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looks like you could play through entire nightmare 85 times until you on average get an elite weapon
I got a stony field waypoint right next to the cairn stones and tried running Griswold. After about 30 runs (1 player setting) he has dropped a pellet bow, feral axe and a pair of wyrmhide boots. That was a pretty decent haul, especially an assassing could love wyrmhide footwear so early. Sadly no bow yet for the amazon and rogue doing the running.
 
as if the teleportation bosses were not annoying enough... this dude just *left the arena* and it took me a minute to realize where he went
 

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welp. i got to 85 so my merc could wear valor and... i guess i forgot mercs don't have vitality. boooo. might have to play a bit to find out but it might not be all that much better than the shaftstop he was wearing. does 1.07 still have the monster AR <<2 bug?

i was also planning on wearing it on my sorc but i guess i forgot i only have 120 str. so it's gonna be quite awhile... or i can just shelve this for now and start a paladin or bow zon. i found a hoz so might as well try to use it. there are so many 1.07 uniques i have not seen before, hoz was one of them.

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Question. Are there approved mods here that allows me to run cows even after killing cow king in 1.14d? If yes, which mod is it. If not approved, then just say not approved haha.
 
Ok so now I have
103 Pul Runes
45 Um Runes
59 Mal Runes
36 Ist Runes
31 Gul Runes

According to a conversation with a friend, we came up with that I could cube all this up to 9 Lo runes.

I think I have all the gems too.

Should I do it??? 💎🔨

maybe I just do 8... nice to have some midrunes
I suppose it depends on your goal. Aren't you already swimming in Lo's by now?? :D trying to roll a perfect grief or something? If you have a plan for 8 Lo's, and no plans for the other runes then go crazy. but I find Ums, Mals and Ists to be fairly useful, but yea you probably don't NEED the quantity of each you already have. I say yes, but show result of whatever your plan is
 
I have plenty of everything, but I do not need that many mid runes. Ohms or Lo's are more useful.
Already have two good griefs.
I am thinking about making some Dragon and HoJ, they require Lo's

And, I think it could look "cleaner" to have 10 Pul.. and 20 Lo's than 100 Pul... and 12 Lo's :P Also makes it easier to make descisions later on

And... if I feel I need some Pul, Um, Mal, Ists.. I have more than 400 Fal, Ko, Lem runes :P
 
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another bow for the pile of bows to try for 4 sockets. the first one that ended in success was not great, cause i used tals instead of emeralds, and the affixes had too long a duration? still kinda fuzzy on these 1.07 poison bows. the tal one below is useful for physical immunes in hell so far. base item shouldn't matter right? weapon speed shouldn't be important because once an enemy is poisoned, it can't be poisoned again until the timer runs out, right?

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another bow for the pile of bows to try for 4 sockets. the first one that ended in success was not great, cause i used tals instead of emeralds, and the affixes had too long a duration? still kinda fuzzy on these 1.07 poison bows. the tal one below is useful for physical immunes in hell so far. base item shouldn't matter right? weapon speed shouldn't be important because once an enemy is poisoned, it can't be poisoned again until the timer runs out, right?

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I'm not familiar with older patches. What happens if you bring this to 1.14D?
 
i have no idea. it's been so many years since i played anything other than 1.00 or 1.07. i was reading these posts by WoRG at some point weeks ago which clued me into the 1.07 poison stuff:

 
oh yeah, that bit about "bite" damage... the gloves coming on or off is like 300 poison damage instead of 11... LOL1762672790370.png
 
maaan, i swear. so many of the exceptional uniques in 1.07 have huge MDR. must have been a design goal to explore more damage reduction types. the original game only had small numbers of PDR and MDR. expansion adds physical damage reduction by percentage (on vamp gaze and shaftstop for example) and really large amounts of MDR

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maaan, i swear. so many of the exceptional uniques in 1.07 have huge MDR. must have been a design goal to explore more damage reduction types. the original game only had small numbers of PDR and MDR. expansion adds physical damage reduction by percentage (on vamp gaze and shaftstop for example) and really large amounts of MDR

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Wow. Sad it was changed. The MDR aside 150% to AR is really nice and the damage is good: would be rocking 85 - 208 when upgraded.
 
I'm leveling up a necromancer build in normal difficulty (LoD 1.14b).

Yesterday, after rescuing Qual-Kehk's POWs, I hired a barbarian mercenary for him, then went to GoMule and equipped the retainer with some nice MF gear: a rare death mask and rare sharktooth armor socketed with PTopazes, and an ethereal Blade of Ali Baba sword. I then proceeded to let the barbarian mostly solo the rest of Act 5 and cows for me (ancients /players1, everything else /players7), keeping him alive by spamming Life Tap curses at everything he was fighting. I'm quite pleased with the unique tulwar's ability to kill. The barbarian hireling swings it fast and hard. In the past, every time I attempted to use one as a weapon on a player character, I found it unbearably slow and weak.

But I was very disappointed at the MF results. Almost every Act 5 and cow drop was white or gray. At least two thirds of the drops that were magic (blue and a few yellow) were actually from chest or urn poppables kicked by the necro. Only a handful of blues or yellows came from monsters that the barbarian killed. No sets or uniques at all.

I did not expect this outcome. Dressing up act 1 rogues and act 2 town guards with MF gear has never failed to noticeably boost observed S/U occurrences. Is there something in the code for act 5 barbarians that nerfs their MF? Or was this just an unlucky streak from our venerated PRNG?

(On the other hand, I definitely noticed more generous gold drops, thanks to the Ali Baba's approx 100% boost to gold at the current character level.)
 
I have picked up my untwinked Barb. I was hoping to that he could be LK free, but it seems to me that LK is more friendly for a barb than countess runs, at least without teleport. But by then the problem is solved anyway :)

So far I have:
5os Phase Blade and an Ohm
2x Pul Mal but no ethereal bases

Debating between re-rolling the map for a Balrog Blade rack, and keeping pushing for another Ohm. At the moment keeoing running is winning.

Is Grim Dawn any good?
 
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