--------------------------------------------------

Upper Kurast
Kurast Causeway
Travincal
Sewers Level 1
Sewers Level 2
Ruined Temple
Disused Fane
Forgotten Reliquary
Forgotten Temple
Ruined Fane
Disused Reliquary
Durance of Hate Level 1
Durance of Hate Level 2
Durance of Hate Level 3

--------------------------------------------------

Outer Steppes
Plains of Despair

--------------------------------------------------

City of the Damned
River of Flame

--------------------------------------------------

The Chaos Sanctuary

--------------------------------------------------

Bloody Foothills
Frigid Highlands
Arreat Plateau
Crystalline Passage
Frozen River
Glacial Trail
Drifter Cavern
Frozen Tundra
The Ancients' Way
Icy Cellar
Arreat Summit
Nihlathak's Temple
Halls of Anguish
Halls of Pain
Halls of Vaught
Abaddon
Pit of Acheron
Infernal Pit
Worldstone Keep Level 1
Worldstone Keep Level 2
Worldstone Keep Level 3
Throne of Destruction


As you can see, in act 1, The Cow Level is the only area using Chest C, and in act 2, Dry Hills is the only area using Chest B. Act 5 is particularly awkward.


Here's River of Flame. (Hell, p1, non-locked chests.)
  • 1 Jo
  • 1 Lo
  • 1 Vex
That's it as far as HRs (Ist and above).

I've verified the Jo pattern in-game as I'm not sure if this one was known yet:
aAdW4y4.jpg
 
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welp guess I'll be running RoF for the rest of my life. See you guys later

edit: so have we clarified whether A5 chests at 65k patterns or 4 billion? If 65k, we have a small chance of cham/zod...
 
Very interesting.

I was all for not doing this kind of thing when we first were running the RoF superchest. Later there was also the thread about the Act 5 Superchests. But we have to be realistic: we won't have nearly enough people running those chests like we used to have and still have for LK.

So this is a very good way to know what is possible afaik.
 
welp guess I'll be running RoF for the rest of my life. See you guys later

edit: so have we clarified whether A5 chests at 65k patterns or 4 billion? If 65k, we have a small chance of cham/zod...
You can safely assume that every Chest in the game has ~65k patterns. Other objects however tend to have 18,446,744,073,709,551,615 patterns, not 4 billion. :p (Because units have two unsigned 32bit seeds, not two 16bit seeds or one 32bit seed.)

And there are also non-chests with ~65k patterns, for example these three objects in Act 5:
qpcOOQ0.jpg


lnj9a0D.jpg


pGkconE.jpg


According to the program, act 5 Hell does not have a single rune pattern. I ran the program for non-locked chests at p1, and at random verified a few patterns in-game, so I'm wondering if the output is correct. Has anyone ever run an act 5 superchest and seen a rune? Edit: It was my compiler that broke the code. Using another compiler fixed it -- link to a file with the output posted below.
 
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I've done both the "superchests" that only drop blues/rares and junk and they definitely drop runes. I've also seen runes from the "special chests" that drop uniques 1/50 chance (like in icy cellar)
 
You know, I've always had good drops off the St Andrews cross barbcorpses, to the point of going out of the way to pop one if I saw it... good to know it wasn't just my imagination (entirely, anyway)
 
OK, here's Hell act 5, non-locked, p1:
  • 1 Ohm
That's it for Ist and above. :< (Locked act 5 super chests have an Ohm pattern as well as a Vex pattern.)

Screenshot to verify the Ohm pattern:
u1masaZ.jpg
 
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