1.07 News, Info and Gossip

Okay, that's pretty cool information! RoF Jo! What would you guys do with that? "Only" misses a Ber and you could do an Enigma in beta 1.10 or something (assuming it works normally, as it's not ladder only rw). That was the first that came to my mind.

Also, 1/65k odds... someone seriously going for this could lead to pretty ridiculous amount of RoF runs if unlucky.
 
Okay, that's pretty cool information! RoF Jo! What would you guys do with that? "Only" misses a Ber and you could do an Enigma in beta 1.10 or something (assuming it works normally, as it's not ladder only rw). That was the first that came to my mind.

Also, 1/65k odds... someone seriously going for this could lead to pretty ridiculous amount of RoF runs if unlucky.
Is there something special about beta enigma?
 
@pharphis
I have yet to see a Ber rune super chest pattern. Did you get yours from a super chest?
Any mal or ists in A1 or 2? Would be sad if you can't get them from any chests
Non-locked act 5 super chests on p1 have two Mal rune patterns actually, you can find them in the file I uploaded. And yes I have seen Ist patterns, at least two of them in act 2. (Act 2 also has at least one Mal rune pattern.) Unfortunately I'm not a very organized person, and I struggle to compile data in a way that makes sense. :< My WINAPI skills are moving forward very slowly, so I don't know how fast (or if at all) I can make something simple where you can just select the area and such yourself, and instantly get the output in a window.

But if I knew which areas (can potentially) contain super chests, I can at least run the program for those areas for Hell, p1, both locked and non-locked. I doubt anyone cares to run chests on Nightmare or at a player number higher than 1 anyway.

So, besides act 5, I have the following list of areas that (can) have super chests:
  • River of Flame
  • Lower Kurast
Then I have the following list that I have yet to confirm:
  • Arcane Sanctuary (dead ends)
  • Maggot Lair (dead ends)
  • Tower Cellar (T-junctions)
  • Mausoleum ?
  • Crypt ?
  • Upper Kurast ?
  • Kurast Bazaar ?
  • Sewers Level 2 (act 3)
  • Durance of Hate Level 3 (far back, behind Mephisto)
  • Certain outdoor areas in act 1 (houses)

I'll try to confirm which of those areas contain super chests. But if anyone has any other spots where they think (or know) are super chests? Please do tell!
 
@Fruit this stuff is amazing man. i assume you can do it for other verions as well? It would be really cool if you could automate it for yourself so it would be easy to walk to a chest and spit it out for any locations/player setting.
 
I'll admit it's not a great solution, but I've uploaded a zip file to Google Drive which has all 1,179,612 superchest patterns for p1 Hell.

I've included a readme file, where you can check which area uses which chest TC, to tell you which file to open. I've included both the locked and non-locked patterns. It turned out that for all acts, the B & C chest TCs were in fact the same, so there are only 9 different TCs for Hell. So 65534 patterns times 9 TCs times 2 (for locked and non-locked) = 1,179,612 patterns total. (Since I don't know exactly which areas can or can't spawn super chests, I've just included every area in the readme.)

For example in the readme you'll see sections like this:
Code:
----------------------------------------

                       Act 4 (H) Chest A

Outer Steppes
Plains of Despair

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

                       Act 4 (H) Chest B

City of the Damned
River of Flame
The Chaos Sanctuary

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

So if you'd be looking for the patterns for River of Flame, you will want either or:
  • Act 4 (H) Chest B L.txt
  • Act 4 (H) Chest B NL.txt
, depending on whether you want to see the Locked or NonLocked patterns.


Not very elegant, I know, but I suppose better than nothing? Because if you know of any superchest, you can just check with the readme which TC that area uses, then open the appropriate file, and simply Ctrl+F to see if that TC has any patterns with runes you are interested in. (Edit: Oh, and the names of the items were taken from the 1.07 language files specifically, so don't bother looking for Jah, Io or Shael runes. :p)


Here it is on Google Drive: 1.07 superchest patterns.
 
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Shopping mirrored boots from Anya is waaaay faster. She always shows at least one pair of boots; they're always of type greaves or the exceptional/elite; the portal to nihlathak's temple is right there.
Yeah, only problem is that Mirrored Boots are the elite version of Light Plated Boots.
Greaves update to Myrmidon Greaves, which is useful in 1.08 but not in 1.07

EDIT: Also, welcome back. Don't know if you've been away, but it's been a while since I saw your posts.
 
I have few questions regarding patch 1.07, I tried to look it up online but no luck there, so will appreciate any help:

1. Is there a bug with FO in 1.07?
2. What will happen to runewords and crafted weapons brought forward?
3. Is magic arrow work in 1.07? Can it be used as a 2nd skill with LF?

Thanks in advance
 
@mir
1. Kind of. If the big orb hits an enemy, none of the shards will do any damage anymore. In later patches you want the orb to hit enemies for the most amount of damage. In 1.07, you want the orb to pass by the enemy instead.

2. Nothing will happen to crafted weapons or crafted/cubed items in general when brought forward. Runewords are entirely different, though, and will most likely not work in later patches. The runewords that exist in 1.07 don't exist in later patches. I don't think they are worth it, anyway.
 
Thanks for the fast reply, one more question in addition to question 3:

4. Is the breakpoints are the same as 1.14?
 
@mir, @LongingForDeath covered 1 & 2, though I would add that many elite items have different stats (usually worse, as in lower dam/def, higher reqs)...weapons get the proper stats when forwarded, except durability, which stays the same (a problem especially with claws), armor items get their requirements updated but keep whatever defense/durability they spawned with (a problem especially with shields)

3. Magic Arrow adds +1 dam/lvl, and doesn't use arrows, that's it...I don't think any of the damage is magical, either. Guided Arrow doesn't pierce, so... Strafe works like in later patches, so is quite viable, but you really should give multishot a try, its FAR more powerful than in later patches, ALL arrows carry all effects...leech, CB, DS, OW, CtC, elemental damage, etc., pierce magnifies this effect, and MS has incredible range, FAR beyond the edge of the screen

4. Breakpoints seem to be mostly the same, though I wouldn't be surprised if they were a bit different... maybe @Fruit knows or can find out. I do know that any IAS breakpoints that depended on the averaged speed of dual-wielded weapons will be different, as 1.07 doesn't handle dual-wielding properly...

WoRG
 
@Fruit I'm making a 1.07 grail tracking spreadsheet, and the list of 1.07 uniques you provided has been VERY helpful. Could I trouble you to provide a similar list for set items?

Speaking of 1.07 set items, I know many of the exceptional/elite items have slightly different stats, does anybody have a list of what these are? (LoH has Fire Absorb instead of Resist, many items that should spawn sockets don't, Naj's Puzzler doesn't have teleport, etc.) I was hoping to get a Naj's Puzzler from Council during the 2nd round of RFL, but no such luck. Elder staffs can't be racked, but they are TC66, so should be (barely) droppable (I was running with enough MF to force sets).

WoRG
 
Ok, I need help thinking of how good of a shield I can expect to maybe find for my necro (or craft?)

Right now I'm using visceratuant (2 skills, 80 life, some block) with a pdiamond

Somehow it didn't cross my mind until now that I should be able to upgrade this to 2 necro (or 3 PnB) +3 bone spirit + 20(?) fcr, and 2 sockets (from larzuk?).

Any thoughts? I currently have a ring for fcr and some res but if I could replace that with a SoJ by getting fcr on the shield, it would be a pretty big difference I think (way more mana and some +skills)
 
Necro heads don't get faster cast rate affixes... also, I'm not sure if they get 2os (or even one...) in 1.07.


Could get +2PnB, +3BS, +other stuff on a rare. No necro head will replace Viscerataunt for blocking, though. Actually, I say that, but what does Homonculus look like in 1.07?
 
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